Ability Update: Azir

Riot·9/19/2017, 1:39:01 AM·3 votes·42,795 views

To say Azir has been a balance minefield would be an understatement. Shurima’s Emperor has been caught in a game of tug-of-war between his difficulty for new players and how overbearing he can be in the hands of experienced players. We’ve tried to find a middle ground for Azir where he’s playable at all skill levels, but ultimately we ended up needing to settle for “pretty weak unless you’ve mastered him” to keep him from disrupting the mid lane landscape.

With this update, we didn’t want to fundamentally change the core of Azir’s abilities, because we already thought his kit was pretty cool! Our biggest priority was making it more clear where he should be strong and where he should be punishable. As a result, this is more of a large tuning pass than a traditional update, but that tuning is significant enough to deserve more explanation than a patch note.


The Emperor’s New Weakness

The old Azir lacked exploitable vulnerabilities. Most long-ranged champions get bopped if an enemy champion gets up close and personal, whether because they’re immobile or because they have low durability. Azir, however - in addition to his long range - had the mobility to escape and a shield to keep him alive. On top of that, Emperor’s Divide gave him a ton of zone control to keep opponents at bay.

When it came down to it, he didn’t just do a little bit of everything, he did a lot. We don’t want to take away those capabilities which make him uniquely “Azir”. However, we do need to make him less effective in some situations, so that - when Azir is balanced - the best Azir players are punishable.


A Boy and His Armies

So who should Azir be? He’s a commander of a bunch of dudes with spears who he can command around the screen to do his bidding. If you’re fighting where his soldiers can hit you, he’ll poke you to death and then Shurima Shuffle you into his team.

If his soldiers can’t hit you, he shouldn’t be a significant threat. If you keep your distance from his soldiers and chunk him down from range, he won’t have the reach to fight back. If you get in his face and force him to run away from his soldiers, he won’t have the damage to kill you.


They Can’t Hear You, Azir

To realize that fantasy, we need to bring Azir’s threat range under control, so we’re dialing back slightly on the range at which soldiers remain active. In exchange, we’re upping the overall damage on his soldiers, as well as giving him an extra power spike if he managed to summon three soldiers to the field.

  • W - Arise!

We're also bringing down the range at which Azir can reposition his soldiers. He can still use his soldiers to escape pressure or close onto a vulnerable target, just not quite as far.

  • Q - Conquering Sands

Divide and Conquer

As well, his persistent teamfight control is too high for how much consistent teamfight damage he has. Using his ultimate creatively to start a fight, or knock somebody back as they dive in is awesome. Putting it up and leaving it there so nobody can get on him for 3 seconds? Not so much. We’re trimming some of the static zoning power in his ultimate to make sure it’s more of a sharp high moment.

  • R - Emperor's Divide

Shifting Power

Finally, we’re doing a pass on some Azir’s more egregious strengths. Largely, that meant making Azir’s shield more consistent to use (granting it on cast, not after hitting an enemy champion), but also last way less long. Instead, if Azir hits an opponent with E - Shifting Sands, he gets a new Sand Soldier for deploy.

  • E - Shifting Sands

So where does that leave Azir? Overall, Azir should end up having to stand a bit closer to enemies to be a threat, which will expose him to more ambient or poke damage. Unlike Ryze or Cassiopeia, he doesn’t have the consistent heals or shields to shrug off that damage, which will make good positioning and clutch jukes critical to retaining his dueling power. Compared to those champions, however, he brings a good deal more initiation power, mobility, and poke. A well-played Azir will have to close the gap on artillery champions, or kite champions who dive him but if he does keep his opponent amidst his soldiers - and away from him - he’ll be pretty hard to fight.

78 Comments

Crimsonkapa9/19/2017, 7:12:52 PM25 votes

We've come a long way from the days of passive Nashors Tooth synergy and nuking towers with soldiers.

Charmle9/19/2017, 8:07:06 PM18 votes

As an azir main myself, I'm loving these changes, a lil sad he has less mobility :( let me give a full run down:

Q: less range is "ok" I guess, haven't tested too too much on PBE, but it feels alright, more natural in my opinion

W: so few things here; CURRENT SERVERS: azir's sand soldiers do less damage the more soldiers you have (ex: 1st soldier does 100% to all enemies hit, all other ones do 25% damage, PBE has it to where 1st enemy hit takes full [100%] damage and all other enemies behind the 1st one struck take 50-75-100% damage based on level of ultimate) So basically, 1st enemy in a row of 5 takes 100% and rest take 50% whereas live servers have it at 100% to all 5 in a row, but any ADDITIONAL soldiers deal less damage. so now 2 soldiers attacking ONE target deal same damage each (100%) but anything behind the enemy takes 50-75-100% the damage (according to, again, level of ult), instead of 100% from 1st soldier and 25% from any others

W2: that attack speed buff on 3rd soldier... WOW that's awesome! no idea how it's gonna do on new runes/mastery system, but I have full AS runes, and this almost maxes my AS out! Loving it (good duration, pretty much just a poke in my opinion, summon 3rd soldier poke till it's out and go back to farming)

E: I hated throwing myself (a squishy mage) at an enemy for a shield that shields hardly a canon minion's hit, let alone abilities/AA from champions... So I'm glad I can use it to escape and gain a GOOD (gosh it actually does something now XD) shield to survive <xyz>... sadly it doesn't last too long, so maybe to survive last tick of ignite? but really good in my opinion!

R: this has to be the thing I dislike the most about the changes... so correct me if I'm wrong, but it appears as if after an enemy takes damage from the wall, they won't take any more damage from it... nor get redirected item 3070 which, kinda sucks... as this means assassins with many dashes/a LOT of mobility (diana, akali, talone, etc...) can get hit then jump over to finish me off... I'd be more comfortable with a shorter duration but multiple instances of damage in my honest opinion, and what with his recent nerf on his ult's damage, it feels like you guys hate his ult entirely XD :(

But yeah, OVERALL, I love it! Can't wait for it to hit live servers! But that ult nerf is a little harsh :/

(PS riot: please give him an actual passive... a full blown turret is fun and all, but absolutely worthless early game, or in a 1v1, or outside of lane brawls, I often forget to use it because it has such a LONG CD for an ACTIVE PASSIVE [if you catch my drift here, a passive that you have to actually activate isn't much of a passive, seeing that it doesn't do too too much] but anyways good day!)

Chip Bonk9/19/2017, 7:54:53 PM15 votes

Error: AMMO RECHARGE 10/9/8/7/6 seconds ⇒ 7/7.5/7/6.5/6 seconds.

Shouldn't it be: AMMO RECHARGE 10/9/8/7/6 seconds ⇒ 8/7.5/7/6.5/6 seconds

Azlureon9/19/2017, 9:18:50 PM9 votes

Okay I can see how the changes make Azir easier to lane into, but ups his dmg if you misstep, but how does any of this help a new player get into Azir. It seems the mastery curve is even higher now. Yes, experienced players can't set back and deal tons of dmg while being super safe, but those same players should be able to easily play at a closer range while newer players are just gonna get destroyed trying to. Not only this, none of these changes match what they told us they were going for with Azir earlier this year. I believe they said the two directions were to make him fully long range consistent artillery mage with less mobility(this is what I was looking forward to) or a more mobile mid/close combat mage. However, he lost both range and mobility, the exact opposite of what they told us would happen. Not to mention the nerf to his ult is uncalled for. A terrain shift, that can just be dashed over again? I say just give him a new ult, if you gonna do that much. It's basically a glorified Anivia wall that takes up an Ult space now. Obviously, I haven't had a chance to test it out in game, but from what I'm reading and what's up on the pbe I'm not liking it.

Blakiepug9/19/2017, 8:17:17 PM6 votes

Today on this day, Azir took another step away from what I loved about the champion.

IgneaCrux9/19/2017, 8:53:33 PM5 votes

Azir, as a result of these changes, has kinda a "no-spell-effects" problem.

Whether you built him to poke with Q or maxed W damage and used Q for pure re-positioning, the highlight was always his range. No other champion in the game can zone at long range, and have the massive wave-clear for it to matter. (You don't want to just choke out your opponent in the middle of the lane, you want to push them under tower and choke them there.)

The [rework] change to his early AOE damage is one that I have suggested before, I know I am not the only one. It's the perfect balance to make his wave-clear not so oppressive. It's actually still good, and just as good later game like it should be, just not literally god tier wave-clear early. (Remember pros took AS over Pen because clearing wave matters much more at high elo.) Which is a step in the right direction; however...

Before the E and Ulti and multi-hit Q nerfs, Azir was designed as a "Mage that uses auto attacks," thus he had spell effects to accompany him, not just damage. (Which was highly overtuned, but if you played him back at release, he was so buggy it didn't matter in some cases.) With the removal of spell effects, his new identity emerged as the "Oppressive-range/oppressive zone" champion, which while frustrating to play against, and nearly impossible to balance, is still a unique style that no one had. </history.lesson>

Riot has decided that this play-style is not only insufferable to balance, (I am in agreement.) but is pretty "anti-fun" for Azir's opponents, even if the person playing Azir IS more skillful. I am inclined to agree and then add Zed to that list, but we all have our opinions.

As a result they have decided to lower his range, and compensated him with damage. I have played Azir since he hit the PBE (I will continue to play) and it is indeed true that his damage is significantly increased. But I have to say that interactivity of that damage is very low due to his lower range and more soldiers, such that you can just spam them now, even early game there is no real charge/cooldown management, instead of choking out opponents--Which takes skill, timing and game-knowledge to do effectively--I am trading damage with them, usually using no damage mitigation, [unless I am all-in-ing and don't need an escape] and instead I simply out-damaging them.

Which brings me to the problem. If you have less range and more damage, you're just a Ryze or Cassio clone with no spell effects. (His ultimate isn't even game-changing like a Ryze anymore.) Azir's identity WAS long range after the E and Ulti nerfs. They either need to give him spell effects or keep his range. (I recommend the former.)

I am not saying that, despite having more damage than other mid-range mage champions, he will somehow be bad or underpowered, but I am saying that he "feels" bad, which was the main reason for the rework. [ala Pantheon or Xin Zhao]

TL;DR: Riot said the ultimatum was:

  • long-range and lower damage/poke OR
  • mid-range and higher damage. [Either way, AP-Marksman.]

When it really was between:

  • long range choking patterns OR
  • mid-range mage--with spell effects like movement buffs or enemy CC--whom "happens to use auto attacks." (To paraphrase how DzK described Azir during his initial release.)

TL;DR TL;DR: Same range as everyone else (Healthy change) but is just a "damage guy" (Unhealthy change)

Gilgamesh CCC9/19/2017, 10:51:40 PM5 votes

OK Love most of the changes here but the Ult getting Nerfed that hard a bit much That his only way to get away from champions with dashes (like Assassins).

Slackster9/19/2017, 10:34:40 PM4 votes

Riot you just killed azir

Frost Zealot9/19/2017, 7:37:59 PM4 votes

Seems interesting. I'll definitely try him out again but it looks like his lowered range is gonna get him smashed against long-range enemies like xerath and velkoz

CheshireGame9/19/2017, 7:50:35 PM4 votes

That "turns into terrain" change on his ult is sad, most of its use was for not allowing jumps. Still looks interesting overall though

MasterWayne759/20/2017, 12:55:06 AM4 votes

Not gonna bash this one to bad like when riot changes other champs I like but this is the way i feel the new azir is after playing on the PBE. Early game still feels like you have weaknesses when playing against assassins like katarina or Zed but late game you feel like a KogMaw. If you can sit unfocused for a few seconds to set up you grind through enemy champions in team fights but then again playing against a smart team that the assassin focuses you still feels like he can get to you a lot more easy now since q range is nerfed which means e dash away is nerfed and then you have the ult nerf as shown above which champs like this Ahri,Zed,akali and more can jump on you again. They still blow you up like a firecracker. So in my oppinion its a sideways step nothing forward and nothing back. The pressure that assassins have on him now makes you feel like an adc in this lethality meta but god the 3 soldier buff makes you feel like kog when he could hit a 5.0 attack speed and just turret down

CheshireGame9/19/2017, 10:09:55 PM3 votes

When does this go live? Next patch?

RatChile9/19/2017, 8:51:32 PM3 votes

I'm torn on this. I dabbled with Azir quite a bit for a period but ultimately had to focus on other champs. I would say I'm moderately skilled at Azir, but certainly not a master.

That being said, seems like these changes don't make it easier for the lesser skilled or experienced Azir player. You mention that as one of the Azir's biggest pain points--yet seem to focus mostly on the highly skilled side.

If Azir was so powerful in the hands of a highly skilled Azir player, why is he not played more often in competitive games? Just doesn't add up to me.

I know you mentioned these changes will make it easier for future changes, but I would have liked to see the changes open Azir up to more players. Time will tell though, and perhaps it will prove me wrong.

Kinjishi9/20/2017, 12:54:54 AM3 votes

Riot should just rework him instead of this nerf of a tuning.

Daoist9/20/2017, 3:16:10 AM3 votes

The day the apply this update on Azir ,the day i will uninstall this game and play other games like left4dead and overwatch just like all my friends. Sadly my Azir is the only reason I am staying in this game which I have played for five years, but even deleting Azir will make me feel better than this **** update

Black JesusV9/21/2017, 6:43:33 AM2 votes

So in other words, you're nerfing his range, which in some cases players will still eligible to play Azir in his current state against other champions. But you're reducing that, and enabling more ways for enemies to fully gap close into him with his ultimate not being that long/being able to dash through? What good is attack speed and being eligible to summon another sand soldier with E when you collide when your champions kit is based on BEING AWAY, but let me play along, you get ANOTHER sand soldier AWESOME and some extra attack speed because you'll probably get 3x soldiers up. Now what do we have to do? Not get 1 shot by the meta that has been here/like this for a whole 3/4ths season? This isn't a rework, in my opinion its disgusting that something like this is even getting through with the current state of the game. This.doesnt.fix.anything.

TwoFaceTony9/19/2017, 10:17:40 PM2 votes

"Largely, that meant making Azir’s shield more consistent to use" "he doesn’t have the consistent heals or shields to shrug off that damage" [sg-lux-2]

Rodereck9/21/2017, 2:44:57 AM2 votes

Yet again Riot ruins another perfectly good champ that just needed a few tweaks but decides to make huge changes to him, what started out as a buff is seeming more like a nerf everyday. I mean I dont want to get a whole explanation about how stupid these changes are but lets look at a few key points. One Azir has like some of the worst win % League wide so nerfing him by saying a few ppl that are extremely skilled with the champion can excel is no real leg to stand on like I mean come on isnt this a stradegy game and if you put lots of work on a char shouldnt you be rewarded by excelling in a very mechanical difficult champion to use. You took some of his key gameplay which is long range soldier control and made him more in the lines of the range of an adc like idk about you but what kind of tactician has to be in the fray to be viable. 3 ppl keep saying that azir has his e to get away to compensate for the complete ult nerf but what ppl dont realize is unlike other champs azir has to use a combination of all his skills to use his dash to get away and his cds could be pretty unforgiving if used at wrong time. Lastly like others have mentioned his passive is nice but it really doesnt synergize with his kit and is more of an afterthought, itd be nice if riot added a real passive to him and kept the sundisk but we all know they wont do that...

DarknesTheDragon9/22/2017, 7:10:53 PM2 votes

i was ok with most of this till you got to his ult. i mean come on id rather take a shorter ult duration than a knock back and then uselessness. whats the point of it even staying on screen if it literally does nothing after you cast it? now anyone can get to him by just juking his ult and WALKING THROUGH IT. idk exactly how his sand soldiers are working stat wises but seems theres some problems there from other comments. but seriously wtf is with his ult!

BA11ER D9/21/2017, 2:11:11 PM2 votes

this is bs his old ult i loved because no one could dash or flash acrose it and erly game that is is maain advantage

Shahamut9/20/2017, 12:02:21 AM2 votes

Allow him to cancel wall after it sets to turn it into 1/2/3 additional soldiers??

Also, having the soldier spawn on champ hit would be better than just gaining the charge imho

Hyquiem1/5/2018, 1:23:17 AM1 votes

Nice you took the emperor's superior range away and now we have to be so close to the enemy you can litterly be hit by all the cc