Azir Balance Idea - Sand Tethers
Hey guys,
We all know that Azir is in a strong state right now, and Riot wants to balance him by toning down his early game damage. However, I do not think that his high damage output makes him OP. Rather, it is his utility along with his hyper-carry potential that sets him apart from other champions who can also dish out a ton of damage. Azir has the best of both worlds, so I would like to tone down his utility to keep his identity as a hyper scaling mage.
Idea - Sand Tethers: Azir now forms tethers to his sand soldiers. Tethers can be broken by any terrain or enemy champions.
Soldiers that have a broken tether between themselves and Azir expires two times faster and suffers an AS debuff when attacking. Azir's Shifting Sands now only carries Azir to the end of the tether. However, it will grant Azir an AP ratio shield based on the length of the tether traveled.
The purpose of this change is to add counterplay to Azir's soldiers diving the back line and reduce his mobility. Tankier champions will be able to stand between Azir and his soldiers to remove them. Assassins will have an easier time chasing Azir as he can no longer directly go through walls as the terrain breaks the tether. Azir will still be able to use E Q combo to drift around obstacles. The AP ratio tether shield may be excessive, so it might be a good idea to not include it.
Anyway, that is my attempt to balance Azir. Let me know what you think.

does an average of 20,000 damage per game.
does an average of 22,000 per damage.