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Azir Build Guide by Aqua Dragon

ADC Platinum Marksman Azir - Emperor's Flurry

ADC Platinum Marksman Azir - Emperor's Flurry

Updated on July 31, 2017
8.6
27
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League of Legends Build Guide Author Aqua Dragon Build Guide By Aqua Dragon 27 5 870,830 Views 98 Comments
27 5 870,830 Views 98 Comments League of Legends Build Guide Author Aqua Dragon Azir Build Guide By Aqua Dragon Updated on July 31, 2017
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2
Kootole99 | January 7, 2017 5:49am
Whats your opinion on the new mage in the bot lane meta and how it will affect marksman Azir. The eventual change to tld might also make Dft better on azir and maybe put the marksman azir more in meta
1
Aqua Dragon (43) | January 7, 2017 8:14am
Good question! I'd be surprised APC Azir gets as much attention as Ziggs; a big reason why Ziggs received such attention is because Ziggs does something enourmously well, probably to the point of being overtuned: taking towers.

Historically, off-meta things only become common if they are overtuned in some way (AP Yi, AP Trynd, Tank Ekko) and then fall into obscurity again if they are only on-par with meta builds. I feel Azir Bot is only on-par with other ADCs, rather than overtuned in a unique way, and so it means it won't receive nearly as much support. Bonus points because it's more unforgiving at bottom than at mid, especially without a way to sustain through damage.
2
Kootole99 | January 8, 2017 1:44am
Thanks for the relpy. :)True that. But Azir is still probably the second best tower taking mage with the attackspeed he build and have passively though i understand it's not near enough.
1
Aqua Dragon (43) | May 5, 2016 10:53am
I'll be looking to do that in two days so hang tight!
1
Therefir | May 5, 2016 1:08am
Update the build guide pls
1
Aqua Dragon (43) | April 12, 2016 5:50pm
Ah good catch! The 1 : 2.26 ratio is correct here, but I left out some critical information on why we're using that number. I've updated accordingly; thank you for pointing it out!

"For this one, every 1% AS was considered a "point" of stat, and every 2.26 AP was also considered a "point" of stat. Although so far we've been using a 1AS : 1.49AP ratio. this is based on the assumption that both Azirs have Nashors. But for calculating the raw stat multiplier, we have to assume neither Azir has any items. For this, our new ratio is 1AS : 2.26AP, which is how much AP is necessary to equal 1% AS assuming neither Azir has any items at all."
1
Shadow Mercer (1) | April 12, 2016 3:42pm
Hey Aqua. I wanted to point out that, in the section titled "The Order of Magnitude is Given" under "What is Marksman Azir?", you state that "...1% AS = 2.26 AP ratio calculated earlier." However, the ratio you show for the entirety of the section before is 1% AS = 1.49 AP. You use 1% AS = 2.26 AP twice in the paragraph containing that statement and twice in the following paragraph as well, so is that merely a typo, were some calculations left out, or did I just miss something?
1
Aqua Dragon (43) | April 6, 2016 1:18pm
Hey there msigma! So good question. The most direct answer to the question is that it only takes 5 stacks to already be equal to the cost suggested. This means that even if Guinsoos doesn't reach the pinnacle of its power for another extra second or so, it already outclasses other dmg/gold alternatives for MM Azir extremely quickly.

Additional notes.

1. It's exceedingly easy to hit an enemy with Conquering Sands, getting 2 stacks from the start, further reducing the time needed.
2. Rageblade is built very late into the build, meaning by the time MM Azir finishes the item, they are attacking at least 2.07 times a second, ramping up even quicker as the autoattacks continue.
3. MM Azir has extremely long range and guarantees multiple autos with Rylais, meaning the stacks are both reliable to generate and safe.

All of these combined mean that Guinsoos is only really worse than other items for the first second of its use. By two seconds it's already on par, and further becomes enormously efficient for its cost, even disregarding the physical damage being provided.
1
msigma | April 6, 2016 8:29am
Hello.

Regarding rageblade, I understand your analysis of its power at its maximum potential, but it does take several autos to actually reach a point where it is comparable to more conventional items, which in a fight can be precious time. Could you explain specifically how the power of the item outweighs its disadvantages in the first seconds of a fight.
1
OTGBionicArm (415) | December 12, 2015 3:40am
Wow, I honestly assumed they wouldn't because for every other purpose they work like spells. My apologies.
1
Aqua Dragon (43) | December 10, 2015 9:10pm
The orange number means physical damage is being dealt by an attack.





Fervor of Battle applies On-Attack, not On-Hit, which is why soldiers are able to proc it.
1
OTGBionicArm (415) | December 10, 2015 2:58pm
The soldiers do stack the passive, but the bonus damage does not apply to their attacks. The only effects that are unique to auto attacks that the soldiers DO proc is the Furor boot enchantment and the ability to hit wards. For everything else they are treated as spells.
1
Aqua Dragon (43) | December 10, 2015 2:50pm
Early game, it has pretty much a negligible impact because it was barely anything at max stacks anyway (At max stacks before, it was a pitiful 8 damage at level 1, increasing to like, 15 extra damage a few levels up too.). Mid-game it definitely is a bit more annoying to stack, but not by tremendously much (with 60% AS from the Arise! passive and another easy 60% from the dagger stacking, autos are about 1.7 per second, with two soldiers that takes about about 2.5 seconds to reach maximum stacks) but I haven't notice a tremendous difference. And of course late game, it's child's play to reach 10 stacks.
1
msigma | December 10, 2015 2:09pm
Would you say that the change to the fervor of battle mastery significantly harms Azir's damage output in the early and midgame (considering that you mentioned that there is minimal stacking issues late game)?
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