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Azir Build Guide by MCBiggah99

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author MCBiggah99

Azir guide (Bjergsen's build and Faker's build)

MCBiggah99 Last updated on November 29, 2014
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Team 1

Ability Sequence

2
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9



Threats to Azir with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Heimerdinger Take down turrets from a distance, take him down from a distance. EZ life.
2
Yasuo You have too much zoning potential, Yasuo will have a hard time. Just don't waste abilities if you know he can dash out of them.
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Introduction

Azir, a relatively new champion with lots of potential. Relatively difficult to play, but a force to be reckoned with when played well. Here's a guide for Azir, because every good player needs an equally good build!


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Pros / Cons

Pros:

- Great poke in laning phase
- Consistent damage output throughout the entire game
- Insane turret pusher
- Amazing zoning and disengage
- Insane skillcap, many beautiful things can be done with Azir

Cons:
- Hard to play
- Bad against in-your-face burst champs
- Easily countered
- Inconsistent when you haven't passed the skill floor yet


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Spells

Most of the things about the build are explained in the notes, I'd like to talk more about the summoner spells though.

Flash is a self-explanatory summoner, it's great on just about every champion, Azir too. Always take this.

Ignite is, to be honest, quite underwhelming on Azir. I find he lacks proper counterplay against burst champions, and ignite doesn't help with this. So I take Barrier or Exhaust
Even if I'm not against a burst champ, barrier is great for baiting and exhaust is amazing throughout every stage of the game.
Teleport is your final option. If your other lanes might have a bad time, and you want to help them with teleport ganks, here ya go!
Barrier is great for luring in enemies, and surviving the burst of champs like Syndra. Alternatively, Heal can be used, but tbh barrier is better considering the amount of people who take Ignite these days.
Exhaust is an amazing summoner on Azir. it counters just about every champion who counters him, mainly the AD assassins like Zed and Talon.


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Laning Phase

Azir has a really quick and rapid auto attack animation, so don't be afraid to wait until the last second for last-hitting.

Poke your enemies a lot, but don't get counterpoked. Against champions like Syndra, you can actually E into them for the shield. This works because champions like Syndra don't really feel comfortable fighting others at melee range. Same thing goes for Xerath. Make sure that they don't have their stuns up though.

Never, EVER waste your CDs. You should always be aware of what is going on around you and who you're laning against. Especially against Fizz; he only hardcounters you if you're bad. If you're not bad, you can fight as equals or even annihilate the Fizz. You need to use your abilities well, and be aware of what the enemy is capable of (in terms of counter-all-in-ing, dodging your abilities, etc) If you waste all your CDs on a Fizz and he just uses his E on all of it, you're dead. Without his abilities, Azir is dead.


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Team Work

In teamfights, you should almost never use your E. Just stay in the back and Q + auto-attack with your soldiers all the time. Only use your E in tiny fights, like 1v1s or 1v2s. Or use your E to get away. Going into the enemy team is quite a bad idea as Azir.
Use your R to split up the enemy team when they get too close to you. This allows you to pick some key enemy champions off if used correctly.

Positioning is really important with Azir, stay at a safe distance and keep poking.


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Items that I dislike

RoA - Azir is not Swain, we're not trying to be tanky in any way. Think of him as an Orianna instead of a Swain, we're trying to deal as much damage as possible. I'd only get RoA on Azir top, never mid.
Nashor's Tooth - This item honestly puzzles me. Why would you intentionally dodge the massive powerspike you get after your mana item and rabadon's by getting this toothpick? Its passive does not work with your soldiers, you have max CDR without it (if you use my runes), and Azir scales a whole lot better with AP than AS anyway. The ONLY build I can understand it in is Faker's, where he keeps it as a Stinger until he gets his final item (which is actually really smart of him)
DFG - You're supposed to deal sustained damage to the entire enemy team in teamfights, you don't burst people like a Syndra or a LeBlanc. (Also, you exceed the CDR cap)