Azir Rework 2017 | Ideas & Concepts
Hello fellow Summoners, my name is Lunaeirial/Aerixl and today I will be talking about the Azir rework. I will give my opinion and thoughts on Azir's abilities and passive. I will attempt to offer a change for each ability and his passive; however, not all of my ideas should be taken into consideration when creating the final product. These are just ideas and concepts that may further help the people who are behind the Azir rework to create something great and something that will benefit all of us. Please enjoy the following. I will first start with Azir's passive and then I will move on to his abilities and explain every ability in detail. Enjoy!
Just an F.Y.I., please keep in mind that I am writing this all on my phone. It is a little hard for me to type and it also might affect the clarity of what I am trying to say.
Azir's Passive I want to keep Azir's passive the way it is. But, I would also like to make it slightly more strong and useful. I think these changes will greatly benefit Azir and the way in which he uses his passive. So Azir's passive will summon a tower that will do AP damage instead of AD damage. The damage that the tower does will be similar to the damage that a normal tower does however the damage would just be AP instead of AD. The health of the tower will now not decay unless it is auto-attacked an enemy champion. This means that Azir is able to place a tower, get gold from the Minions that the tower kills, and also be able to apply pressure and draw people towards an area without being there. This should make Azir's passive more useful. He will now be able to apply pressure to one lane and also be someplace else; similar to how Yorick split pushes with his ghouls and ultimate ability. There might have to be different properties for an inhibitor tower because it might be over-powered if Azir can place a tower on top of a destroyed inhibitor tower and also gain gold from any minions that are killed by it. It would be really difficult for the enemy team to auto-attack it and start the decaying of that tower.
Azir's Q Ability I think that his Q ability is great and it should, mostly, stay the way it is. All sand soldiers should still dash a distance, possibly shorter than what they do now. If the soldiers hit an enemy champion the soldiers and Azir should gain decaying attack speed. Azir should also gain decaying movement speed. The dash should be slightly quicker but also have much less range. If Azir has two soldiers up, then the casting indicator should show two circles indicating where the attack range of the soldiers would be once they have reached the end of there dash. If Azir has three soldiers, it should basically do the same thing. The circles should make a triangular shape. If Azir has four or more soldiers they should do the same thing. They will dash to a distance as if all of the soldiers were dashing to a different point on a circle whilst being equidistant away from each other. I think this will give Azir more control over his soldiers and overall make this ability better.
Azir's W Ability Azir's W ability should still summon a sand soldier as it does now. However, there should be a time where the soldiers are not able to attack. Yorick's ghouls have a rising animation in which they are appearing out of the ground. This animation makes it so that the ghouls cannot immediately attack as they are being summoned. Azir should have the same thing for his soldiers. His soldiers currently already have a rising animation. However, it is very quick and should be slowed down just a bit. Azir should also be able to summon a soldier under the enemy tower. The soldier will not directly attack the tower. However, it will assist Azir by giving him bonus AP damage on his Auto attacks on the tower. The soldier will give Azir an animation similar to how people capture relics in the Ascension game mode. If both azir and a soldier are in range to attack an enemy Minion or champion the damage for both Azir and the soldier should go through.
Azir's E Ability In my opinion, his E ability is what needs the most changing. Is new E should go something like this. Azir now swaps places with one of his sand soldiers. Azir can select the sand soldier. If Azir swaps places with one of his sand soldiers it will grant him a small shield and also grant him decaying movement speed. If Azir passes through an allied Champion during this dash, it will also grant them movement speed. Another idea for his E would be that after he switches places with a soldier, he gets bonus damage on his Auto attacks. His Auto attacks will now also apply stacks for a short amount of time. If he can get 5 stacks onto an enemy champion, then the champion will be greatly slowed for a short amount of time allowing him to land his ultimate more easily.
Azir's R Ability Azir's R ability will now work something similar to Anivia's wall. Azir will now summon grand soldiers. After a brief delay after the initial cast, the soldiers will dash forward knocking back enemy Champions hit in the process. These grand soldiers cannot be walked through. Again, he will use this ability similar to how Anivia uses her wall. If the grand soldiers end up under an enemy tower, they will all dash in and hit the tower similar to how the new Rift Herald hits towers. They of course will not do as much damage as the new Rift Herald. But, they should do something similar in terms of animation and process.
Thank you for reading My ideas and concepts for Azir's rework in 2017. As I stated before, I do not expect all of these ideas to be implemented into Azir's fixed gameplay. But I do also think that I have decent ideas that should be represented within him. Please vote in the poll below, upvote this discussion, and talk below in the comment section under this. Thank you again for reading this and Riot please make some of this happen! :D
Created By: Lunaeirial Last Edited: 6/23/2017 - 7:03 PM