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Ability Update: Azir

Creator: PsiGuard September 19, 2017 5:06pm
PsiGuard
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Permalink | Quote | PM | +Rep September 19, 2017 5:06pm | Report

Source by Gentleman Gustaf

Riot has been looking at Azir for a while now to find a solution to his historical balance problems. In the past, it's been nigh impossible to make him viable at all levels of play without being too dominant or too weak in professional or casual play. This update to Azir is intended as a significant tune-up to accentuate Azir's strengths and weaknesses and hopefully make him easier to balance in the future. Let's get into the details.

A New Direction

Azir lacked discernible weaknesses. His mix of long range harass and zone control combined with mobility and self-peel made him a difficult champion to deal with unless he was undertuned. During the height of his reign, Azir was a master of all trades. In order to prepare him for a more balanced state, his abilities need some adjustment to create a weakness for enemies to exploit.

At his heart, Azir is a leader of armies -- a commander of soldiers that he can order to do his bidding. Riot has decided to focus Azir's strengths on the zone power of his soldiers. If you're in range of his minions, he'll be a significant threat, but if you keep your distance, you should be fairly safe. The following changes are designed to dial back Azir's threat range and create more predictable moments of power that will leave him punishable if played around by his opponents.

That's enough context for now, let's get into the changes.

Shifting Power

Base Health: 524.4 ⇒ 540
Base Movement Speed: 325 ⇒ 335
Cast Range: 875 ⇒ 720
Spear Length: 300 ⇒ 370
Cooldown: 10/9/8/7/6 ⇒ 11/9.5/8/6.5/5
Base Damage: 65/85/105/125/145 ⇒ 70/100/130/160/190
AP Ratio: 0.5 ⇒ 0.3
Buddy System: Soldiers clump closer together upon arrival
Soldier Deactivation Range: 800 ⇒ 660
Cast Range: 450 ⇒ 500
Removed - Ward Killers: Azir's Soldiers can no longer attack wards or trinkets.
Base Damage: Increased at all levels slightly
Soldier Stab Base Damage: Increased
New - Strength in Numbers: Azir gains an additional 30/40/50/60/70% attack speed for 5 seconds whenever he summons or has 3 or more soldiers out on the field.
Ammo Recharge: 10/9/8/7/6 seconds ⇒ 8/7.5/7/6.5/6 seconds
New - Stabbing is Hard Work: Stabs do 40/70/100% damage to secondary targets (levels 1/6/11)
Shield Duration: 4 seconds ⇒ 1.5 seconds
Updated - Shield Upfront: Azir gains his shield upon casting E, not after hitting an enemy champion.
New - Shield AP Ratio: 0.6
To Battle: If Azir hits an enemy champion, he immediately prepares a new Sand Soldier for deploy
Shurima's Bumper Cars: Wall Soldiers now only interrupt enemy dashes over them while the soldiers themselves are moving. After reaching their final destination, Wall Soldiers now behave as normal terrain.
Wall Size: 4/5/6 soldiers ⇒ 5/6/7 soldiers
Cooldown: 140/120/100 seconds ⇒ 120/105/90 seconds

Overall, Azir has a lower effective range, making him more vulnerable to counterattacks. Good positioning will be crucial for Azir players to stay alive during fights. Despite his more limited range, he still has some mobility and initiation power, as well as high damage when he has several soldiers on the field at once.

Expect to see your new Emperor Soon™. Leave us your thoughts on the Azir update in the comments below!
Thanks to Jovy for the sig!

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