I have been thinking about this for a while after having read a post on BGG where Christopher offered to demonstrate at a con how he played AZ to a player who was struggling.
I've also noticed on separate threads on Fanatic and Unity how Christopher says that he hates having hit points. I know he's probably super busy at the moment, but can someone who has seen him play AZ shed some light (with his permission, of course). I imagine it's something a little different that what I've seen in other strategy guides, especially with his self-professed, self-destructive playstyle.
The thing to remember about any hero that has a destructive side (most notably Absolute, Fanatic, and NightMist), is that their HP is just another resource they can use to extend their power. It's there as a way to fuel your damage and/or utility, so take of the gloves and USE IT!
That's generally how I roll the self-damage-dealers, and sometimes it works out really, really well, and other times they die after one giant last hoorah, which is not a bad way to go, methinks.
I would like to answer, but the reality is that Christopher plays so quickly that when I'm in a game with him I'm usually happy if I can simply follow what's going on in the game, much less consider the details of what he's doing with his hero.
When playing AZ, as noted, Christopher doesn't worry about his hit points. If he doesn't get cards that will move things forward, he'll skip Power/Play to draw twice without hesitation. It's hard to describe, because it really depends on the draw and the situation.
I am one of the AZ naysayers. Part of that is because I haven't seen Christopher use him. That being said I think Christopher's way is the best. Don't wait to get completely set up to start hitting. If you do then you won't be using his one-shots until you have 3 or 4 cards down. By then the villain is probably smashing you. AZ has 29 HP. Expect to end with 0. As you get close to 0 you can try to switch to healing and there are some games where you just want to tank all game. But in most games it's best to burn through both your and the villain's HP. Switch to healing when the villain is defending (something most damage dealers can't do) and let loose when you see an opening. I'm still not a fan of him. I very much prefer the new version of him.
AZ almost always ends with full health when we play, and depending on the setup often uses Coolant Blast or Thermal Shockwave for 30 or more damage in one hit. He is very powerful and nigh indestructible under the right circumstances.
I can't tell you how Christopher plays, since I've never seen it, and once you know how the combos work, how anybody plays is a turn-by-turn thing anyway. I can, however, tell you how to play AZ recklessly.
I usually prioritize playing Null Point Calibration Unit to have the capacity to heal. If you're playing recklessly, don't worry about it. Play the Isothermic Transducer, to attack. Once AZ has the Isothermic Transducer, his base power can attack. 1 for 1 damage - attrition like this doesn't strike me as a great deal, but we're being reckless here. Frost-Bound Drain is really online - deal self three, but output six. Try to get your Focused Apertures ASAP, since that increases your damage. Hoarfire really needs both modules to be as good as it can be, but it outputs decent damage if you just have the Transducer.
Next step, Thermal Shockwave. Deal damage to several things, then take as much damage as you dealt this turn, which you then deal again. You don't NEED the Null Point Calibration Unit for any of this - it just heals you. Since we're playing recklessly here, whatever! Finally, Coolant Blast. You brought your Isothermic Transducer, right? Get your allies to attack you with anything firey. Finagle the environment or villain into hitting you with fire damage. Play a Hoarfire or a Frostbound Drain on yourself. Take all that fire damage, and deal it out with the Transducer. Then when your power phase comes around, activate Coolant Blast, and depending on how cooperative everybody was, you do a bunch more damage. You burn through your hit points, but you do damage. That's the essence of being reckless.
I don't usually play it like that. I find he works well enough playing defensively (as you may know from my guide). To each his own, though, and I have used the above to good effect when the situation calls for it. Against Baron Blade, say, who requires haste.