Azir Build Guide by 7SIN_Envy
Not Updated For Current Season
The Sand Tyrant Azir (Main)
Early-Mid Game Build Sequence
Mid-Late Game Core Items
*Heads Up! I'm putting things in Spoilers to cut down on the over whelming size and information of this guide for faster navigation and to not barrage you with information so you can easier navigate to what you want to read*
Hey Guys, I'm Envy and welcome to the guide, i'm new at building guides, so bare with me still getting used to all the lil tricks of this, and if you have any suggestions or ideas please post em, I'm open to discuss.
When I heard about Azir I was very eager to make this guide being that I love playing champs like Orianna Zed and Vel'Koz that can devastate champions from range and completely change the outcome of team fight through tactical plays and placements. Yet I also like lane bully champs like Yorick and Swain that dominate players through zoning enemy champs and snow ball hard through itemization, this is why I developed the guide as I did with these champion play philosophies in mind.
I've been playing him pretty non-stop recently, trying new tricks and tactics, and taking various item suggestions for builds, using them and finding out how they can work or why they completely don't fit his kit, play style, or gold efficiency (most important since he is very item reliant). While I may not know everything (yet) about Azir, I do my best to present the most up-to-date, informed build on everything Azir from masteries, runes, play styles, roles, and items.
Also I have created multiple guides for multiple roles and situations, each of which has its own play style for this diverse utility kit. But my main focus will be on my build of preference, if you guys would like a more details of one of the other builds than what I have already provided in this guide, please let me know in the discussion page and I'll get right to it.
Finally I would like to thank those in my discussion page for giving me your suggestions so I can help improve this guide and better further the knowledge of Azir for other players. One such player I would like to thank especially is sphaxwinny since he was very helpful in suggesting an alternative item for that 10%CDR I needed for finished build (Twin Shadows) and his guide suggesting the Elixir of Brilliance which gave my guide the ability to accomplish 30% CDR with 1 completed item. Thank you for your help and contribution and I appreciate your efforts.
Pros / Cons
+ Has a great zoning kit with his ranged Q and soldier AA[/color]
+ His soldiers proc Magic bonuses like Spell Vamp, Rylai's Crystal Scepter slow, and Liandry's Torment burn passive.
+With the "Sand Tyrant" build, you can accomplish full build before 30 minutes if all is going smoothly.
+ Azir Raw AA is ranged, but soldier AA is Melee and proc's the 2% damage from Double-Edged Sword when using soldiers.
+ Has "E" as a gap closer that is also an escape, and if connecting with an enemy champion, gives you a shield based on Health.
+ His Ult can block most escapes excluding unstoppable abilities (vi and Malph ults) or Flash, everything else is blocked. Also gives team movement speed and the ability to pass through freely while denying enemy access and is great to cause that 1-2 AA of hesitation before the enemy realizes whats going on.
+ Ult can also be used to force fights as an initiation for a "stalemate" comp, but putting soldier behind enemy team, "E" On that soldier, and than push enemy team with Ult into your team, which is something I show at the end of the guide in my "Tips and Tricks"
+ Fairly Mana efficient spells making MP regeneration easy, and decent base mana pool.
+ If built right, by late game his sustained damage can destroy squishy champs within 2-3 hits.
+ Can use Defensive & Utility Masteries very well, and some Offensive Masteries.
+Soldiers do not proc On-Hit Effects like Lich Bane, Iceborn Gauntlet, Arcane Blade , Spell Weaving , Blade Weaving
+ Azir Raw AA is ranged, but soldier AA is Melee so with Bandit utility mastery soldier AA and "Q" proc the Melee +15G on Kills and ***its, but can only proc the Ranged +3G when using Azir's Raw AA; meaning you can't get +3G on Soldier AA while using Bandit
+His "W > Q > E" Gap Closer/Escape has a delay between your "W" deploy, a delay of "Q" moving soldier into position, and a delay in "E" travel time, even if using smart cast, you really close only a small amount of distance on a fleeing champion (not taking into consideration of any abilities, items, or quints the enemy may have to make this even worse).
+He is squishy, has high health for a support (which is fairly low) but not so much top and mid lane.
+Is very weak against gap closers (and really any kind of movement C.C. for that matter) since his "E" early game is a 1 shot thing, and even later isn't something you can depend on for constant disengage. Which also leads to him not having C.C. disengage.
+Unlike Orianna or Syndra, Azir has to stop to AA which is more like an ADC's means of kiting rather than a more free flowing champ like Syndra and Orianna, You need your range from enemy because of this.
+Very Item reliant, and leads to him having a pretty weak early game, and is why I like to go Utility Tree, to get those items faster.
+Really can't use much of the Offensive mastery traits that can really amplify damage, making Offensive Tree fairly weak on Azir.
Interesting Azir Things
* For starters Azir one of the few champions (outside of form changing champions) that is melee and ranged damage. The reason why this is important is because if you use masteries like
azir's base AA will proc the ranged portion of this mastery and give the +3 gold, however if you attack with soldiers it will not proc the +3 gold. Yet when you kill a champion using "Q" or soldier AA, you will receive the +15 gold. You can test this yourself by looking at your icons and noticing that when you Azir base AA it procs, and if you use soldiers it does not until you kill that champion where it will finally proc and go into cool down. Also this DOES NOT mean you can build on hit items for your soldiers, because they are melee, because it still does not work nor apply which I have tested by building a Tiamat to see if it would activate on my soldier AA; which it did not.
* Going off of the above fact, its safe to say that Azir using Double-Edged Sword will deal 1.5% damage and receive 1.5%, BUT! If you use soldiers he will deal 2%, and through form changing champions like Nidalee, I can ASSUME that you will be receiving 1% damage when you attack with soldiers, however even if I'm wrong its a .5% damage difference, and that 2% is still worth while and arguably better for those that want more damage rather than Expose Weakness but if you like safer damage increase that effects a team comp than you can still stick with Expose Weakness
* Azir's soldier AA does not proc On-Hit effects of items (most know this but some people tend to post things about lichbane and triforce so I'm here to dispel the insanity on Azir!) and this also means that mastery traits like Butcher , Feast, Spell Weaving , Blade Weaving and Arcane Blade do not work on Azir's soldiers, so don't put them in builds. Normally I would of put 1 into Butcher at least to unlock Devastating Strikes , but now that I've confirmed that Double-Edged Sword deals 2% damage, there is really no point into putting a point into this since you'll rarely farm minions (outside of very early game and even if then) with Azir AA.
The Sand Tyrant: Why We Subjugate!
The reason you build the Sand Tyrant build is to take advantage of Azir's CDR passive that gives you 1.5% AS for every 1% CDR. That being the main focus of the build, is to itemize, which is why you build Utility Page to speed up the itemizing process and give Azir his great late game presence, faster. Azir is very item dependent or his damage, but the best part is that you don't really need alot of items to make him useful, and the more you purchase the more you will notice his strength greatly grow. Movement speed is another importance of this kit very important which with Utility Tree Fleet of Foot and Twin Shadows movement % stat, you will be flying towards your enemy which is greatly helpful in keeping your soldier positioning on top of them and making them unable to escape the might of the tyrant.
The next reason you build this is because you want to harness the utility of the kit but also of the items that will aid the kit. Twin Shadows and Rylai's Crystal Scepter are great examples of aiding your kit by slowing the enemy and dealing that sustained damage on them. Rylai's Crystal Scepter you want for that HP tankyness and buff to "E" Shield; to go with the CDR and the passive slow. Twin Shadows you want for caping out 40% CDR, the AP for damage, and the active which can slow up to 2 targets that are fleeing from you.
One of my favorite items which is also aided by our mastery choice in Expanded Mind is the Seraph's Embrace this item is fantastic on Azir since it goes well with his "E" shield giving you double shields and is on a 10% less CDR due to out mastery choices. Also you will recieve +64 bonus AP from Mana pool + the base +60 AP from the item which gives you 124AP. Now a death cap will give you 120AP and 30%AP, so really you're getting a slightly higher base AP deathcap and substituting the 30% AP for a 20% Mana shield for 600G less! This build does not waste a single stat, makes him itemize faster, and gives him over all more utility to go with his already utility centric kit, making him great for laning, but absolutely deadly in team fights.
Some numbers for what this kit can provide over all:
Runes of a Tyrant
Greater Glyph of Scaling Magic Resist
Greater Seal of Scaling Health
Greater Mark of Magic Penetration
Greater Quintessence of Ability Power
These should be fairly obvious if you've played an AP Mid, but here is for more in depth of why you pick these for Azir Mid:
The Sand Tyrant: Masteries and Why
Putting my In-depth Mastery Descriptions in Spoilers so if you want to read it more check it out, but I'm leaving open the straight forward "TL;DR" version of this that sums up things but doesn't go into the great detail of why and relies on the viewer to know why I picked what I did.
TL;DR (Sums Up all of the sub topics here)
1. Azir doesn't benefit from Butcher , Arcane Blade , Blade Weaving , Spell Weaving because he doesn't basic attack he uses soldiers to attack, So don't do it!
2. Azir benefits from Sorcery in that it makes 10% CDR with Intelligence with out rune sacrificing. Double-Edged Sword for that 2% soldier damage (since they count as melee damage that is magical). Arcane Mastery and Mental Force you need that early game Flat AP to be a presence in lane or the enemy laner will laugh at your soldier's gentle caress. Executioner because it helps get the job done when it comes to killing a champ below 35% which can often be a struggle to kill if no points are put into this ability.
3. Azir DOES NOT BENEFIT from these Utility Tree Masteries Scavenger and Inspiration just don't do it, you are in a solo lane, you don't need it. Bandit and the reason for this as I mentioned in the "Interesting Azir Things" is that Azir is ranged but his Soldiers are Melee, this means you would have to use Azir's raw AA to get the +3 gold, but with soldiers you have to fulfill the melee terms of the mastery and kill or assist for +15 gold, which makes this a pretty weak mastery when you can better alocate the point and not have to put a point into Wealth for that 1 extra pot at start. Yet to be clear Frost Queen's Claim Gold passive does work on soldier AA, which is why it is in my support items!
4. One of the starting benefits from the Utility tree on azir is Greed , because Azir is an item dependent champ and needs that extra gold love to move his early game along into items faster, after all you're a Tyrant, and you want that lane taxation from those mid lane peasants! The key mastery would be Intelligence for that 5% CDR and 10% Item CDR, possibly the best part of Utility Tree. Than Expanded Mind , Strength of Spirit , and Meditation are all key traits for building to that Seraph's Embrace to make a sweet MP Trifecta of regen, damage and bonus MP. Fleet of Foot keeping him a literal step ahead of the enemy and castable range of soldiers, you will also gain Runic Affinity for 20% more Blue Buff Duration (lolAzirRedBuff), and also Culinary Master to give you a more comfortable lane with those biscuits.
In Depth Masteries Description!
The Sand Titan & When To Use It!
So when I created this build, I took it a lot from when I played Singed with the Rod of Ages + Seraph's Embrace, and at first it was something I thought would be interesting but who would know how truly effective it would be, but after having a test run with it in a random ARAM (where I was lucky enough to get him to roll and not have a dodger or someone wanting to swap). I got a great field test with the kit and now I feel it should be posted and shared as an equivalent build to the Sand Tyrant Build, but with a different approach in that you are not a back line poker. But more of a AP Bruiser with this getting in the thick of it and disrupting positioning of the enemy for your team's tactical play.
Screen Caps of the stats and how the game went:
The Sand Titan:
The Reason I like this build when I'm not using the Sand Tyrant, is because if you have a squishy comp, you can easily make this champ an effective Bruiser, and amazing shields keep you from being even more tanky than the obvious HP boosts. This build is fantastic for Top Lane, Great if you want a safe (but slow) ride in mid with more focus on sustain and damage mitigation than damage output (but don't think this means you don't do damage, cuz yes you definitely do). This game is particularly good for game modes like ARAM where often you'll have grouped up teams all rushing you at once, and the item flow is fast enough to where you don't really need the perks of the Utility tree to itemize fast.
More in depth of why the masteries for The Sand Titan:
This build allows you to get in the heart of engagements, and tank good chunks of damage for your team or yourself to take down carries, but also allows you to safely utilize your Ulti before the enemy team even knows what hit them. Rather than a poky mage build, this build focuses on making the enemy engage you and try to take you down while you shield yourself through "E" and Seraph's Embrace and let your soldiers poke them down. Setting up your soldiers behind the enemy will allow you to E dash knock them up if they try to escape and again buff you with shield. I like this build for things like ARAM because I know I'll be taking on multiple targets at once, and a squishy build will have its trade offs in effectiveness (if the comp is tanky, go mage; if the comp is squishy, go tanky.
Other Build Ideas: Alternative Mage, Vamp, Support, and Jungle Masteries
Make it clear now
These are builds that if I were in the instance of using Azir in these particular play styles it would be the way I would play them, but is not the way I actually use Azir. For those that are going to say "But Envy you are so Noob! Azir is a Mid ONRY! and will never top/jung/supp" hey man I'm not saying you're wrong or that you should play any of these roles with Azir, I'm just saying if you WERE to play those roles, these are the ways I believe you should do it. So, I won't spend long on the Alternativ Mage, Vamp, Support, or Jungle page because if you read the main mastery page you'll know why I picked what I picked and why I ignored what I did. I'll just go over things that contradict what I said earlier and why I picked them in this niche instance, and differences between things thats all. The full Description of these masteries will be put in spoilers to conserve room, so feel free to click on them if you want to know more.
Blood and Sand
The Might of the Sands:
The Guardian of the Sands:
The Sandstorm in the Jungle
Why you Build a 40% CDR Build with Nashor's, and not with out it!
The Nashor's Tooth and You!
For those that want the "Gist" and not read everything I wrote here is the TL;DR of it:
1. Nashor's Tooth AS increases your point animation speed, which increases your Soldier AA initiation animation making it actually faster than any other 40% CDR build.
2. Nashor's Tooth increases your AS making you a pretty nasty split pusher (but the passive does not aid in split pushing) and with your W to cast on Towers (W does not work on Inhibs though which I find odd and I'm assuming is a current bug since his release and even following his quick fix patch).
For those willing to read what I say:
Important: Starting and Transition Items
Here is the starting items I go with and why they are so important for Azir and this build:
Tools of a Tyrant
This is a listing of all of the items I feel are key to this build, and why they are, I will also be listing at the end items that are great for Azir, but do not fit this build and why:
Tips and Tricks
This is done in bots so I can take pictures (which due to the popularity of this guide, if the pictures have that obnoxious "photobucket Image" don't panic, just click on it and it will bring you to the image on photobucket for your viewing, I'm not a fan of paying for a website to host my images for a guide, so sorry guys but it will appear fine every month for a time til you guys burn though the usage for the month haha), because its hard to do that in a PVP game and play at the same time. Also its easier to show these examples.
Positioning, Positioning, Positioning
The Safe Poke, is the Deadliest..
Keep the team's advantage up, and force fights!