An Azir Champion Rework

Nagagaybouros··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

TyrekGoldenspear2 votes

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

Nagagaybouros1 votes

Awesome thank you

TyrekGoldenspear1 votes

K, here now.

Imma try to address all of these.

The Passive is interesting, though I don't like that the atk speed is only unlockable with soliders out. It seems unnecessarily complex, and it would make early CSing a pain because you don't farm with soldiers early or you'll miss CS.

Q: By moving charges into Q, I would have absolutely no reason to max or even level W after level 1, but I'll touch on that later. His laning phase would actually be more oppressive with this change, and I'll explain why.

For the current Azir, I have two paths of maxing skills depending on how I want the lane to go. I max Q for the short trades where I need the burst but can't afford long fights, and I max W for early atk speed for easier TLD procs and for outtrading early due to the atk speed. In addition, maxing W allows me to invest in AP early instead of a Stinger so I end up doing more damage early game which translates into a smoother midgame. This however requires long fights, and people that are too mobile can easily win short trades.

With what you are suggesting, with moving W's Atk speed passive to his innate passive and his W charges to his Q, I can max Q with the new Azir and get the best of both worlds, and end up being more oppressive.

W: As I mentioned before this would be pretty much useless except for the summon soldier button

E: A weaker ult translated into his E. Makes him less mobile and we can start buffing his MS and such. I like this change. The cooldown would need to be a little long, but I would miss shuffling people. (I would flash E for the memories. :D)

R: Spawning a turret anywhere seems like a good idea, but it would be pretty gimmicky because it would be the only ultimate in the game that you can just walk away from and it's completely useless. It would be fun but I can see the spaghetti already beginning to form.

Shahamut1 votes

Is everyone forgetting that Heimmerdinger has a summon turret ult? It does pretty well I think.

What would make Azir's more distinct is that it would be a tower, AKA not only is it going to shoot anything in range, its going to grant vision in that range as well.

Imagine doing a Baron fight, and you don't have any wards left from sweeping or whatever, and Azir just pops his Tower up on the other side of the wall. BANG, 30 seconds of vision that cant be negated, and will reveal stealth wards in the area.

Seems legit to me.

My only suggestion, would be to make the duration shorter, and make it untargetable. UNLESS you use it on a destroyed tower, which would allow it to stand until destroyed, but with very little hit points. Have its HP decay slowly while Azir is not nearby and quickly if Azir falls.

TyrekGoldenspear1 votes

I actually did forget about Heim. XD

Thanks for that though. Looking at it that way it does seem doable. Though we may have to do some more tweaking so it isn't a straight upgrade on Heimers Q ult.

Shahamut1 votes

thanks :) I gave some possible suggested tweaks. Being a tower, it wont fire as often as Heimmers and it doesnt have a beam laser to charge. :P

Should overall deal less damage but provide a lot more utility with the vision granting. No one hides from the emperor.

What say you of my other ideas?

Shahamut1 votes

Since I started:

For his E:

Have him summon max # of soldiers to form a wall and push back enemies. Any existing soldiers prior to cast instantly vanish. The soldiers act as terrain until the duration ends or until Azir gives them a command to attack at which point they cease functioning as terrain. They will remain as a wall for a minimum duration of like, 2 seconds, preventing using the wall to instant summon max soldiers for attacking, giving enemies time to react as well. Don't have the wall deal any damage, and increase the distance it knocks back enemies with its initial summon with ranks.

For his W:

With each rank in W, you need to have the max number of soldiers allowed out at once increase. 2 base. +1 per rank (max 6 at once). The soldier duration makes it difficult to summon that many outside of using E, which won't allow for a decent burst shot, but then they will all fade together based on the duration of soldiers in general.

For Q: This ability doesn't need the max soldier passive on it. He can either have a lower cooldown, higher damage harass tool, or he can more zone control with his soldiers. He shouldn't get both.

Passive would need to be played to see any sort of balance, but have the soldier's base damage scale with level as part of his passive.

Thoughts?

Nagagaybouros1 votes

The point of making the E not block is to make it not like his ultimate in too many ways. This change is essentially putting his ultimate on a basic ability, but better since he can now manipulate the soldiers he uses, unlike before.

Also he does not need 6 soldiers available at once for his W. On live right now he can already get 4 out with ease with 40% CDR. Adding just an extra one at max rank of the q allows him to have the super early levels to not be as annoying for the enemy lamer, but by level 9 he can still contribute more to the teamfight. It is a purposeful hit to his early, so he could gets a numbers buff to his abilities now that he is fair to vs.

His w already does what you're saying it does. If anything his w passive should have a similar function to Aurelion Sol's W passive

Nagagaybouros1 votes

I feel we could buff his base attack speed to compensate for the passive change. But since you're also going to be using his soldiers most of the time anyhow, I felt it would be a good idea to reward good gameplay with more attack speed gains.

His q has the stacks because honestly, it is the ability you would max first most of the time. But no it isn't as oppressive in the early levels now, and will instead be better during teamfights. In order for him to have 2 Soldiers charged up you'll need to be level 5, where it isnt as annoying to vs. And if I were to move that passive to his w, then his main traiding and soldier manipulator won't be as strong.

I'm happy with the E as well, it is the ability I am the most pleased with out of the ones I changed.

As Shahamut said, heim dies a similar version of This, but Azir has his be a literal turret for aesthetic purposes as well as gameplay.

TyrekGoldenspear1 votes

Actually now most people max W now. If you don't believe me check out the best guides online and you will see that recently people have shifted to maxing W first.

My main concern with this is that you would essentially be making W a useless button save for "summon solider" and that's no fun. :(

My turret issues have been satisfied, though. And I do like your E change.

LostFr0st2 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.

Nagagaybouros2 votes

Okay so I'll answer your questions now!

For the passive, the bonuses diminish AFTER 2. This means that at level 18, with 2 Soldiers, you get 60% Attack speed, and any soldiers summoned after that grants him 25% less attack speed as a diminished return, so each Soldier after 2 grants 22.5% Attack Speed.

As for the Q, I put the passive for soldier charges on here since this was the ability he would max first. This also lets his landing phase not be as oppressive, while still making his teamfighting strong.

So now the E. It doesn't block people anymore like his ult used to do, plus if the player has not enough soldiers they can miss. So I felt keeping a shield as a just in case would be a good idea for him.

I actually didn't know that about Galio. Was his kit not able to keep them in the range enough? I was thinking of this being a good teamfighting ability due to the presence of high damage added into the fight. Plus it fits his theme in lore too, since he has brought his empire back, so maybe we can improve this a bit.

Thank you for looking this over!

LostFr0st1 votes

{quoted}

Okay so I'll answer your questions now!

sweet^^ ty.

For the passive, the bonuses diminish AFTER 2. This means that at level 18, with 2 Soldiers, you get 60% Attack speed, and any soldiers summoned after that grants him 25% less attack speed as a diminished return, so each Soldier after 2 grants 22.5% Attack Speed.

ahhh, ok. So it's rank+Azir's lvl. I was afraid he'd get a free Nashor's worth of att spd at lvl 5. Was pretty scared :P Ty for clarifying.

As for the Q, I put the passive for soldier charges on here since this was the ability he would max first. This also lets his landing phase not be as oppressive, while still making his teamfighting strong.

ok, so you're banking on tuning him with the recharge rate of W. Not a bad idea now that I understand the passive. Lack of soldiers early will clearly force him to play up in the lane.

So now the E. It doesn't block people anymore like his ult used to do, plus if the player has not enough soldiers they can miss. So I felt keeping a shield as a just in case would be a good idea for him.

May sound strange, but I'll ask anyways: What would -in your mind- be the perfect case use of the new E designed here? I'd like to try and picture it to compare the feel/feedback of it to how awesome the E movement right now is for the Azir player.

I actually didn't know that about Galio. Was his kit not able to keep them in the range enough?

It was kinda like he climbs on it and glides down from it in a gargoyle/bat way. Apparently they'd just walk away or he'd never have access to it when he needed it (he'd have it when defending, but obv not when engaging)

I was thinking of this being a good teamfighting ability due to the presence of high damage added into the fight. Plus it fits his theme in lore too, since he has brought his empire back, so maybe we can improve this a bit.

Maybe after we can picture best-case E scenario a cool ult idea to tie stuff together will pop up?

Thank you for looking this over!

Yeah no prob. It's super fun seeing concepts like these^^

Nagagaybouros1 votes

Alright so I'm guessing we are mainly talking about E and R now, so I'm just gonna comment on these. I'm happy you like the passive and q now that I explained it better

So the E is designed to be a defensive tool instead of a mobility tool. As much fun as his mobility is, it is ridiculously strong on him due to the fact that he is supposed to be a mage marksman and not also an assassin. Long range mages and long range AA marksmen tend to not be mobile, and by taking out his mobility, it helps him become easier to balance, allowing for his e to be a viable defensive tool. Now, it is meant for him to use with 3+ soldiers, maybe 2. They will line up like his old ult, so he will need a lot to get and compensate for the strength taken away to be able to make it into a basic ability.

The scenario in mind for this ability is that you're basically teamfighting and get jumped on. By using the e you can self peel and have a chance to run off.

As for the R, I thought you meant that galio summoned a turret aha. I heard about him jumping off of one before. But by summoning the tower in the middle of the fight, and using your e to protect you and the other backline, you can keep them within the tower change for large chunks of damage.

Maybe have it attack faster too, or maybe even have it be a laser turret to bring that mechanic back?

LostFr0st1 votes

The problem with the mobility was the insec potential with ult iirc. When people figured out you could combo it with the ult knockback it became oppressive and the nerfs began, especially once people muscle-memoried the E--->Q for extra shifting distance.

The scenario in mind for this ability is that you're basically teamfighting and get jumped on. By using the e you can self peel and have a chance to run off.

^This is ok, now what is this new Azir's intended weakness. Just curious. How would one go about killing this Azir?

As for the R, I thought you meant that galio summoned a turret aha. I heard about him jumping off of one before. But by summoning the tower in the middle of the fight, and using your e to protect you and the other backline, you can keep them within the tower change for large chunks of damage.

oooo he places down the turret like Heimer..... Hmmm, that... kinda changes stuff. Actually it changes it from useless to pretty busted since it puts the enemy team into a towerdive scenario out of nowhere and depending on where he summons it he can force aggro. He won't need 10/15/20 seconds (situational x2 duration) to keep them there LOL.

Nagagaybouros2 votes

That's exactly why I got rid of his mobility. By taking that away, he inherently has the weakness of mobility, and instead has a weaker syndra e that instead also grants a shield. While syndra can easily q e for a knockback stun, you need to set up multiply soldiers just for the knockback alone.

As for the turret, I originally had it as 5/7.5/10 seconds that had a quadruple duration when placed on a destroyed turret, giving you more inventive to play around them. But yeah it is a strong zoning tool for sure.

LostFr0st1 votes

K, one more thing to pester you about (unless I'm not pestering):

Why pick this Azir when you could pick Syndra or Heimer? What makes him situationally better/different?

DNA Polymerase I1 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.

More from Concepts & Creations