If Azir gets a rework

SuperCosmicHobo·9/20/2017, 8:32:06 PM·1 votes·190 views

I think Azir's passive should be changed from Legacy of Shurima to Influence of Shurima. Still gets his sun disc, but Arise! or his w should be changed to his passive, like a Illaoi or Zyra passive. Patches of sand are distributed among the floor around Azir in a 5250 radius, giving play potential. Each patch of sand spawns around every 10/8/6 seconds. The sand will spawn 1 patch of sand close to Azir (100-550), and one far away (1000-5250). The Sand patches will stay there until Azir approaches it with his "Influence" radius (1000). The patches will last for 40-120 seconds (depending on level) and if any enemy champion steps on them, the sand dissipates and roots the enemy champion who steps on the patch for .2/.3/.5 seconds (Scales with ultimate level). (a soldier's hand will hold on to the enemy champ for the root). Azir's presence raises the sands up and form a sand soldier that is untargetable and functions as a normal sand soldier (max summon: 5) also, lasts for 9 seconds. When Azir leaves his soldiers from his zone of Influence, soldier decays fast, dies and the soldiers will still melt as quickly under turrets. The soldiers that despawn have a 10%/30%/50% chance of re-spawning a patch of sand (leveling scale 6, 11, 16).

His Q will still be the same. The change is, his order is like Hiemerdinger's rockets, where he can point 2-5 sand soldiers in different directions on send out. All soldiers will have increased attack speed over Q leveling compared to the old Azir's Q (From 20/30/40/50/60 to 40/50/60/80/90). The attack speed given will be much faster since each sand soldier has to attack in uniform matters. Meaning only one can attack at a time which is why speed is compensated for multi-single target attacks. Each one will jab back and forth at a fast speed in late game. First sand soldier does initial damage, the second sand soldier that hits after the first sand soldier will do 75% and the rest will do 20% less than the previous hit. Let's say Q hits for 200, and there are 5 sand soldiers. first hits for 200, next one hits for 150, 30, 8, 2. That is if all the sand soldiers hit.

W or Arise will change to a skill shot like Viktor's Q, where pointing on a sand soldier will force it to make a powerful long range spear jab that slows down the target by 50/60/70/80/90. After jabbing, sand soldier will dissipate and stick on to a target, allowing you to use Shifting sands to crash into that target. If Shifting sands (E) hits target, a sand soldier will spawn again and E goes on half it's cooldown (rounding down). Giving you lots of potential for aggressive plays and escapes (any enemy champion can block Azir from flying into the target with sand on them).

Shifting sands, E will still do the same thing, but gains a shield only when he makes it across without hitting an enemy champion (Gains shield according to initial damage of E+bonus ap+ 200 base shield). If Azir hits a enemy champion, he does a minor stun (.5 seconds) and Azir's shield is also added to that damage. Loses half his shield (minus 100) and shield gains no bonuses from his initial damage and bonus.

R is the same, though it has added effects for his passive. Such as the rooted for .2/.3/.4. If Azir's soldiers stray, 1/2/3 Soldiers can start auto-ing any champions close by, willing of Azir. That means, you can be pointing at one sand soldier to attack one target, while pointing to the other soldier to attack another target. If they stray far enough from each other, the sand soldiers will attack their own different targets if Azir wishes to (Must still be within Azir's Influence).

Might sound underwhelming or overpowered, but I think it's a cool concept if Azir got reworked. I tried to give it synergy as well so I think this kit could work. Most likely this won't be seen.

Azir "Make Shurima great again!"

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