Polishing Azir's kit & gameplay.
Azir is clunky and lack flexibilty. I would suggest to make him more consistent and allow better plays with and against him.
Q: Conquering Sands Damage down/changed from 60 90 120 150 180 +0.5 to 30 50 70 95 115 +0.65 Slow down from 25 to 20 Cooldown dow from 10 9 8 7 6 to 8 7 6 5 4 Mana const down from 70 to 35 35 40 40 45
Explanation: It's frustrating to have your soldiers standing somewhere and being absolutely helpless after your enemy dashed once. This change are supposed to promote his "commanding§ lore-wise as well as making his gameplay less frustrating. A slight ratio approval makes this ability more viable lategame. Since soldiers will become targetable with the W change this seems like a fair trade-off.
W: Arise! Upon getting a kill or assist Azir gets a stack. Cooldown reduced to 9 8 7 6 5. Soldiers are now targetable and have collision. They die after getting hit 2 2 2 3 3 times. A circle displays the range of each soldier.
Explanation: Riot always preaches counterplay, yet they add an extremely long lasting AoE ability with low CD. Giving the soldiers health allows enemies to react to Azir's soldiers. At first this might sound like a straight nerf, but done correctly they can be used to "capture" an enemy with your old, locking him with a soldier. This might also make Ghost (or Phantom Dancer) more appealing since those allow you to ignore collision.
**E: Shifting Sands ** Delay upon activation removed. Travelling speed slightly increased.
Explanation: This skill is just horribly unreliable and the delay makes it near useless.