Champion Rework: Azir, the Bird of Shurima
What we know so far (quotes from Riot):
- „one or more of his abilities might get completely changed"
- „Azir is particularly gifted in three areas: mobility, range, and burst damage. Riot's current goal is to take power from one of these three areas and give it to something else"
- two distinct diretions: „1) Reduce Azir’s soldier command range, exposing him to more opponent damage/cc opportunities when he is dealing damage." and „2) Keep Azir’s live soldier command range, but reduce his mobility profile so he is more easily killed when you do have the tools to close the gap on him."
I heard that Riot tends towards the second option, and thats why I will show you my concept based this option, even though he wont be able to do his Shurima Shuffle anymore (I tried to include it partly in my concept somehow though).
The idea is based on the thought that Azir is an emporer, using his Sand Soldiers to attack, poke and peel and not to dash into an enemy team to do the work.
(Passive) Shurimas Legacy Cooldown:
180>>> 180-150 (based on level) Turret HP decay:60 seconds>>> 75 seconds removed Sun Disc receives bonus armor when Azir is close new Inspire: Nearby Sand Soldiers attack 15% faster and stay 15% longer
Since Azir is less mobile now and depends more onhis soldiers peel, I thought it would be a nice idea to increase the Sun Discs power to have more influence on the game than the current one. The Disc is easier killed now, but isnt as easy to reach now as Azirs soldiers are a serious threat when close to the turret.
(Q) Conquering Sands Cooldown:
10 / 9 / 8 / 7 / 6 seconds>>> 8 / 7.5 / 7 / 6.5 / 6 Magic Damage: ~~65 / 85 / 105 / 125 / 145 ( +50% of ability power ) >>> 45 / 60 / 75 / 90 / 105 ( + 35% of ability power ) Slow:25%>>> 35% removed Slow doesnt stack anymore new Teamwork: deals 30% bonus damage per additional soldier hit
Since Azir is able to summon more soldiers now, I increased the slow a soldier hit but removed the stacking to make it less obnoxious for immobile champs to get away from them. Azirs poke deals less damage with single soldiers now, but the increased slow gives the opportunity for an additional soldier attack.
(W) Arise! Passive: unchanged Soldier Duration:
9 seconds>>> 10 seconds Soldier damage:50-170 ( at lvl 1-18) ( +60% of ability power )>>> Azirs base AD ( +70% of ability power ) new Sand Soldiers deal 62.5% damage in a line to enemies behind main target
Since Azir is immobile now, he is a bit more dependent on his soldiers peel, so I slightly increased their duration. I changed the soldiers damage since the level damage is just messed up (check out the damage avlues at all levels e.g. on mobafire). It will slightly nerf his lategame damage PER SOLDIER. Additionally, I lowered the soldiers splash damage early and increased it to the old value by levelling his ult ( Riot mentioned that they will lower the splash damage early on, dont ask me why).
NEW (E) Protect! Cost: 50 Cooldown: 9 / 8 / 7 / 6 / 5 seconds after current Shield Soldier vanished
Passive: Azir gains 12 / 14 / 16 / 18 / 20% movementspeed towards his Shield Soldier.
Active: Azir summons an untargetable Sand Soldier equipped with a big shield for 8 seconds. Shield Sodiers count as obstacle and cant be jumped over / dashed through, but cant attack by itself. Upon hitting an enemy champion with Conquering Sands, the Shield Soldier will knock back all enemy champions in a small area infront of it, dealing twice the damage of Conquering Sands and stops moving.
Azir can store up to 1 Shield Soldiers at a time, only 1 Soldiers can be active on the field at once. Shield Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.
By this passive Azir still has some mobility when moving towards his protector. In my opinion this ability can make Azir very fun to play by giving Azir a personal protector, something every emporer should have.
REWORKED (R) Emporers Divide Cost: 100 Cooldown: 140 / 120 / 100 seconds
Passive: Azirs Sand Soldiers splash damage is increased to 75 / 87.5 / 100%.
Active: Azir commands his Sand Soldiers to step forward holding their shields towards the target location, dealing 150 / 225 / 300 ( +60% of ability power ) each (damage doesnt stack) and knocking enemies towards the target location.
Any active Shield Soldier will vanish when using this ability and reduce the cooldown of "Protect!" by 50%.
Azirs ability to gain back his splash damage and partly his Shurima Shuffle. I made this ability vanish any active shield soldier to prevent any crazy bouncing (for example when 2 azirs ulted an enemy towards each other).
Thats it! If you have any suggestions for the numbers and damage values, let me know in the comments. Feedback appreciated!