AZIR STATS
Attack
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Attack Damage52 ( + 2.8 )
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Attack SpeedNaN ( +0%)
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Attack Range525
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Critical Hit Chance0 ( + 0 )
Defense
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HP552 ( + 92 )
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HP Regeneration7 ( + 0.75 )
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Armor19.04 ( + 3 )
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Magic Resistance30 ( + 0.5 )
Other
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Mana480 ( + 21 )
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Mana Regenration8 ( + 0.8 )
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Move Speed335
AZIR SPELLS
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Shurima's Legacy
Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
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Conquering Sands
- Cost: 70 {{ abilityresourcename }}
- Range: 740
Azir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second.
Azir sends all Sand Soldiers towards a location. Sand Soldiers deal 70/90/110/130/150 (+30% Ability Power) magic damage to enemies they pass through and apply a 25% slow for 1 second.Enemies hit by multiple Sand Soldiers will not take additional damage.
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Arise!
- Cost: 40 {{ abilityresourcename }}
- Range: 500
Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line. Arise! also passively grants attack speed to Azir and his Sand Soldiers.
Passive: Azir gains 15/25/35/45/55% Attack Speed. When Azir has 3 or more Sand Soldiers, he gains 15/25/35/45/55% additional Attack Speed for 5 seconds.
Active: Azir summons a Sand Soldier for 10 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks in his stead, stabbing the target for 0 (+60% Ability Power) magic damage. Other enemies caught in the soldier's attack take [0]% of the stab's damage.Azir stores up to {{ maxammo }} Sand Soldiers and prepares a new one every {{ ammorechargetime }} seconds.Sand Soldiers that strike the same targets deal 25% damage after the first.Sand Soldiers can attack targets outside of Azir's basic attack range.Sand Soldiers expire twice as fast when near an enemy turret. -
Shifting Sands
- Cost: 60 {{ abilityresourcename }}
- Range: 1100
Azir shields himself briefly and dashes to one of his Sand Soldiers, damaging enemies. If he hits an enemy champion, he instantly readies a new Sand Soldier for deployment and halts his dash.
Azir shields himself for 1.5 seconds, blocking up to 80/120/160/200/240 (+70% Ability Power) damage and dashes to one of his Sand Soldiers, damaging enemies hit for 60/90/120/150/180 (+40% Ability Power) magic damage.If Azir hits an enemy champion, he halts his dash and instantly prepares a new Sand Soldier.
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Emperor's Divide
- Cost: 100 {{ abilityresourcename }}
- Range: 250
Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies.
Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing 175/325/475 (+60% Ability Power) magic damage. The soldiers then remain as a wall for 5 seconds.Azir and his allies can pass freely through Emperor's Divide.Emperor's Divide does not interact with Azir's basic attacks or spells.
AZIR COUNTER/TIPS
Azir Ally Tips
- Be careful about putting down both of the soldiers stored by Arise! Unless you're going all-in, always have a soldier in your back pocket if you need to escape over a wall or if you misposition your other soldier and need damage now.
- In the lane, try to position your soldiers between the enemy's minions and the enemy champion. This way you can use them both to last hit and to project threat onto your lane opponent.
- Think of Emperor's Divide as a defensive ability first and foremost. Use it when the enemy engages on you or your allies. Remember that your team can walk through the soldiers summoned by Emperor's Divide and use this to your advantage when enemy melee champions engage on you.
- Be a bird!
- Strong against:
Azir Enemy Tips
- Azir relies on his soldiers to deal damage and can only move them so often. Try to capitalize on windows of time when his soldiers are stationary.
- Azir has immense damage over a prolonged amount of time but lacks the upfront burst of other mages. Try to burst him out before he can turn a confrontation around.
- Try to think of Sand Soldiers as fire. Don't stand in the fire.
AZIR Build
AZIR SUMMONER SPELLS


AZIR REFORGED RUNES
Precision




Sorcery


AZIR ABILITY ORDER
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2 | 4 | 5 | 7 | 9 | |||||||||||||
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1 | 8 | 10 | 12 | 13 | |||||||||||||
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3 | 14 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
AZIR ITEMS
Starting Items
Mythic Choices
First Back
Situational Items
Full Build 1
Full Build 2
AZIR SUMMONER SPELLS


AZIR REFORGED RUNES
Precision




Sorcery


AZIR ABILITY ORDER
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2 | 4 | 5 | 7 | 9 | |||||||||||||
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1 | 8 | 10 | 12 | 13 | |||||||||||||
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3 | 14 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
AZIR ITEMS
Standard
Vs. Poke
Mythic Choices
Core 1
Core 2
Core 3
Finishing Items
Standard full build
AZIR SUMMONER SPELLS


AZIR REFORGED RUNES
Precision




Inspiration


AZIR ABILITY ORDER
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2 | 4 | 5 | 7 | 9 | |||||||||||||
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1 | 8 | 10 | 12 | 13 | |||||||||||||
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3 | 14 | 15 | 17 | 18 | |||||||||||||
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6 | 11 | 16 |
AZIR ITEMS
Standard
vs Poke
Standard
Poke (Comet/Electrocute)
AZIR SKINS





