Proposed Azir buffs/changes
I love
and he's one of my favorite hyper-carries/mages, but I feel he's a bit under-powered and missing some real identity.
Everyone knows that hyper-carries are strong late game but weak early game and the have a special element (particularly ADCs) they get from items called sustain.
So where is
's?
We know that spellvamp doesn't work on him for this math: say he does 350 magic damage to an enemy fighter per soldier hit, including magic resist, which is a common number for late game Azir. He heals for 21 health for each hit (350 * 0.2 [spell vamp] * 0.3 [AoE ability]), and a whole item dedicated to that stat (I'm thinking Will of the Ancients becasuse of CDR as well) isn't worth the slot/gold when there are better stat-boosting abilities. As a matter of fact, only one of his abilities is single-target (Shifting Sands).
I propose this:
W new effect Azir heals for 12 + 6 * [champion level] + 5 * [Arise! level] each time a soldier successfully hits a target. This effect is increased and stacks by 15% for each additional active soldier but only heals once every soldier attack command (multiple solider attacks/enemies hit will not increase the effect).
I imagine just adding raw power to Azir is stupid, so I also came up with this: Azir's W damage increases by 5 for EVERY level rather than 5 then 10 per level at level 11, scales off of 35% of his ability power and each soldier after the next deal 40% damage instead of 25%.
Any thoughts?