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CR: Azir & Zed

GutsyTick September 14, 2015 User blog:GutsyTick

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PS

CR

The CR (Champion Reimagine) series is aimed at introducing alternative kits to existing Champions in order to submit a different view on their fantasies, and/or mechanics.

These are not meant to be taken as rework proposals.

Ability details will me modified soon (zzz).

Azir

Stats

1 Growth 18 1 Growth 18
Health 525 (+75) 1800 Attack damage 55 (+3.25) 110.3
Health regen. 5.25 (+0.75) 18 Attack speed 0.625 (+1.5%) 26.1%
Mana 350 (+50) 1200 Armor 22 (+4) 90
Mana regen. 3.5 (+0.5) 12 Magic resist. 30 (+0) 30
Attack range 400 Mov. speed 325

Abilities

Will of the Emperor
RANGE: 400
COOLDOWN: 200

Innate: Azir passively places markers above the ruins of destroyed turrets outside of the enemy's base. Clicking on a marker causes Azir to raise the Disc of Absolution at the location of the ruin; the Disc of Absolution is functionally identical to a standard turret, but also grants Azir any gold Gold it earns. The Disc of Absolution's health decays over 1 minute.

Ability Details
Shurima's Legacy consists of one passive ability.
  • Disc of the Sun is a summon ability.

Additional Information:

  • Azir cannot summon a Sun Disc on Dominion.
  • In the Ascension featured game mode, Azir can summon a Sun Disc in the center of the map provided the Ancient Ascendant is dead. If the Ancient Ascendant respawns while the Sun Disc is active, the Sun Disc will be destroyed.


Rout
RANGE: 1000
COST: 60 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Conquering Sands

Active: Azir commands all active Arcane Soldiers to dash towards the target location: dealing magic damage to enemies they pass through, and applying a 40% Slow icon slow which decays over 1 second.

  • Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP)

Simultaneously striking an enemy champion more than once with Rout through active Arcane Soldiers causes its' Slow icon slow to additively stack, but does not deal additional damage.

Ability Details
Conquering Sands is a ground-targeted ability.

Additional Information:


Conjure
RANGE: 400
COST: 40 Mana + 1 Arcane Soldier
COOLDOWN: 1
Recharge Time: 16 / 14 / 12 / 10 / 8
Arise!

Accent - Passive: Azir's attacks and damaging abilities grant him stacks of Inflection, lasting for 4 seconds: increasing his attack speed by「 2.8 + (0.4 × Azir's level)% 」「 3.2% ~ 10% 」per each stack. Azir may indefinitely acquire stacks of Inflection, but newly acquired stacks do not refresh the duration of previously acquired stacks.

Active: Azir conjures an untargetable Arcane Soldier at the target location for 10 seconds: forming a tether between himself and the Arcane Soldier whilst within 1200-units of it. When Azir attacks an enemy in an Arcane Soldier's range, the soldier attacks in his stead: dealing「 60 ~ 180 」「 60 - 180 (based on level) (55 + 5 / 10 at each level) 」(+ 60% AP) magic damage to enemies in a line. Multiple Arcane Soldiers can strike the same target, but each attack beyond the first deal 50% damage.

Azir periodically generates a conjurable Arcane Soldier, and can store up to 2 charges at a time. Arcane Soldiers expire twice as fast while near an enemy turret, and expire instantly if Azir dispels the tether between them by moving too far away.

Arcane Soldiers cannot attack enemy structures, but Azir can cast Conjure on top of an enemy turret to consume a charge: dealing「 60 + (10 × Azir's level) 」「 70 ~ 240 」(+ 40% AP) magic damage.

Ability Details
Arise! is a ground-targeted ability.

Additional Information:

  • This spell doesn't count as auto-attack and will not receive any benefit from auto-attacks. It still however procs the passive of the Furor boot enchantment.
  • Every other auto-attack command issued by Azir to Sand Soldiers will trigger the unique passive of Sated Devourer item.png Sated Devourer, Azir and all attacking soldiers will display a phantom that performs the same animation and allows Soldiers to attack the same target twice. This phantom would do the same damage as a normal soldier but will have the same modifier as any extra soldiers attacking the same target, meaning the phantom of one soldier will only deal 25% of the damage the first soldier deals. This mechanic was specially coded for the case of multiple soldiers, allowing Azir to do 125% extra damage with 3 soldiers present instead of 50%. Azir will have the normal mechanics for Sated Devourer item.png Sated Devourer while using his normal auto-attacks without soldiers.
  • Damaging an enemy champion will cause minions in range to target Azir.
  • The gold-generating passive on the Spellthief's line of items will not activate when using this ability on towers.


Shift
COST: 60 Mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
Shifting Sands

Active: Azir dashes to the target Arcane Soldier: dealing magic damage to enemies he passes through. If Azir contacts an enemy champion, he stops and gains a shield for 2 seconds.

  • Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
  • Shield: 100 / 120 / 140 / 160 / 180 (+ 10% maximum health)
Ability Details
Shifting Sands is a unit-targeted dash.

Additional Information:

  • If Azir casts Shifting Sands on a sand soldier moving from Conquering Sands, Azir will follow the soldier the distance of Conquering Sands.


Absolute Divide
RANGE: 200
COST: 100 Mana
COOLDOWN: 100 / 90 / 80
Emperor's Divide

Active: Azir conjures a phalanx of shield-wielding soldiers who press forward: Airborne icon knocking back enemies they contact.

When the soldiers finish their charge, they stand as unification incarnate: intercepting oncoming projectiles that are capable of hitting allied champions (excluding turret attacks), and inhibiting enemy champions' movement. These soldiers are considered absolutely static after they've concluded their initial charge.

  • Wall Duration: 4 / 5 / 6
  • Width: 4 / 5 / 6 Soldiers
Ability Details
Emperor's Divide is a direction-targeted ability.

Additional Information:

  • The soldiers can be used to interrupt any in-progress dashes during the charge.
  • The soldiers will stop when encountering Wind Wall.png Wind Wall and Unbreakable.png Unbreakable during their charge.
  • The charge begins slightly behind Azir Azir, making the E+R combo easier to perform.
  • Mechanically, the wall is made up of a number of units that knockback enemies who try to pass over them.
    • The wall is bidirectional and will prevent enemies from passing over the wall in either direction.
    • The wall will intercept enemies who attempt to pass over the wall regardless of whether the mobility was voluntary (i.e. dashes) or otherwise (e.g. Headbutt.png Headbutt and Rocket Grab.png Rocket Grab).
    • Enemies with crowd control immunity will be able to dash over the wall. This includes all dashes that are classified as "unstoppable" (e.g. Unstoppable Force.png Unstoppable Force and Paranoia.png Paranoia), but also any enemy protected by Black Shield.png Black Shield, and Olaf Olaf during Ragnarok.png Ragnarok (via Dark Passage.png Dark Passage).
  • Dashes or mobility that occurs while untargetable, such as Twisted Advance.png Twisted Advance and Playful.png Playful, can bypass the wall.
  • Blinks are distinct from dashes and can bypass the wall (e.g. Flash.png Flash, Arcane Shift.png Arcane Shift and Crowstorm.png Crowstorm).
  • The wall of soldiers will count as terrain for the purposes of "into terrain" effects (such as Condemn.png Condemn and Dredge Line.png Dredge Line). This will only affect enemies - allies will pass through the wall in all circumstances, even if knocked into it by an enemy (ally Nautilus using his Q on the wall??).
  • Common misconceptions:
    • Dark Passage.png Dark Passage is considered to be a dash and will be blocked.
    • Last Breath.png Last Breath is considered a blink and will not be blocked.


Zed

Stats

1 Growth 18 1 Growth 18
Health 525 (+75) 1800 Attack damage 55 (+3.25) 110.3
Health regen. 5.25 (+0.75) 18 Attack speed 0.625 (+1.5%) 26.1%
Energy 200 Armor 22 (+4) 90
Energy regen. 50 Magic resist. 32.1 (+1.25) 53.4
Attack range 200 Mov. speed 345

Abilities

Rancor
Contempt for the Weak

Innate: Zed's attacks and damaging abilities against Sight icon revealed enemy champions below 50% of their maximum health ignore all forms of damage mitigation, except for their armor, magic resistance, and Stasis icon stasis.

Ability Details
Eyes of the Seeress is an innate passive which consists of two correlated effects.


Sunder
RANGE: 1000
COST: 60 Energy
COOLDOWN: 8
Razor Shuriken

Active: Zed hurls a pair of tempered shurikens in the target direction: dealing physical damage to enemies struck.

  • Physical Damage: 80 / 110 / 140 / 170 / 200 (+ 100% bonus AD)

Simultaneously striking an enemy champion more than once with Sunder through active Animate Armors reduces its cooldown, but does not deal additional damage.

  • Cooldown Reduction: 20 / 30 / 40 / 50 / 60%
Ability Details
Sunder is a linear, colliding skill shot which deals damage, Sight icon reveals its target, and expands into a Slow icon slowing field upon contacting an enemy, or reaching its maximum range.


Deploy
RANGE: 400
COST: 40 / 35 / 30 / 25 / 20 Energy + 1 Animate Armor
COOLDOWN: 1
Recharge Time: 20 / 18 / 16 / 14 / 12
Living Shadow

Mark - Passive: Each unique instance of Zed's attacks and damaging abilities build up stacks of Affliction on enemy champions, lasting for 2 seconds. Upon accumulating 3 stacks of Affliction, enemy champions receive「 10 + (5 × Zed's level) 」「 15 - 100 (based on level) 」(+ 100% bonus AD) physical damage, and are Sight icon revealed for 1 second: consuming the stacks. Zed cannot apply stacks of Affliction to enemy champions who have been damaged by Mark in the last 4 seconds.

Active: Zed deploys an untargetable Animate Armor which mimics his basic abilities, and lasts for 2 seconds, towards the target location: granting Sight icon sight of its nearby surroundings.

Issuing a shift command onto a deployed Animate Armor causes Zed to blink to its location while leaving behind an Animate Armor: effectively switching places with it. Zed cannot blink to the same Animate Armor more than once, and Animate Armors are considered static in all manners, save for their mimicry of Zed's basic abilities.

Zed periodically generates a deployable Animate Armor, and can store up to 2 charges at a time. There can be no more than 2 active Animate Armors concurrently, and actions which would cause for more than 2 Animate Armors to be simultaneously active will dispel the Animate Armors which were deployed earliest.

Ability Details
Vias is a delayed ground-targeted area of effect ability which can be triggered to release a point-blank area of effect wave.


Fray
RANGE: 200
COST: 40 Energy
COOLDOWN: 4
Shadow Slash

Active: Zed revolves his blades: dealing 100% AD physical damage to nearby enemies. Against enemy champions, the revolution deals bonus physical damage and ignores 60% of its targets' bonus armor.

  • Bonus Physical Damage: 20 / 40 / 60 / 80 / 100

Simultaneously striking an enemy champion more than once with Fray through active Animate Armors restores energy, but does not deal additional damage.

  • Energy Restored: 20 / 25 / 30 / 35 / 40 energy
Ability Details
Reva is a delayed ground-targeted area of effect ability.


Annul
RANGE: 400
COOLDOWN: 80 / 70 / 60
Death Mark

Rive - Passive: Zed's attacks and damaging abilities against Sight icon revealed enemies deal bonus physical damage (capped at 100 bonus damage versus minions and monsters), and apply a 100% Slow icon slow which decays over 1 second.

  • Bonus Physical Damage: 4%「 (+ 1 / 1.5 / 2% per 100 bonus AD) 」「 (+ 1% per 100 / 66.6 / 50 bonus AD) 」of target's missing health

Active: Zed reaps the target enemy champion for 2 seconds, Sight icon revealing them for the duration as he dashes to their hind extremity while marking them: spawning 2 Animate Armors tangent to the marked enemy champion, and empowering his attacks and damaging abilities within the duration to deal true damage against the marked enemy champion.

Zed is rendered untargetable while dashing, and he ignores unit collision during the reaping. After the reaping has concluded, or when the marked enemy champion would suffer lethal damage, the aforementioned 2 Animate Armors are consumed after an abridged delay: dealing 100% AD plus Rive's bonus damage as true damage to the marked enemy champion.

Ability Details
Lars is an ability which has a passive component and an active component.


Background

Changelog

V1.0 Azir:

  • Will of the Emperor (I)
    • Azir passively places markers above the ruins of turrets outside of the enemy's base. These marker can be interacted with to raise The Disc of Absolution.
  • Rout (Q)
    • Azir orders all Arcane Soldiers to dash to the target location, dealing magic damage and slowing enemies struck.
  • Conjure (W)
    • Accent (P)
      • Azir's attacks and damaging abilities grant stacks which grant bonus attack speed. These stacks may be acquired indefinitely, but newer ones do not refresh the duration of older ones.
    • Azir conjures an Arcane Soldier at the target location.
  • Shift (E)
    • Azir dashes to the target Arcane Soldier, dealing magic damage to enemies he contact. Contacting an enemy champion causes him to stop, but grants a shield for 2 seconds.
  • Absolute Divide (R)
    • Azir conjures a wall of soldiers that knocks back enemies during their charge, and blocks enemy projectiles plus inhibits enemy movement thereafter.

V1.0 Zed:

  • Rancor (I)
    • Zed's attacks and damaging abilities against revealed enemy champions below 50% of their maximum health ignore all forms of damage mitigation, save for armor, magic resistance, and stasis.
  • Sunder (Q)
    • Zed hurls a pair of shurikens, dealing physical damage. Striking an enemy champion more than once simultaneously reduces Sunder's cooldown.
  • Deploy (W)
    • Mark (P)
      • Zed's attacks and damaging abilities each build up stacks on enemy champions, up to once per cast, lasting for 2 seconds. Applying the third stack deals physical damage and reveals the enemy champion for 1 second. Enemies may only be affected once every 4 seconds.
    • Zed deploys an Animate Armor at the target location. Animate Armors mimic Zed's basic abilities.
  • Fray (E)
    • Zed spins his blades, dealing physical damage, increased against enemy champions. Striking an enemy champion more than once simultaneously grants energy.
  • Annul (R)
    • Rive (P)
      • Zed's attacks and damaging abilities deal bonus physical damage and slow revealed enemies.
    • Zed marks the target enemy champion for 2 seconds as he dashes to them, during which he ignores unit collision and deals true damage against the marked enemy champion: revealing them and spawning 2 Animate Armors. At the end, or when the marked enemy champion would suffer lethal damage, the 2 Animate Armors are consumed after a short delay, dealing true damage to the marked enemy champion.

Trivia

  • Zed's new kit was (obviously) inspired by his portrayal in the new cinematic PROJECT: OVERDRIVE.
  • Proper development of the above reimagined kits began on the 25th of August.
  • I got gifted Zed's PROJECT skin for helping a friend of mine getting to Gold. Free skins = no starving children.

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