An Azir Champion Rework

Nagagaybouros·5/20/2017, 6:47:55 PM·2 votes·580 views

Passive: Azir gains 10-30% Attack Speed for each Soldier he has Summoned. After 2 Soldiers, the bonus is diminished by 50-25%.

The passive now gives Attack Speed again! Only with a twist this time, rewarding you for proper use of his soldiers to benefit from the attack speed gains.

Q: This ability stays the same, except it now has a passive that controls how many charges Azir has for his W. 1/1/2/2/3 charges that scale with this ability's rank.

The ability he would normally max first gets a simple change that makes his landing phase not as oppressive, but increases his damage output by a lot during teamfights due to soldiers being able to be summoned at a faster pace in a shorter amount of time.

W: Same but no passive, since his passive now controls his attack speed.

E: Azir gathers his Summoned soldiers and pushes them in front of him, knocking enemies back. (For each Soldier summoned the wall is made wider.) Azir gains a shield if he hits a champion. Has a 15% AP scaling instead of HP scaling.

Alright this is one of the 2 major changes to his kit in my eyes. His dash caused many balance problems, since he has not only one of the strongest mobility tools, but it also allows him to utilize his ult as a powerful engage that can instantly turn a teamfight into his team's favor. Now, it gathers his soldiers in a similar manner to Syndra's Ultimate, and utilizes them as a defensive tool, since it provides not only cc, but a now stronger shield. This also creates more depth to his he manipulates and moves his soldiers around, allowing his in depth gameplay to be intact while being easier to use.

Ult: Azir channels for 1.5/1/0.5 seconds, summoning a tower at a target location that lasts for 10/15/20 seconds, and will prioritize champions. If placed on a destroyed tower, the duration is doubled, and the tower shots gain an additional 20% AP ratio.

The other big change is the ultimate. He now summons the tower that was once on his passive with his ultimate, the structure alone can cause a shift in a teamfights if placed properly. Playing around this can be a huge asset, but since it does not move, it can be avoided.

This is all mostly just on paper, and any numbers given are just for example purposes and can be tweaked if need be. I'm happy with how this turned out, and hope you all like it too!

18 Comments

TyrekGoldenspear5/20/2017, 6:57:09 PM2 votes

I'll find time to dwell and comment on this later.

LostFr0st5/21/2017, 12:01:21 AM2 votes

I think the direction you took on balancing his soldier power is interesting. I do have a few comments and questions though.^^

{quoted}

Passive: Azir gains 10-30% Attack Speed for each Soldier he has Summoned. After 2 Soldiers, the bonus is diminished by 50-25%.

The passive now gives Attack Speed again! Only with a twist this time, rewarding you for proper use of his soldiers to benefit from the attack speed gains.

So he only gains 50% bonus benefit from 2/3+ soldiers; scaling with R rank or level or w/e right?

I think this would be an okish change depending on how hard you nerf the rest of the kit, since this change also removes the need to put points into W at all. W recharge would be quick-fixed by Azir players through a cdr purchase.

Q: This ability stays the same, except it now has a passive that controls how many charges Azir has for his W. 1/1/2/2/3 charges that scale with this ability's rank.

The ability he would normally max first gets a simple change that makes his landing phase not as oppressive, but increases his damage output by a lot during teamfights due to soldiers being able to be summoned at a faster pace in a shorter amount of time.

I'm not sure why the how many soldier mechanic is on Q instead of W. Would like more info on specifically that.

W: Same but no passive, since his passive now controls his attack speed.

Not going to repeat comment here.

E: Azir gathers his Summoned soldiers and pushes them in front of him, knocking enemies back. (For each Soldier summoned the wall is made wider.) Azir gains a shield if he hits a champion. Has a 15% AP scaling instead of HP scaling.

Alright this is one of the 2 major changes to his kit in my eyes. His dash caused many balance problems, since he has not only one of the strongest mobility tools, but it also allows him to utilize his ult as a powerful engage that can instantly turn a teamfight into his team's favor. Now, it gathers his soldiers in a similar manner to Syndra's Ultimate, and utilizes them as a defensive tool, since it provides not only cc, but a now stronger shield. This also creates more depth to his he manipulates and moves his soldiers around, allowing his in depth gameplay to be intact while being easier to use.

So it pulls them back to him and pushes the enemies away. That seems... counter-intuitive to the shield being there. It should either be a call to him with a shield (so he can keep fighting there while the shield is up) OR a knockback where the soldiers go out again (like Kalista ult interaction) and he can keep kiting.

The first version sounds too much like Ori so the second one would probably work out better unless I completely misread what you meant.

Ult: Azir channels for 1.5/1/0.5 seconds, summoning a tower at a target location that lasts for 10/15/20 seconds, and will prioritize champions. If placed on a destroyed tower, the duration is doubled, and the tower shots gain an additional 20% AP ratio.

The other big change is the ultimate. He now summons the tower that was once on his passive with his ultimate, the structure alone can cause a shift in a teamfights if placed properly. Playing around this can be a huge asset, but since it does not move, it can be avoided.

They tried something very similar to this ult while they were reworking Galio. It sucked due to it being locked in its summon locations and too easy to get away from.

This specific ability I don't think makes the cut, unless you find a way to change the kit so he can keep them in range of the tower (maybe E abducts/pulls enemies if they are between the soldier and Azir when he pulls the soldiers back or something, but I don't think that thematically fits Azir either)

This is all mostly just on paper, and any numbers given are just for example purposes and can be tweaked if need be. I'm happy with how this turned out, and hope you all like it too!

Yeah for sure, I'm really glad people keep posting these. Hoping someone hits on some good tweaks Rito can forage from.

DNA Polymerase I6/13/2017, 12:18:34 PM1 votes

New ult Can be use to make baron fight hell. Azir drops the tower and starts Baron. Enemy either fight into the tower and Azir soldiers wall or watch baron get desotoryed by Azir soldier+tower damage. they do this at 20 min... the Tower can tank up baron too. This is just way to OP.