League of Legends' Azir Update Includes Tons of Changes On the PBE
Azir hasn’t had his time in the mid lane for some time now, but the League of Legends champion [...]
Base Stats and Conquering Sands (Q)
Starting with the base stats and Azir's Q, the two categories contain a mix of nerfs and buffs that shift some of the mage's power to different areas by altering cooldowns and damage.
The base stats don't include too many sizeable changes, especially the HP regeneration stat that's being lowered, but they'll still likely be a bit more recognizable for long-time Azir players. Conquering Sands is Azir's vital tool when it comes to repositioning his soldiers, and the changes allow it to still keep its slow while taking away some of its ratios in return for more base damage.
Base Stats
- Base HP increased from 524.4 to 540
- HP regen lowered from 1.3848 to 1.38
- Base movespeed increased from 325 to 335
Conquering Sands (Q)
- AP ratio lowered from 50% to 30%
- Cast range lowered from 875 to 720
- Hit box increased to be ~70 units longer.
- Cooldown changed from 10/9/8/7/6 to 11/9.5/8/6.5/5
- Base Damage increased from 65/85/105/125/145 to 70/100/130/160/190
Arise! (W)
Azir's W, Arise!, received plenty more changes than the first two areas that were touched on, but it makes sense seeing how it's the ability responsible for Azir's core identity.
By summoning his soldiers and carefully positioning them, Azir can stand far back from minions and enemies to let his Sand Soldiers do his bidding. He now gets more attack speed when he has a certain number of soldiers up on the field, but he can't attack wards any more with them.
Arise! (W)
- Base STAB damage changed - increased at all levels but slightly reduced at level 18.
- New values: 60/62/64/66/68/75/80/85/95/105/115/125/135/145/155/165/175/185
- Per Level Soldier Stab Damage scaling - increased
- Recharge time lowered from 10/9/8/7/6 to 8/7.5/7/6.5/6
- Cast range increased from 450 to 500
- Soldier duration increased from 9s to 10s
- Azir Basic Attack Command - "cast time reduced from 0.5s to 0.35s"
- Soldier Deactivation Range - "decreased from 800 to 660"
- Soldiers can no longer attack wards or trinkets.
- [new effect] grants Azir an additional 20/30/40/50/60% attack speed for 5 seconds whenever he summons or has 3 or more soldiers out on the field
Shifting Sands (E) and Emperor's Divide (R)
The last of Azir's two abilities, his mobility and his impassable ultimate, now grant the champ an instant shield and make the wall a bit less impassable.
According to the changes that are currently listed on the PBE, Azir gets his shield a bit easier, the guard available immediately upon cast. It's duration is quite shorter now, only sticking around for 1 second, so timing is everything for Azir's one mobility spell.
But his ultimate won't be too difficult to get around after the update with the soldiers no longer completely blocking dashes or other movement. They'll still prevent enemies from crossing the wall while it's in motion, but after the charge is complete, they'll behave like normal, passable terrain.
Shifting Sands (E)
- Shield now has a 70% AP Ratio
- Azir's E now grants him a shield immediately.
- Shield duration has been lowered from 4 seconds to 1.5 seconds.
- Dash Speed has been reduced from 1700 to 1400.
- [new effect] if Azir hits an enemy champions, he halts his dash and instantly prepares a new Sand Soldier (W)
Emperor's Divide (R)
- Cooldown lowered from 140/120/110 to 120/105/90.
- Wall size increased from 4/5/6 soldiers to 5/6/7 soldiers
- "Wall Soldiers now only interrupt enemy dashes over them while the soldiers themselves are moving. After reaching their final destination, Soldiers now behave as normal terrain."
[PBE changes via Surrender@20]
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