Azir Rework concepts
They are centred around mobility nerf. Will do one which is centered around range nerf. 1: Azir's soldiers leave behind remains which grab onto the nearest enemy, prioritizing champions, rooting them for 2 seconds and azir deals increases damage to these people Max 3 soldiers with this passive, last for around 12 seconds. Range around is that of autoattacks 2: Azir's e calls all sand soldiers towards him, any enemy hit by a travelling sand soldiers is snared and the soldier is consumed. Azir's E has a separate effect for his ult his e calls the defensive wall towards him knocking up all champs in the middle and other champs pushed to the side. Activating this causes the wall to prematurely disappear 2b: instead of knocking back the wall drags the champions towards azir direction, could bring back azir's playmaking ability and uniqueness, if azir doesn't move why not the wall? 3: Azir can reactivate his ult to instantly call his soldiers to battle where they then take positions as regular soldiers doing what normal soldiers do, they last as long his ult would so 3 to 4 seconds. This creates a small army of which there could be around 10 soldiers at level 16 with 45% cdr 4: Azir's e summons a sand archer who shoots a select area any enemy in that area are constantly slowed and take increased damage from azir 4b: the enemies in the area are instead grounded and slowed but don't take any increased damage. 5: Azir's e cause sand to flow beneath him. This takes form as an aoe anti-mobility. Any champ in this area take no ill effects but once they try to leave with a dash or blink(could exclude flash) they are sucked into the middle of the sand area and immensely slowed for 1 second and decays over another 2 seconds