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Azir Build Guide by StormWolf101

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 StormWolf101

Azir the Emperor Pigeon [Sated jungle patch 5.17]

StormWolf101 Last updated on September 2, 2015
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
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: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Azir with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Akali She isn't played as much in the jungle anymore and rightfully so, as she isn't that strong until level 6. You can stop her all-in with your R or your E
1
Shyvana Shyvana is another sated jungler, but her early clear is a bit poor so you can counterjungle early if you feel the need. Shyvana has trouble being kited, so you can work around that and use your soldiers to maximum effect.
1
Udyr Most Udyrs are Trick2G tryhards so you can rely on them to max Phoenix stance (and if not tiger stance) first. This means their chasing potential is minimal as they have to use bear stance. Udyr has to be in melee range to be efficient, so you can counter him easily.
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Introduction

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WELCOME
Hello dear viewer and welcome to my Azir jungle guide! Azir is a great champion known for his seiging potential with Shurima's Legacy, as well as his ability to punish mispositioned enemies with Emperor's Divide. These traits don't inherently make him a good jungler, but hopefully this guide will explain just how strong Azir has become in the jungle.

WHY AZIR?
As of patch 5.17, Azir's jungle strength has suddenly become quite viable given his inherent attack speed and the unique property of his sand soldiers to strike through targets, enabling a huge amount of multi-target DPS with Sated Devourer.
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Summary


Skills





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Sated Devourer Azir Jungle



General Strategy:
Gank often to get Devourer stacks. You act as a large source of DPS for your team, so getting sated as soon as possible is essential for the biggest damage output.

Build Summary:
This build focuses mainly on stacking as much AP as possible as well as some resistances, usually utilising Nashor's Tooth and Rylai's Crystal Sceptre together for high kill potential.
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Core Items






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Pros / Cons



Why he's strong

+Can kite jungle camps with Arise!
+Good escape with Shifting Sands and Emperor's Divide
+Great ganks with Shurima's Legacy
+Fantastic teamfighting and waveclear once you get Sated Devourer
+Great synergy with Nashor's Tooth and any slow
+Is an emperor

Azir's strength in the jungle mostly comes from his sand soldiers, giving him decently fast clears provided you can get a good leash from your bot lane. In teamfights you play him a bit different to regular Azir, relying on your Arise! for autoattacks as opposed to using your Conquering Sands to damage the enemy. Azir also finds strength in how hard it is to fall behind, only needing to farm his jungle camps to reach sated if ganks aren't working for whatever reason.

How he's balanced

-Squishy
-First jungle clear is a bit brutal without the right runes/masteries
-People may think you're trolling
-Takes a bit of time to reach god status (sated)
-High skill ceiling
-Is a pigeon
o
o

Azir's weaknesses lie in his low base defensive stats and the fact that he takes a bit of time to really get going. He relies on sated devourer and not reaching it can put a strain on your teamfighting capability if you really fall behind.
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Runes


Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Attack Speed
3
  • Greater Mark of Magic Penetration: These don't help you as much when clearing your camps as they don't naturally have magic resist, however this makes your ganks deadlier and makes taking dragon/baron easier as it increases your damage output from your sand soldiers.
  • Greater Seal of Armor: These are taken by almost every jungler in the game as they help immensely with your early jungle clears and give that extra bit of resistance when ganking.
  • Greater Glyph of Cooldown Reduction: Of the top tier options available, (MR, Scaling MR, Scaling CDR) flat CDR glyphs help the most as they allow you to spit out your sand soldiers a lot more frequently, especially on your first jungle clear.
  • Greater Quintessence of Attack Speed: These just have so much synergy with jungle Azir's kit. Giving that much-needed early attack speed is great when clearing camps and when ganking. These also act a a buffer to prevent you from falling too far behind if you can't purchase core items.


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Masteries


Masteries
4/5
1/1
1/1
3/5
1/1
1/5
3/5
3/1
3/
1/
2/5
2/1
3/5
1/5
1/1

With Azir, going 21/9/0 is the most optimal distribution of masteries. The 21 in offense gives you access to Expose Weakness , Fury and Devastating Strikes among others, giving Azir the much needed attack speed and damage he needs to excel when ganking. I like putting the extra 9 points in defence as opposed to utility as in the jungle Bladed Armor is an incredibly useful mastery, and the bonus armour and MR the defence tree gives outweighs the movespeed and mana from the utility tree.


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Ability Sequence/Explanation



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

RoooooooWoooooooQoooooooE
> > >

ABILITY EXPLANATION
  • Shurima's Legacy: This skill is pretty useful for mid/late game sieging, and in some situations can be used to set up a gank. Be smart with when you activate this as it has a very long cooldown.
  • Conquering Sands: Your secondary damage ability. Since you don't use it like mid Azir, its nerfs in patch 5.17 don't affect you too greatly. Max this third as it doesn't give you as many benefits for upgrading it as Arise!.
  • Arise!: This is where 90% of your damage will come from as jungle Azir. Your sand soldiers are truly powerful now that they proc Sated Devourer (and therefore on-hit effects where they didn't before). This opens up on-hit build paths and you can utilise the full potential of Nashor's Tooth, now being able to use its passive. Max this second as it is your main source of DPS.
  • Shifting Sands: This is your primary escape (especially pre-6) as well as part of your engage, giving you a shield as a reward for crashing into an enemy. Max this last as it gives very little benefit for upgrading it as opposed to your other spells.
  • Emperor's Divide: This is your main tool for shoving enemies where they don't want to go (like into an oncoming Sion, for example). It is a great displacement tool that allows your allies to safely escape a teamfight as well as dealing a sizeable amount of damage. You can also use this to block the enemy jungler from ganking by sealing off their entry point. Put points in this whenever possible (i.e. max this first).


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Items



ITEM EXPLANATION
You'll want to pick up Ranger's Trailblazer on Azir as it helps with your clear speed. When you're playing jungle Azir, your damage comes from your sand soldiers, so you'll usually not be in range to take advantage of the champion-smiting items ( Stalker's Blade and Skirmisher's Sabre). Devourer is the choice of enchantment that best suits this build, giving attack speed and on-hit magic damage.

Nashor's Tooth is a great item on jungle Azir, with synergy with almost every part of his kit. It gives attack speed and AP, as well as providing on-hit magic damage on top of devourer.

YOu'll want to take a Rylai's Crystal Scepter in this build as it gives a bit of tankiness in bonus health, as well as amplifies the rest of your kit (the slow becomes really strong when coupled with the attack speed and AP)

Zhonya's Hourglass gives Azir armour without sacrificing an AP item in doing so. It also has its iconic active that can get you out of trouble when coupled with either Shifting Sands or Emperor's Divide.

On a similar vein to Zhonya's Hourglass, grabbing an Abyssal Scepter gives MR without sacrificing AP. It also has the added benefit that it reduces the MR of enemies around you, amplifying your damage even further.

The main reason for getting Boots of Mobility over something like Sorcerer's Shoes is the strength it gives when you're roaming around the map, either looking for ganks or travelling towards a neutral objective. The major downside to Boots of Mobility is that as soon as you get hit, the passive movement speed goes away, however due to Azir's good disengage this doesn't matter as much opposed to someone with no dashes.


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Early Game (Clear Path)


When jungling with Azir, it is important to know where to go when in order to make yourself more useful to your team. Below is a set of optimal jungle camp clearing paths (one for each side) that allow for ganks in-between clearing camps, as well as counterjungling if possible.
Blue Side:

On the blue side, you'll want to start at the krugs, getting a leash preferably from both your ADC and support. Smiting the krugs isn't as useful on Azir as other champions as your sand soldiers don't count as autoattacks to proc the stun from Gift of Heavy Hands, so save your smite for your red buff to get the health back. After killing the red buff, taking the scuttle crab in front of the dragon gives you vision as a defence against counterjungling. After you take the crab, you have 4 options available. Either:
  • Gank bottom lane if the enemy ADC/support are on low enough health
  • Head to your blue buff and continue farming
  • Walk into the enemy jungle and place wards/take camps
  • If your bottom lane is pushed up far enough, coordinate to take an early dragon
Of the 4 options, the second is the safer approach and it gives you blue buff, meaning you'll have both buffs on you if you decide to gank. If not, recall to pick up your Ranger's Trailblazer.
Red Side:

On the red side, start at the Gromp, again getting a leash from your bottom lane partners. Smiting the Gromp is much more beneficial than smiting the krugs as it gives you poison armor, useful for taking blue buff. Once you have blue buff, smite and kill the wolves to get vision (defence against counterjungling), then head to the river and take the scuttle crab. After taking the crab, similar options are available to you:
  • Gank bottom lane if the enemy ADC/support are on low enough health
  • Head to the raptor camp and continue farming
  • Walk into the enemy jungle and place wards/take camps
  • If your bottom lane is pushed up far enough, coordinate to take an early dragon
Similar to the other list, continuing to farm allows you to pick up your Ranger's Trailblazer, however if you feel the need to do any of the others on the list you will be relatively safe in doing so.


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Skirmishes/Teamfights


In the small (4-6 champion) skirmishes that occur in the early/mid game, your power still comes from your sand soldiers, however you are more useful to your team post level 6 as a source of CC (the slow from Conquering Sands and your Emperor's Divide knockback) as you probably won't have sated devourer yet.

However, in late game teamfights your role in the team shifts from a source of CC to one of the main sources of consistent DPS on your team. This is especially true when you have a burst mage like Veigar in the mid lane and a tank like Maokai in the top lane, as you can shred through the other team's front line while your mage jumps on the enemy ADC and your tank and support work to keep the enemy at a safe distance.

The other team is usually focused on assessing where the big damage comes from rather than where the smaller (but still substantial) consistent damage comes from, so you can use this to your advantage through use of your sand soldiers.


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Conclusion


Thanks for reading!

Azir is an extremely fun champion to play, especially in the jungle as you have quite a lot of damage that almost no-one expects you to have. If you have any comments, questions or queries about my guide, please don't hesitate to ask.

Good luck on the Rift, and remember to have fun!

- StormWolf101