Idea for an Azir Rework (with Pictures!)

TricolorStar··3 votes·2,406 views

Passive: Blessing of Shurima Azir can sense the stirrings of Shurima beneath Runeterra. In a medium-sized area around him, Azir can see hidden Sand Dunes that always spawn in a fixed location near him, but cannot be revealed unless he is close to them. When converted into a Sand Soldier by Be Reborn, a Sand Dune cannot spawn in the same spot for some time. https://s30.postimg.org/v18ia24fl/azir_q1.png

Q: Be Reborn Active: Rise for the Emperor Casting Be Reborn on top of or near a Sand Dune immediately converts them into a Sand Soldier, now visible to everyone. The reticle for Be Reborn is medium-sized, meaning you can summon multiple Sand Soldiers if you position it over Sand Dunes correctly. If an enemy unit is in the range of Be Reborn, all Sand Soldiers summoned rush to the enemy and attack them relentlessly. https://s30.postimg.org/rgrfge89d/azir_q2.png https://s30.postimg.org/4i6kfnolt/azir_q3.png

Passive: Shuriman Defense Azir gains a stack of Sand Guardian based on how many Sand Soldiers are close to him, increasing his defenses with each stack

W: Sand Dowsing Active: Live for Me Azir can immediately spawn an invisible Sand Dune at the target location. Streams of sand issue to the location, but opponents cannot see where the actual dune is placed. https://s23.postimg.org/93uytk6sb/azir_w1.png Passive: The Royal's Privilege Every point in this ability increases the rate at which Sand Dunes spawn and also the area in which Azir can detect them.

E: Desert Vigor Active 1: Valor for Shurima Active 2: Surge Forward This ability has a 2-stack system that can be immediately cast back-to-back. Upon first activation, all Sand Soldiers in play gain a percentage of extra attack speed and damage. Upon second activation, they rush to the target area, bringing Azir with them and granting him a shield based on his maximum health and the amount of Sand Guardian stacks he has. https://s23.postimg.org/j1lp28tqj/azir_e1.png

R: Shuriman Phalanx Upon activation, Azir summons five Sand Sentinels that surround him in a circular formation. They move with him and damage all who approach Azir, but die in battle very easily and deal reduced damage than Sand Soldiers. These Sentinels can be moved and boosted with Desert Vigor, but due to their heavy armor can only move half the distance Sand Soldiers can, bringing Azir with them.

Inspiration: Azir is a mechanically complex champion and when I was thinking of a possible rework, I thought of other complex champions (namely Taliyah and Zyra) that could lend mechanics to Azir and give him a unified theme. Right now, Azir is a combination Sieger/Defender/Assassin/ADC thing, with lots of cluttered abilities and no real sense of direction.

The first step is to change his Passive. His current Passive, Will of the Emperor, is very cool and ties into his lore and reveal video, but does not mesh with his gameplay at all, really. Changing his passive (and by extension, his Sand Soldiers) to a set-spawn system like Zyra made a lot of sense to me. Remember, these dunes spawn in predictable, consistent locations, not the random mess Zyra grows. And this makes sense: Zyra is creating a crazy killer garden, but Azir is creating a structured Shuriman Army. Same concept, very different execution. Also, Sand Dune don't really spawn. They are generated when the game begins and are revealed when Azir gets close to them. When he uses one to create a Soldier, that dune will respawn in the same place over time. So think of this ability like a combination of Zyra's Garden of Thorns and Taliyah's Worked Earth.

For his Q, Be Reborn, I was thinking of a way to combine his current Q, Conquering Sands, and his current W, Arise! into a single consistent ability. By taking yet another page from Zyra's book and allowing Be Reborn to be cast in an AoE instead of summoning a single Soldier created a really cool possible way of playing Azir. Capitalizing on an opponent's misstep and summoning one or two Soldiers and marking them with Be Reborn to be attacked by them all in one swift motion rewards good Azirs by giving them a decent amount of damage and bad ones by removing some of their dunes from play if miscast.

His W was inspired by water dowsing, a technique used to find water by waving a rod over the ground. As you can see, there's a bit of reverse roleplay going on here. This ability allows the player to quickly combo with an extra Soldier if they have the timing, or to bolster their defenses with the abilities passive. Similar to Taliyah's Worked Earth, the player is incentivized to put lots of points in this ability to reduce the long respawn time of Sand Dunes.

His E was devised as way to combine his old Q and E while retaining a level of forgiveness if the player messed it up. Since the soldiers dash forward and drag Azir along for the ride, he can wind up in a very unpleasant situation. Thus, he gains a shield based on his max health and the amount of Sand Guardian stacks he has, which is itself dependent on the amount of Sand Soldiers on the field near Azir. This means that if the Azir players take the time to bolster their defenses before going in, they get a bigger shield and thus a better chance of surviving.

His R was to add something brand-spanking new to his kit, the Sand Sentinel. What Emperor just has offense soldiers, no defense? Bad ones. Therefor, Azir can summon this special unit with his ultimate and hunker down for the long count or move forward as unit with the Sentinels and the Soldiers acting as a full-fledged army!

Let me know what you think!

4 Comments

sit kid2 votes

I have to say I don't like it, but I like that you have spent that much time on explaining what each ability does.

My main issue is that this reworked Azir basically would be all about his soldiers doing damage and no more. That said, I really think this would kind of destroy what Azir is about. Glorious sieges with an ultimate that scoops divers off. Basically the teamfighting and late game god.

I'd much rather see his mobility removed than the ultimate, because the mobility is what breaks him when considering his already 1000+ range AA's. It's just my opinion of course, but really good work on giving us insight on what you think :-)

Frozne1 votes

I like the concept for everything about the ulti at least, I feel like azirs ulti now is too iconic for the champion for it to just be replaced.

LostFr0st1 votes

I appreciate the time it probably took you to go through and figure out a way to rework him into a short-range battle mage. Putting aside that I love the current shuffle, I have a few things about the kit that I'm foggy on, so I subdivided some of the feedback after each ability description. My feedback is just that: feedback. I'm not attacking you, just legitimately trying to poke the kit where I think there's some considerations to be made/ I need context on some stuff for me to understand it properly. So please take my criticism that way.^^

Overall, I do think the kit is too much like a tanky Zyra/Heimerdinger mix. Since the dunes are hidden, the enemies (unless they micromanage his past dune spawns) will have no idea how vulnerable he is when they want to go in, other than "his Q is on cd."

There's also the question of his movement being forced around with the soldiers. Being in the middle of the fiesta doesn't exactly befit an emperor...

Also, how does he get pulled? Does he end up a fixed distance from the soldiers' end position or is he dragged a fixed distance from his position? (let's say he walks backward before casting E, does he end up farther from the enemies or is it like Ivern Q dash?)

{quoted}

Passive: Blessing of Shurima Azir can sense the stirrings of Shurima beneath Runeterra. In a medium-sized area around him, Azir can see hidden Sand Dunes that always spawn in a fixed location near him, but cannot be revealed unless he is close to them. When converted into a Sand Soldier by Be Reborn, a Sand Dune cannot spawn in the same spot for some time. https://s30.postimg.org/v18ia24fl/azir_q1.png

Part of Azir is setting up your soldiers and prepping them. They are his zone, and he needs to be able to chose if and when the spawn will "show" or not (spawn in brush for surprise or spawn in the open for zoning purposes). Be aware that this removes that aspect of his kit prep and skill, which divides good and bad Azirs right now.

Q: Be Reborn Active: Rise for the Emperor Casting Be Reborn on top of or near a Sand Dune immediately converts them into a Sand Soldier, now visible to everyone. The reticle for Be Reborn is medium-sized, meaning you can summon multiple Sand Soldiers if you position it over Sand Dunes correctly. If an enemy unit is in the range of Be Reborn, all Sand Soldiers summoned rush to the enemy and attack them relentlessly. https://s30.postimg.org/rgrfge89d/azir_q2.png https://s30.postimg.org/4i6kfnolt/azir_q3.png

The dunes need to be visible to the enemies at the range that Azir can use this spell for it to have that much power. Imagine Zyra without being able to see the seed spawns, but with Malzahar voidling AI. Yeah...

Passive: Shuriman Defense Azir gains a stack of Sand Guardian based on how many Sand Soldiers are close to him, increasing his defenses with each stack

What is the core of this stacking; the tradoff? When is Azir vulnerable? If the enemies can't see the dunes, again, other than the Q being on cd the enemies will never have any idea when he'll suddenly have +30 defenses because he was sitting on a good dune spot that they couldn't see. Needs clarity or a reason for being on the kit this way.

W: Sand Dowsing Active: Live for Me Azir can immediately spawn an invisible Sand Dune at the target location. Streams of sand issue to the location, but opponents cannot see where the actual dune is placed. https://s23.postimg.org/93uytk6sb/azir_w1.png Passive: The Royal's Privilege Every point in this ability increases the rate at which Sand Dunes spawn and also the area in which Azir can detect them.

This reads like a very big noob trap. Dunes do nothing, but he needs them to function. Spawns should probably scale with level instead.

E: Desert Vigor Active 1: Valor for Shurima Active 2: Surge Forward This ability has a 2-stack system that can be immediately cast back-to-back. Upon first activation, all Sand Soldiers in play gain a percentage of extra attack speed and damage. Upon second activation, they rush to the target area, bringing Azir with them and granting him a shield based on his maximum health and the amount of Sand Guardian stacks he has. https://s23.postimg.org/j1lp28tqj/azir_e1.png

So, is this is the only way he can move his soldiers? What's the cd? This would definitely shift him into a battle mage, but it would be helpful to know if the cast distance scales with ult rank or something.

R: Shuriman Phalanx Upon activation, Azir summons five Sand Sentinels that surround him in a circular formation. They move with him and damage all who approach Azir, but die in battle very easily and deal reduced damage than Sand Soldiers. These Sentinels can be moved and boosted with Desert Vigor, but due to their heavy armor can only move half the distance Sand Soldiers can, bringing Azir with them.

Upon reading this, it sounds like Azir actually gets nerfed while he's in his ult. Am I reading it wrong? What happens if he has both types of soldiers up at one time and casts Desert Vigor?

Inspiration: Azir is a mechanically complex champion and when I was thinking of a possible rework, I thought of other complex champions (namely Taliyah and Zyra) that could lend mechanics to Azir and give him a unified theme. Right now, Azir is a combination Sieger/Defender/Assassin/ADC thing, with lots of cluttered abilities and no real sense of direction.

[...] but Azir is creating a structured Shuriman Army. Same concept, very different execution. Also, Sand Dune don't really spawn. They are generated when the game begins and are revealed when Azir gets close to them. When he uses one to create a Soldier, that dune will respawn in the same place over time.

This sounds mentally taxing for the enemies and very annoying for the Azir player. Much like at Bard's release, it gets frustrating when you get an rng bad setup at the start of the game. Play a couple Bard games, you won't get the same feeling players did when he was on pbe, but you'll get the idea.

So think of this ability like a combination of Zyra's Garden of Thorns and Taliyah's Worked Earth.

If you're going there, why not go all the way? Scrap the dune spawning, and just make him form soldiers around himself. <-- just a question.

For his Q, Be Reborn, I was thinking of a way to combine his current Q, Conquering Sands, and his current W, Arise! into a single consistent ability. By taking yet another page from Zyra&#039;s book and allowing Be Reborn to be cast in an AoE instead of summoning a single Soldier created a really cool possible way of playing Azir. Capitalizing on an opponent&#039;s misstep and summoning one or two Soldiers and marking them with Be Reborn to be attacked by them all in one swift motion rewards good Azirs by giving them a decent amount of damage and bad ones by removing some of their dunes from play if miscast.

Can the soldiers even be used if you miss Q? The above sounds an awful lot like its saying "Azir can't do anything 'till Q comes off cd again" and then they dissipate since there's no target.

His W was inspired by water dowsing, a technique used to find water by waving a rod over the ground. As you can see, there&#039;s a bit of reverse roleplay going on here. This ability allows the player to quickly combo with an extra Soldier if they have the timing, or to bolster their defenses with the abilities passive. Similar to Taliyah&#039;s Worked Earth, the player is incentivized to put lots of points in this ability to reduce the long respawn time of Sand Dunes.

Is it a noob trap though? Q cd is your vulnerability. W enables Q which enables the rest of his kit.

His E was devised as way to combine his old Q and E while retaining a level of forgiveness if the player messed it up. Since the soldiers dash forward and drag Azir along for the ride, he can wind up in a very unpleasant situation. Thus, he gains a shield based on his max health and the amount of Sand Guardian stacks he has, which is itself dependent on the amount of Sand Soldiers on the field near Azir. This means that if the Azir players take the time to bolster their defenses before going in, they get a bigger shield and thus a better chance of surviving.

This really sounds like "I just wanted to lower his skill floor." Part of the old Azir's core is decisiveness and quick decision-making. This eliminates that completely and actually goes in the complete opposite direction. A good Azir can kite and manage distances, this one sounds like Vlad, just dive in and time your cds while crossing your fingers that your stats are high enough to face-tank the enemies until you heal.

His R was to add something brand-spanking new to his kit, the Sand Sentinel. What Emperor just has offense soldiers, no defense? Bad ones. Therefor, Azir can summon this special unit with his ultimate and hunker down for the long count or move forward as unit with the Sentinels and the Soldiers acting as a full-fledged army!

Why do you feel like he should have both offense and high defense? Many of original Azir's defenses were removed due to him not having enough counterplay and enemies not being able to blow him up before he knocked them up, away, shielded himself, dashed away, etc.

Let me know what you think!

fidllestix1 votes

I effing love this if riot doesnt make this reality i will have to fight them i was really sad about azirs rework and the lack of shuffling in the latest ideas but yours just gave me hope i mean i was a big fan of azir because he had an army but most of all he had style the new ways took away thatstyle but yours just gave it a brand new effing look thanks for giving me hope man thanks

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