Minor rework to Azir that would solve his issues and return him to glory

Risen29··10 votes·875 views

Azir was one of the first champions I fell in love with when I joined the game, along with Viktor. I believe the reason is because they are both positional long range mages that have tools to let them dictate the terms of battle, especially in teamfights. Making them very tactical in their combat style.

Given that I see Azir as a tactical and positional ranged mage, I would remove Shifting Sands entirely from his kit. It is out of place and really unnecessary to his core playstyle of positional tactics and high ranged damage.

Why is that? Well, just look at the kind of kit he has: Arise? Zone out enemies by placing soldiers. Conquering sands? Essential to put damage on target, and to shift what areas are zoned out. Shurima's Legacy? A positional defensive point you can fight from, further aiding the theme of a mage who fights from locations of tactical superiority. Emperor's Divide? Set up a wall to fight behind.

Notice the pattern? It's about superior positioning, zoning, crafting the battlefield to suit a superior tactical situation for yourself.

Given that, Shifting Sands is unnecessary, and actually only bloats his kit to the point where you are forced to nerf the positional aspects that really make Azir who he is.

Azir would be even more vulnerable to being dived, and it would be more difficult for him to chase or dive in with massive burst. Those losses would be very significant, but with that we would be able to revert all the nerfs that have come to the other aspects of his kit like:

  1. Sand Soldiers can be given their higher range back. They can be given their higher AP ratio back.
  2. His wall can get it's longer duration back.
  3. You can increase his base movement speed back to what it originally was.
  4. Additional damage can be returned to multiple soldiers with conquering sands, and you can unnerf it's base damage.
  5. Turret can have it's attack speed increased again from cooldown reduction.

In addition, you could start to consider new changes that would fit his new playstyle: such as potentially increasing the control range of his soldiers. This might be more necessary without mobility, but it would add a lot to his zoning and poke power.

What do you replace Shifting Sands with? Well, you can actually use a new ability to address the problem of how Azir use to be too powerful all throughout the game. You do it by forcing Azir to choose early game between good poke or good damage. Late game he'll have both, but late game will also be a lot more dangerous for him to survive to use it. You start by putting the higher attack speed passive on his new E. Higher control range could be something you get passively from Q. But longer attack range on the sand soldiers could come from leveling up W. You could also rework his damage scaling so that something like his E passively increases his damage. So if you go for max poke with Q and W then you'll be lacking burst until later in the game when you can start leveling up his E. Late game you'll be able to combine both for Azir's full late game glory, but you pay the price by now being much more immobile and squishy so you will actually need that extra range and damage on your soldiers.

I recognize that a passive skill in E is not as interesting, but you could always think of up some kind of active component that is fitting for Azir's renewed focus on positional warfare. Edit: I believe the most fitting change would be to give it an active component that recalls his soldiers to his position, and then does a combination of one or all of the following: Knocks back enemies so a soldier is between each enemy and azir. If you have three soldiers and and three enemies they each get one in front of them, but if you have only one enemy then all three form a wall in from of that one. It grants azir a shield based on how many soldiers are recalled to his position. You could also possibly enable his soldiers to act as bodyblockers and skillshot blockers for the duration that the shield lasts, but if this is deemed too powerful you could remove this component without worry. This new skill would also be fitting for the fact that Azir's increased soldier attack speed and damage is linked passive with it, because not only will he need more defense if he is not going first with control and attack range, but thematically it represents a focus on the soldiers having furious and close range defense of their controller. This would fit with Azir's positional combat style more, giving him a second way to move his soldiers around for zoning purposes, and more importantly a new way to defend himself after the loss of his mobility.

So Azir's focus would be on powerful team zoning abilities, to be able to punish the enemy for trying to fight on his turf, but would lose some of his sudden initiation power in favor of a more tactical advance in concert with his team.

So, how would Azir be unique after those changes? Although being immobile and squishy like Xerath, he would not have the raw range or poke potential as Xerath, but Azir could zone out enemies better and do more sustained damage. Although being immobile and squishy like Viktor he would not have the same potential long range poke as VIktor prior to a fight or the same burst potential. Azir's damage is more sustained, and his zoning abilities are more persistent than Viktor's. Depending on what you choose to do with Azir's E, Viktor currently has better disengage in his base abilities, whereas Azir needs his ultimate to disengage but it is superior when he does it. The big advantage Azir has is that he has much much more potential for sustained damage and impact over a prolonged fight, so it makes him one of the few mages that can truly carry in terms of DPS; whereas Viktor is often out of steam after a single rotation of his abilities, so if he doesn't make a big impact in one spell rotation he is often left doing nothing until they go off their long cooldown.

With Azir being one of the first champions that sold me on this game, it saddens me to realize I don't find him as fun to play after the nerfs since his release. I believe they put themselves in a troublesome spot with Azir's design by putting unnecessary mobility on an inherently positional mage design. But I would love to see him tweaked in the way I suggested so that I can fully enjoy the unique aspects of Azir without being nerfed.

10 Comments

Arcus Diabolus3 votes

Would it be too powerful if his E had some CC effect, like a knock back? where his soldiers knocked back all enemies to his cursor so Azir could better position his soldiers with his Q or shove them with his R?

zXr6662 votes

He will never return to glory, for you see, his OP reign is over, he made Riot enough money, its now gimp dragon, and lizard riders turn...what was that one oddball mage that they failed with....

Treune811 votes

{quoted}

He will never return to glory, for you see, his OP reign is over, he made Riot enough money, its now gimp dragon, and lizard riders turn...what was that one oddball mage that they failed with....

Very true.He isn't Riot's special champion like Zed, Ahri, Yasuo, Jinx.

Risen292 votes

I normally would have scooped up the SKT Azir skin right away. I was really excited to see he was getting one. But I decided not to get it because at this point I am not sure if I even sure if I'll be playing him that much anymore.

ToxycBanana2 votes

I think his e should just be replaced with an ability that commands all existing soldiers to make a circle around him and shield him for the number of soldiers out. To compensate, maybe his ult could be changed to be a little bit like rumble's where you vector cast it from a distance and the wall is the size of the number of soldiers you had out before. This could consume the soldiers? idk these are just ideas

warpenguin5552 votes

I would really prefer that his e doesn't become a passive ability, but yeah i do feel like shifting sands should go. kinda unsure about what should replace though, Maybe something that pull his soldiers back to him? idk

Calabok1 votes

Keep him as a peasant. He is not fit to be Emperor.

Risen291 votes

I agree and would prefer that his E not just be a passive, but I didn't at the moment have a solid idea of what it should be replaced with.

I do think the idea of recalling his soldiers to his position, putting one between his position and every enemy nearby, and shielding him based on how many soldiers he recalls to himself, has great potential.

Knockback is also a fun idea, and even more fitting for the power as a defensive option. They could either knock the enemy back so they are immediately in front of the soldier, or they could knock the enemy back to the maximum attack range of the soldier, depending on what is deemed most balanced. Perhaps it might even be possible to combine a knockback with a small shield. I would actually prefer knockback to a shield, if I had to choose between them, because the former is funner, more interesting, and gives me more tactical options in what I can do with it.

You could also potentially expand on that new E functionality by temporarily allowing his soldiers to act as body blockers and skill shot blockers - that way hey actually can defend him in a very real sense. It would be pretty freakin' cool as long as it's not overpowered. And I think there is potential for it to not be overpowered.

I think soldiers that knockback the enemy away from Azir and then bodyblock for a short period is the most fun and thematically fitting. It also synergizes thematically and functionally well with the rest of his kit. A shield by itself would be very boring, but functional. I would only include a shield if you feel like Azir really needs the extra protection from getting dived on, if the knockback and bodyblocking is not enough once his mobility is gone. The purpose of an E like this would be to allow Azir to get a couple extra hits off on the enemy, or buy time for his team to CC them. The knockback and bodyblock both accomplish that, and a shield would potentially give him a little more breathing room if it's necessary. What makes this E different from his R, is that the E is only suppose to buy you an extra second or two before you would otherwise die, whereas the R is so wide and has such a large knockback that it can usually completely disengage the enemy from you and allow you to escape from combat entirely. The new E I am talking about would be unlikely to allow you to completely disengage from most enemies that have some form of gapcloser, movespeed increase, or slow. But it might buy you just enough time for your team to intervene, or time for your soldiers to finish off a weakened enemy before they can land the killing blow on you.

This new E would also give him some more tools to move his soldiers around to where they are needed on the battlefield while his Q is on cooldown. He could even use this ability to defend a teammate that has been dived on, as long as Azir is standing right next to them (but this is risky because Azir is himself also a squishy appealing target).

I'm actually really excited about seeing an ability like that on Azir now.

Kitty On Parole2 votes

How about making his E a shield like it is right now when you shift and hit a champion. Remove the shifting part and just make his E grant a shield based on the amount off ap he has or the amount of soldiers he has out. The higher ap/soldiers he has the stronger the shield becomes. This way his E changes but still feels familiar. This will give Azir players a small gameplay and decision making by giving them a choice to whether waste/use ultimate or use E for a shield and maybe get a kill when someone is in his face instead of automatically pressing R as he does now.

P.s. I Love Azir

Risen291 votes

You could, but it's very generic and bland to just be a shield. I would much prefer they pair the shield component with making his soldiers recall to his position at the very least. Those two together might be enough to make it useful and interesting.

Although that would be the bare minimum to make it useful and interesting, I believe it would be better to consider adding minor knockback and soldier bodyblocking when it's active. That would be far more unique and fun. I'd rather have a smaller shield in favor of those components.

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