[@WrongEndoftheRainbow]Azir [b]Will of the Emperoer[/b] (Passive 1) [u]Add[/u]: Will of the Emperor grants Azir bonus attack speed based on the percentage of his cool down reduction, granted by gear. [b]Disc of the Sun[/b] (Passive 2) [u]Change[/u]: A turret made of sand is erected over a destroyed turret and takes on the properities of the destroyed turret for 1 turn. The turret can be damaged by enemy champions, granting them 10 gold. [u]Add[/u]: Azir can erect a sun disc on any destroyed turret except for enemy inhibitors and nexus turrets. [u]Add[/u]: Azir if he strays too far from the sun disc will cause it to weaken in defense to the point that enemy minions can bring it down. [u]Add[/u]: Azir reaps the benefits of his turret killing or assisting in the death of enemy champions and minions. [u]Add[/u]: Cool Down: 1 turn [b]Conquering Sands[/b] [u]Add[/u]: Sand Soldiers deal magic damage to each enemy they pass through and apply a slow for 1 turn duration. [u]Add[/u]: Enemies hit by multiple Sand Soldiers will not take additional damage. [u]Add[/u]: If multiple soldiers successfully hit the same target, then the slow stacks, increasing the slow duration to 2 turns, but reducing the overall magic damage afflicted on the enemy. [u]Add[/u]: Cool Down: 1 turn [b]Arise![/b] [u]Add[/u]: The only ability Azir can learn at level 1 and crucial to the rest of his moves. [u]Add[/u]: If more than one soldier attacks the same target, then the damage of the other soldiers is significally reduced upon that enemy champion. [u]Add[/u]: Azir's sand soldiers cannot be harmed or destroyed. After 1 turn, they vanish. [u]Add[/u]: Azir's sand soldiers benefit from Azir's attack speed bonus and ability power. [u]Add[/u]: Sand Soldiers can hit up to three enemies in a straight line. [u]Add[/u]: Sand Soldiers can apply on spell hit affects such as popping spell shields, apply rylai's scepter, liandry's torment, and spell vamps, but not red buff, Nashir's Tooth, or Lichbane. [u]Add[/u]: When Azir uses his sand soldiers, his attack range is increased only up to a point. If Azir moves too far away from his soldiers, then one by one, they'll stop attacking and then eventually vanish. [u]Add[/u]: Sand Soldiers are afraid of enemy turrets and will not attack them or go near them. When around an enemy turret, an enemy soldier will disappear much faster. Sand soldiers will disappear around enemy turrets after the 2nd post. [u]Add[/u]: Arise can be cast directly on an enemy turret to deal magic damage to the enemy turret. [u]Add[/u]: Cool Down: 1 turn. [b]Shifting Sands[/b] [u]Add[/u]: Shield Duration 1 turn. [u]Add[/u]: Azir can dash to any active soldier, even if they're on the otherside of a wall or obstacle. Azir can use this ability to dodge/evade 1 enemy ability. [u]Add[/u]: Azir can cast spells, mid-dash to reposition his soldiers without affecting his destination of travel. [b]Emperor's Divide[/b] [u]Add[/u]: The phalanx summoned by Azir will knock back enemy champions on collision. [u]Add[/u]: The phalanx will remain standing in the path of enemy champions preventing them from advancing, while allowing allied champions to pass through to safely attack and harass the enemy. Even if an enemy champion tries to dash through or jump over the wall, the soldiers will knock back that champion. Unfortunately, spells like Flash (aka teleporting spells and abilities/to include flash-like abilities) can penetrate the phalanx's defenses. The unstoppable force of the ultimate's of certain champions can also pass through the phalanx. [u]Add[/u]: Movement speed boost granted to allies for 1 turn duration. [u]Add[/u]: Cool Down: 3 turns