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Azir Build Guide by 7SIN_Envy

AP Offtank The Sand Tyrant & Titan Azir (Mid/Top/Supp/Jung) -[S4]-

AP Offtank The Sand Tyrant & Titan Azir (Mid/Top/Supp/Jung) -[S4]-

Updated on March 8, 2015
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League of Legends Build Guide Author 7SIN_Envy Build Guide By 7SIN_Envy 5 4 207,303 Views 11 Comments
5 4 207,303 Views 11 Comments League of Legends Build Guide Author 7SIN_Envy Azir Build Guide By 7SIN_Envy Updated on March 8, 2015
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1
7SIN_Envy (2) | December 9, 2014 10:37am
RedHippo wrote:

What is your build on Titan Azir?? And what champions are strong / weak against him. Great guide!!

Hey ya sorry I haven't replied, haven't been looking much at moba lately, but my build for Titan Azir is RoA, Rylai's, Nashor's Sorc Boots, Frozen heart if AD comp or Spirit Visage if AP comp, and Seraph's Embrace.

With this its not intended to get burst kills, but it has a lot of versatility an tankyness which I found to be perfect for ARAM play. It's a lot of fun to change it up and have people that dive you expecting that squishy set up, when you're actually very tanky.

What I think Azir is strong to is basically champions with a medium range AA, but what he is weak to is champions that have poke or gap closers.

Pretty easy match ups (all these guys gotta get up close so won't describe why):
Pantheon
Nasus
Veigar
Ahri
Ryze

so champions he has a medium difficulty with would be
Yasuo (if ye closes on you, you're in trouble, but if you play your range smart, its not bad)
Ziggs (poke is more mobile than yours so it can be annoying if played well)
Oriana (poke is slightly more mobile than yours so it can be annoying if payed well)

Hard Matchups
Zed (that gap close gets annoying)
Xerath (while he doesn't have gap closers he has an excessive amount of C.C. that will ruin your day)
Vel'koz (if played well he can really be annoying with all of his CS and he has some pretty moderate range, you'll have to take advantage of his AA but watch those abilities)
Vi (while you won't lane against her, if you get caught out by this champ you're in some deep trouble)

These are just small samples to give a good idea of what I'm talking about, but ya basically if they dont' have gap closers or a ton of C.C. Azir is a pretty great pick, especially for champions that are minion farm dependent like Nasus and Veigar, because his zoning will really hurt these champions snowball building. But due to his 1 ability escape and his only peel is his ulti, he really can't afford to be caught out much. You basically get 1 get out of jail free card so if you commit or are out in the open, make it count.
1
RedHippo | November 16, 2014 2:27am
What is your build on Titan Azir?? And what champions are strong / weak against him. Great guide!!
1
7SIN_Envy (2) | September 23, 2014 2:52am
Definitely broke up the vamp from my Tyrant Build and made its own Vamp build, added the Twin Shadows because I like how much more utility it provides Azir's kit and gives him one hell of an early game by being able to slow your opponent so early on. Thanks for the suggestion sphaxwinny and I gave you credit in my intro for your help and suggestions for my guide.
1
7SIN_Envy (2) | September 22, 2014 11:02pm
sphaxwinny wrote:

In order to replace the WotA, I think you should consider the twin shadows, it may seems very strange but it has the same offensive stats as the WotA, costs 100 less gold and allow you to chase/escape like a god, as to help your team catching a fleeing ennemy. I tested it out yesterday, it definitively deals less damage than a void staff but provides much more utility, allowing the zyra supp I play with to land some nice roots on people fleeing for their lives.


I really like that suggestion, it does give it some good utility and give that additional slow, I'll definitely have to try this, because it would allow me to distribute out those points in a way I've been wanting to test out but have been tied down to due to the Vamp (which as much as I like it isn't as much of a game changer as I was hoping it would be, and have been seeking for something to boost its performance).
1
sphaxwinny (1) | September 22, 2014 10:47pm
I do really like to have the Summoner CDR for the pressure it gives, if you are ahead, you can just buly your opponent if you know that your ignite is up and his is not, which I consider is more valuable than 3% spellvamp.

I don't build a tear on Azir cause I don't really feel like it, but I shall probably test it out before giving an oppinion, and I end up buying many pots over the course of the game, making the culinary masterie more attractive (even for the raw hp it provides).

For the bandit masterie I think it is a good thing to go, the masteries boosts are overall so little as you pointed out that I guess it's more valuable than other options you can take in the support tree if not wanting to take previous points.

In order to replace the WotA, I think you should consider the twin shadows, it may seems very strange but it has the same offensive stats as the WotA, costs 100 less gold and allow you to chase/escape like a god, as to help your team catching a fleeing ennemy. I tested it out yesterday, it definitively deals less damage than a void staff but provides much more utility, allowing the zyra supp I play with to land some nice roots on people fleeing for their lives.
1
7SIN_Envy (2) | September 22, 2014 3:53pm
sphaxwinny wrote:

Hi there, curently reading your guide and being pretty interested by it. I wonder if the spellvamp masteries are really better than the summoner CDR ones though. Also if I were you I would replace 1 point in the expended mind masteries to take the culinary master one, but it maybe because I don't build WotA on Azir, nor do I take the spell vamp point.


I agree that depending on the situation the Summoner CDR can be great, but given that I'e never really needed to spam ignite, and flash is more of method to bail myself out if I've misplayed, the current cool downs are fine for this build and on Azir, at least in my opinion. I use spell vamp primarily to help boost the Will of the Ancients which I feel is more beneficial and a constant use to Azir rather than the few times I actually use the summoner spells (but again that is my personal play).

As for the Cullinary mastery, it is a good one for mages that are more mana hungry and is a good way to play it "safe," but I feel that Doran's ring takes care of a lot of your mana usage and for the most part, when you can go for your first back to get a Tear of the Goddess and Elixir of Brilliance at this point mana really does not become a concern anymore, which is why I feel standard red pots are just fine. I keep the points into expanded mind to also boost the damage of the Seraph's Embrace by boosting over all MP pool (it isn't by much I admit, but masteries boost so little over all anyhow, so any boost matters regardless of how signficant).

The only thing I've been truly struggling with is whether or not I can integrate Bandit into the build some, I'm not a fan of this namely because you can't benefit much from this outside of kills and assists (unless you AA with out soldiers, which is very rare); and being in mid lane really means you will be getting the least amount of Assists if any, and would depend significantly on the kill portion of this. It's a mastery that can give a ton of gold influence if you are carrying hard, or it could virtually be useless if you're falling behind, which is why I struggle with using it. And it would take away from my expanded mind or my spell vamp and would diminish the point of the kit. I've been struggling with this because I feel they would be good adjustments just not sure how to do it while keeping the kit unique and balanced over all which is why I don't trade out the WoA for a Morello, because than I would waste the 10% CDR start from the masteries (and ultimately the biggest reason you do Utility in the first palce) since Morello + Nashor would give 40% CDR alone Also you would have two items giving MP Regen. When Azir is so mana cost efficient you don't need more than 1 and taking an item for excess mana regen is wasteful over taking something that gives Spell Vamp. Sure I won't be doing ADC with a Blood Thirster life steal, but it still equates to a better use than excess mana regen). Over all I want this build to be efficient in every mastery, stat, and item.

Sorry for the rant there, I've just been really combating this with myself lately with my guide haha.
1
sphaxwinny (1) | September 22, 2014 1:45pm
Hi there, curently reading your guide and being pretty interested by it. I wonder if the spellvamp masteries are really better than the summoner CDR ones though. Also if I were you I would replace 1 point in the expended mind masteries to take the culinary master one, but it maybe because I don't build WotA on Azir, nor do I take the spell vamp point.
1
7SIN_Envy (2) | September 22, 2014 12:47pm
Thank you guys for the compliments, and ya I do flip flop between my Tyrant and Titan builds, because sometimes I like playing Azir as more of a Utility Bruiser/Tank (especially for things like ARAM). As for the Doran's Ring, normally I don't recommend going for 2 of them because it takes away from the time you could use to be building key items faster, but its more of a preference, either way 400 for an extra Doran's isn't bad, basically I would recommend that more if you're playing safe or if you're falling behind in the mid. Also what I would more recommend is going with Elixir of Brilliance instead since it gives a fantastic amount of AP and that irresistible 10% CDR which with this build would already give you 20% in the early (going to be adding this to my guide since I didn't really think about it til I saw it on someone else's guide but it is pretty smart).

Also I think I will be taking your advice on the WoA first, because it has much more to offer in early game as a 1st item, and Nashor's can be a bit of an investment for first item.
1
Rein Masamune | September 21, 2014 5:41pm
Exactly the same build that I came up with for myself, only difference is that I like to buy two Doran's Rings instead of just one for better mana sustain and early game power. I also heavily prefer to keep the Stinger and Feindish Codex in my inventory for a while until after I complete WotA because the 850 gold upgrade to Nashor's only gives 30 AP, 10% AS, and an on-hit that only helps you farm minions.
1
skysyk | September 21, 2014 2:24am
I played by this guide and now have a winstreak of 3. The Only thing i do is play with more defensive runes, because in my opinion he is to squishy. But the item-selection is great.
1
7SIN_Envy (2) | September 17, 2014 9:30pm
Let me know what you guys think, I'll be posting explanations and such of the champ soon, just wanted to get at least the build out there for people to possibly give it a whirl. It's my first time making one of these so looking forward to it.
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