User:Care Level/Azir

= Azir Rework = Points of interest:
 * Thematic Ties.

Mechanical Changes:
None.

Passive: Emperor's Divide
Azir gains a shield equal to 10% of all magic damage he deals (including through allied on-hit damage), up to 50% of his maximum Health. When the shield is broken, enemies are pushed a short distance away from him, disabling the shield for 7 / 6 / 5 / 4 seconds.

Q: Conquering Sands
ACTIVE: Azir marks a location.

All minions bound in Service attack that location; melee minions not already in range will dash to this location after a short cast time (that varies depending on how far they are), dealing 65 / 85 / 105 / 125 / 145 (+ 50% AP) bonus magic damage on their next attack and slowing affected foes by 25%.

If there is no valid target nearby, minions will wait at the ending location for a short duration before returning to Azir.

Melee champions empowered with Emperor's Allegiance can click the mark at this location to dash to it after a cast time based on their distance to it, gaining a shield equal to Shifting Sands' shield amount.

Ranged champions can click the mark to dash a short distance toward it, gaining 2 stacks of Emperor's Grace.

W: Service / Allegiance
ACTIVE (on allied minion): Service: Target minion is bound in Service to Azir.

Melee Minions: gain half of Azir's bonus attack speed and deals 50 - 170 (based on Azir's level) (+ 60% AP) bonus magic to their target and foes in a line behind it whenever they attack.

Caster Minions: gain 150 bonus range and deal 30 - 130 (+ 40% AP) magic damage to their target and nearby foes on hit.

Siege Minions: gain 300 bonus range and deal 90 - 230 (+ 80% AP) bonus magic damage to their target and nearby foes on hit.

Super Minions: deal 180 - 300 (+ 120% AP) bonus magic damage to their target and foes in a line behind it whenever they attack.

Minions bound in Service follow Azir and prioritize his targets. Azir may have up to 3 / 4 / 5 / 6 / 7 minions bound in Service at a time.

ACTIVE (on allied champion): Allegiance: Target champion is empowered by Emperor's Allegiance.

Melee Champions: gain Emperor's Might with a frequency equal to Azir's attack speed, dealing 50 - 170 (+ 60% AP) bonus magic damage to their target and foes in a cone behind them with their next attack or damaging ability. If a champion already has Emperor's Might when it would be applied, it stacks up to two times, but only one stack can be expended per attack or spell.

Ranged Champions: gain Emperor's Grace with a frequency equal to Azir's attack speed, dealing 30 - 130 (+ 40% AP) bonus magic damage to their target and nearby foes with their next attack or damaging ability. If a champion already has Emperor's Grace when it would be applied, it stacks up to 3 times, but only one stack can be expended per attack and only two stacks can be expended per spell.

Azir may have up to 1 Champion in Allegiance at a time. Allegiance breaks if an Allied champion leaves a certain distance of Azir.

Azir can store up to 3 charges of this ability.

Range: 450. Cost: 40. Cooldown: 12 / 11 / 10 / 9 / 8 seconds.

E: Shifting Sands
PASSIVE: After each basic attack or Crescent Slash, Akali will flourish her scythe, dealing 30% of her basic attack damage plus 20 / 30 / 40 / 50 / 60 (+ 20% AP) bonus magic damage to foes around her.

ACTIVE: Azir summons up to 3 Serving minions to his location, pushing back nearby foes. Shifting Sands prioritizes melee and super minions; these minions gain a shield equal to 80 / 120 / 160 / 200 / 240 (+ 15% max Health) for 4 seconds on arrival and, while the shield persists, their attacks slow enemies by 40 / 45 / 50 / 55 / 60% for 2 seconds.

Melee champions empowered with Emperor's Allegiance can click Azir to blink to him, gaining the same shield. Additionally, their next attack or ability will push affected foes back again.

Ranged champions can click Azir to dash a short distance toward him, and gain bonus movement speed while moving toward him.

Cost: 80 mana. Cooldown: 19 / 18 / 17 / 16 / 15 seconds.

R: Shurima's Legacy
PASSIVE: Azir may have an additional 1 Champion in Allegiance and 1 / 2 / 3 minion[s] in Service. All minins bound in Service have 20 / 30 / 40 bonus Armor and Magic Resist.

ACTIVE: After a short channel, Azir raises a Disc of the Sun at a target location. If that location was on the ruins of a structure, it remains until destroyed; otherwise, it slowly degrades over 1 minute.

Discs of the Sun can target allied minions with their attacks while no foes are in range, giving them the characteristics of Serving minions, though they will not follow Azir.

Discs of the Sun are vulnerable to spells, but passively regenerate a shield that negates up to 100 / 150 / 200 (+ 300% AP) magic damage. While the shield persists, all foes in turret range take magic damage equal to 10% of the shield amount each second, and the Disc's attacks deal splash damage equal to 30% of the shield amount.

Discs of the Sun fire a large beam at the target of Azir's Conquering Sands, dealing twice their normal damage at that location, and grant Azir a shield equal to 30% of their own when Shifting Sands is used.

Range: 1000. Charge rate: 300 / 225 / 150 seconds. [Charge time is affected by CDR.] Cooldown (between activations): 60 / 45 / 30 seconds.