@Riot Azir's Sun Disc

Tengrichan··6 votes·1,415 views

Azir's passive creates a Sun Disc that has the same stats as the tower where it's created.

The Sun Disc's health, base damage, armor and magic resistance are equal to what the target would have at the time of construction - i.e. the Sun Disc will continue to scale over time.

However with the changes in preseason towers have became weaker in one way or another and with that Sun Disc too. This applies to outer turrets where a Sun Disc is created most of the time. The problem is Azir does not need a nerf to its passive at all.

So i am asking what will Riot do to compensate Azir for the changes? Reduced cooldown?Increased stats on Sun Disc?

8 Comments

SolBlazer134 votes

Actually, I have a different idea about this, one which about to post. How about a buff to the tower that works like this: The tower takes the stats and abilities of the tower it is replacing. For example, a tier two sun tower has the ability to grant the shield to nearby champions, allowing for better siege.

The idea here is for there to be more strategic positioning of Azir's turret. Do you place it in the enemy's tier two for said shield, or do you put it at your inhibitor to prevent a split push while your team sieges?

However, I do feel that for this to really work, and for your choices to be meaningful, the cooldown should be increased to 180 seconds over 150.

Hayaishi1 votes

His turrets shouldn't bleed out, it limits way too much their use.

Guineasaurus Rex1 votes

maybe bleed out slower or make it so they only bleed out while not in combat as bleeding out + taking dmg makes them go down fairly quickly

EzraTwitch1 votes

I feel they shouldn't do anything Azir is strong as fuck. He needs nerfs.

Guineasaurus Rex1 votes

i disagree with nerfs. I think he just needs... changes. i feel like he's an awkward combination of ori and zyra with a lack of precision that is offset with high dmg. Been playing him a lot recently and he's one of the champs where you either kick ass and do really well or just kinda suck and are bleh. Watching higher ranked players tells me the same thing, he seems very inconsistent.

I'd prefer shorter cd's and less dmg over his current set up. Right now you throw out your sand guys, maybe q them to your enemy, get a couple hits in and take him to half hp or less. The enemy then walks back to tower and goes b. You have a good zoning and keeping your enemy down potential but I feel he lacks real good kill power because his cd's are so long you can't really string moves together to make plays. The enemy needs to be dumb to stick around long enough for you to repeat what you just did and secure the kill. Oh sure you can w>q>e>r the enemy but then you're sitting on your thumb for the next 5 seconds waiting to be able to do something.

Also his build is too linear with his mana requirements. Watch people play him, there's pretty much 1 start, which branches into two possibilities. Morello > zyonha or Morello > Nashors. Give the sand guys a little more summoning range and reduce their dmg along with some cd adjustments and I think he'll be fine despite his still funky kit

Raptamei2 votes

he's one of the champs where you either kick ass and do really well or just kinda suck and are bleh.

As opposed to ...what?

Guineasaurus Rex1 votes

a champ you can consistently do well with...

ZerglingOne1 votes

He doesn't need buffs. He's insanely strong already.

He has the best peel in the game.

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