An Azir Champion Rework
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!