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Hands down my worst matchup. I've heard people saying it's not that difficult, but personally it's just too annoying for me. Her mobility is insane, your wall is nothing against her and her burst potential can destroy your hp bar with only one combo. I just don't want to deal with her so i ban her 90% of the time.
Ahri
Very good poke, decent sustain and amazing mobility with her 3 dash ultimate. Be very careful for her charm, as it can lead to an easy one-shot for her. Try to trade when she misses it.
Irelia
You'll probably die. Her damage is extremely high, and with all the q resets she can use to get on you (3 q almost instantly if she gets her e q r q q combo on you) she doesn't really care about your wall. Play safe and try not to feed her. Farm for the late game.
Xerath
His extremely long range will make him very difficult to touch. Farm and try to dodge as much as you can. Consider picking a sorcery page if you plan to declare a poke-war on him.
Zed
Many people consider him to be Azir's worst matchup, but i don't think it's as bad as they say. If you play the matchup well, he won't be able to engage on you at all, but dodging his shurikens is crucial. If you get under half hp he can probably kill you with one well-aimed combo. Take Zhonya's, if you need it, but i usually just try to keep as much distance, disengage with ult, poke whenever possible and farm it out.
Akali
Similar to Irelia. She has insane damage and mobility. With her e and 2 dashes from the ultimate she doesn't care about your wall. She has the best tower dive potential, so nowhere is safe against an Akali. Farm for the late game and try not to feed her.
Ekko
Good waveclear for an assassin, and good sustain with his shield and ult. Poke him out and if he engages on you ult and dash away. Luckily, he is not that mobile compared to other assassins.
Diana
She used to be a slightly smaller danger before her rework. Now, since she doesn't have to wait until 6 for her engage combo, she is much harder to play against. Poke her from a distance and always keep a w stack and the e ready to disengage at a moment's notice.
Yasuo
His mobility is an annoyance and if he gets close he outdamages you. Poke from a distance and dodge the tornado at all costs. They are usually over-aggressive so post 6 you might be able to get a nice ult and throw him in your tower for an easy kill/flash.
Fizz
Pre 6 you should deny as much farm as possible. He'll probably try to poke with q+w and e to disengage. Post 6, his all in is extremely dangerous, so a zhonya or at least a stopwatch are often times required to survive if you find yourself struggling to dodge his shark.
Katarina
Insane mobility and burst damage. The dagger resets make her a dodging machine. The only reason why she is not an extreme threat is that your ult can easily cancel hers and disengage. You might want to take exhaust for the times in which running away is not an option.
Kassadin
Beware the anti-mage. Pre six he's not a big deal, but as the game goes on his insane mobility and damage will become a problem for you. Try to deny him his early farm, maybe get an early kill on him. Lategame he can delete you if you are not careful.
Ziggs
His range and poke damage is pretty similar to Azir's. This lane will most probably be decided by who gets caught out of position first. Try to farm and look for mistakes.
Brand
Very good waveclear and can potentially oneshot you if he gets the stun off. Keep your distance and poke when it's safe.
Cassiopeia
Pretty short range, but scales extremely well. You can abuse her in the laning phase but be very careful for her W. If you sit in it, you can't dash away and if her jg is around you're a sitting duck.
Karma
Rarely seen. Stay behind minions so she doesn't hit her q on you, and if she tries to root you with her w just e away.
Lissandra
Mobile, good waveclear, but short range. If she goes in and ults you she might be able to burst you down, or at least set up a good gank. Poke her and when you see her e be ready to dash away. Might want to take cleanse for her ult.
Malzahar
Very annoying to play against. His waveclear is amazing, but the voidlings give a bit of extra gold. Cleanse only removes the stun from his ult, the dmg still goes through, but if you really don't want to get the dmg from the space AIDS, cleanse + Zhonya is what you need.
Neeko
Insane burst damage, but she has low range and she's not very mobile. Poke her from a distance and stay as far away as you can. One e post 6 might mean you're dead.
Orianna
medium range with great waveclear. This is gonna be a poke-lane. Post 6 keep your dash for her ult. She doesn't have any form of hard cc besides her ult and is immobile, so a good Shurima Shuffle when your jg comes to gank will guarantee a kill or a flash.
Ryze
Short ranged. Better waveclear than yours, so you might be forced to farm under tower. Try to always have some minions between you, so if he goes in for a combo his q gets blocked.
Sylas
His burst and waveclear is insane and has pretty good mobility. His ult stealing ability is extremely potent and poses different threats every game. Poke from a distance and be extremely careful for his e.
Syndra
A great burst mage, with good waveclear. Definetely take barrier or buy zhonya's to deny her ult.
Taliyah
Very similar to tf. Has very good burst damage, but short-medium range. Be careful to her insane roam potential and warn your teammates when she goes missing.
Talon
Good waveclear and roaming potential. Be careful for his all in, and keep your ult for disengaging.
Veigar
Most times this is a farm lane. When you see his e dash away before it pops out. Be prepared to get oneshot mid to lategame if you are out of position. Zhonya is a good counter to his ult.
Vel'Koz
Mostly played as a supp. If he tries to get his combo on you, you can get out of his range with your e. If he ults and you think you can burst him down, go in and interrupt his ult with yours, or dash around him since it takes some time for him to turn around.
Viktor
Nowadays he's more of a top-laner.
He's short ranged, but his q gives him enough speed and shield to catch up and survive fights. Poke from afar and be careful at his burst. Might want to take barrier/heal against him.
Annie
Very short range, pretty weak waveclear. Beware her stun and poke her like there's no tomorrow.
Aurelion Sol
He will probably try to farm up and not die. If he is more aggressive, bait his q and go inside his circle. There ain't much he can do then besides ult you out.
Corki
Very rarely played. Has very good poke and good all-in potential. Didn't see this matchup that often, but you outdamage him as long as you don't let him get free q-s and e-s on you.
Galio
Don't let him get close. His short range make him a good target for poke and you can zone him out and deny him cs. Careful if he tries to engage. He's very tanky and you probably won't kill him, so just farm up and try not to die.
Heimerdinger
His towers are just free farm for you. +10 gold whoop whoop. Careful at his e. if he lands one expect a ton of burst dmg. Most times this is a farm lane.
Kayle
Early game she doesn't really have dmg, she is extremely squishy and easily poked. Careful in the lategame tho, as she scales very well with 2-3 items and you might have an unpleasant surprise at some point.
Lux
She has good poke and waveclear, but it can't compare to Azir's. As long as you dodge the q, you're fine. If she hits one post 6, you will probably die/burn a summ. If she missed, you can go all in as she can't retaliate. You might want to consider taking cleanse.
Twisted Fate
Not a popular pick nowadays. His range is pretty short, besides his q, and your waveclear outmatches his.
Beware his roams, as he can get fed on the sidelanes with his ult, so try to tell your teammates whenever he seems to get ready for a roam.
Zilean
Rarely seen. Relatively short range and only one damaging ability. If you see him starting his combo, just w e away, even if he hits you with one bomb, he won't get the stun.
Zoe
As long as you're decent at dodging she isn't a difficult matchup. You can push her under-tower and deny her cs. If you don't trust yourself to dodge her e, take cleanse instead of ignite.
Anivia
Her range is very short compared to you and her q travel speed is pretty slow. Focus on dodging her stun and farming. Pre 6 your waveclear is way better, but after that the lane becomes a farm fest.
Karthus
His short range and 0 mobility make him an easy target for poke. Just try to stay out of his range and deny him cs. If he gets too close, use e to put some distance between you. Repeat.
-With 20% CDR you need 5 points in W Arise! to keep the attack speed buff up all the time. With 30% 3 points, and with 40% 2 points.
Spells
You've heard this a thousand times already: GET FLASH
My summoner spell of choice. This, paired with the domination tree, gives you enough early pressure to maybe get a lead in the early game. You take this when you think you can be an Alphazir.
Other choices
This is a great spell against champions that are almost sure to kill you. Exhaust is great to survive against champions like Yasuo, Katarina or LeBlanc.
Some harder matchups require a defensive spell. Champions like Xerath or Ziggs will probably stay far away and poke, so Ignite won't be as useful. In this case, you want to be able to sustain on lane, so one of the two defensive spells is recommended. Overall, i think Barrier has higher value than Heal, but this is a personal prefference.
This is a good spell when you're against an enemy that has a very high-impact hard cc spell, that you MUST avoid. I would take Cleanse against champions like Lux, Zoe, Lissandra or even Veigar or Neeko sometimes.
Uhm... If you want to... i guess. I've never actually tried Teleport on Azir (maybe just on top lane Azir in a normal game idk), so it might be actually op, who knows ?
Runes
Precision
Precision is mainly focused on attack speed and sustained damage and is, at least in my opinion, the best overall choice for Azir right now. Conqueror gives you a nice damage and healing boost, but in the laning phase it's difficult to make the most out of it. It really shines in the lategame teamfights, when you get tons of extra damage and sustain because of it. Triumph is a great rune, that will probably save your life pretty often when you find yourself in very close fights. Legend: Alacrity and Coup de Grace boost Azir's damage pretty nicely.
Domination
Domination offers a nice mix of burst damage and sustain. Electrocute is very good for poking in lane with the W - aa - Q - aa combo, especially against melee champions that need to get up close and personal to farm. Taste of Blood helps you sustain in the early part of the game, while a stacked Ravenous Hunter will serve you well in the later teamfights. Eyeball Collection is a small boost to your damage stats (30 ap at max stacks), but you can change it with Ghost Poro if it suits yourself better.
The new Hail of Blades changes make it a strong choice. The increased window to attack (from 2 to 3 seconds) and the change to the cooldown (from 4 seconds out-of-combat to 8 seconds, but that works in-combat as well) make it so you can poke, make a short trade, then go back to farming without having to stop attacking in order to refresh it. This sounds like it might help people that have a more aggressive early game approach. Too early to tell for sure, but it's definitely a strong choice for Azir now.
Sorcery
Sorcery is a great setup when it comes to consistent poke and mana sustain. I personally preffer Summon Aery over Arcane Comet, since it can be used more often and it's guaranteed damage, while the comet can be dodged. You can definitely change it with Arcane Comet, and it's even advisable to do so against long ranged mages with low mobility like Xerath or Ziggs, as one Q will slow them enough to guarantee the comet hit. Manaflow Band offers Azir the well needed mana sustain in the early game, while Absolute Focus and Gathering Storm boost your damage up throughout the game.
Inspiration is also a very viable choice that can help you get to your powerspikes earlier, or just sustain on the lane better, but i rarely find myself using it.
Items
One of the core items on Azir. It gives you AP, attackspeed, 20% CDR and a passive that, sadly, is not applied on W Arise! hits. It has a very good synergy with Azir's kit and is usually the first powerspike for him.
A very good item that increases Azir's poke by a lot. The ap, CDR and mana are all very useful stats for Azir, and the passive is very helpful when it comes to popping squishies.
Overall, Sorcerer's Shoes have a greater impact than Berserker's Greaves, but it really comes to personal prefference. I preffer having the extra magic pen for the poke.
Such a great item. It helps our favorite emperor shred through the hp bar of any enemy tank. The increased magical damage and the damage over time increase Azir's DPS a lot. + the extra hp is always welcome
Another top item. The magic pen really hurts in the early stages of the game and against enemies that built no magic resist (Oh hi, ADCs). + the grevious wounds are a must have against champs like Vladimir, Dr. Mundo or Warwick. And again, a bit of extra hp is great.
This item's passive is amazing against champs with a high-impact engage spell. Things like Thresh's hook, Blitzcrank's grab or Malphite's ultimate will no longer be a concern as long as this item is up. And the bonus MR helps you survive hard AP matchups, like LeBlanc or Katarina
Basically the armor version of Banshee's Veil, but this one has the passive on command. Take this item to deny enemy high-impact spells like Zed's Death Mark or Fizz's Chum the Waters
Combine this with a Liandry's Anguish and tanks will stand no chance in the face of your sand army. If the enemy team has more than 2 tanks, this item is a must-buy.
THIS. If you get to the lategame and buy this badboy, congratulations: You have just reached ascension. The amount of pure damage this item grants in the lategame is insane. Unfortunately, in the current meta games tend to be finished before the 30 min mark.
This item is one of my favorites in the game, to be honest. It gives you a bit of extra AP, some hp, but the cherry on top is the passive. Your soldiers will now slow on hit, making it easier to control the battlefield.
Abilities
Azir can raise the Sun Disc from a selected destroyed tower, that acts like a standard turret, but gains bonus ad based on Azir's AP and grants Azir any gold it earns. The tower's health decays over 60 seconds and loses 100 armor if Azir is too far away.
The passive has a long cooldown, but it's very efficient at sieging, defending a lane or turning around an unfavorable fight.
All current soldiers dash to the target location, slowing and damaging all enemies along the way. When they arrive at the destination, the soldiers spread out.
This is Azir's way of re-positioning his soldiers and also for poking. Since your soldier's placement is crucial to a fight, you must use this wisely to cover as much of the enemy's space as possible. It has a pretty high mana cost, so beware spamming it in the early game
It can store 2 charges. Azir summons an untargetable soldier, which will attack in Azir's place if the enemy is in it's range. Multiple soldiers attacking the same target deal reduced damage. It also grants Azir passive attack speed.
This is the bread and butter of Azir's kit, this is what makes Azir...well, Azir. You want to use this spell to zone enemies while farming, to push the lane and as your main damage source. It has a relatively low mana cost, so as long as you don't spam you should be able to keep at least 1 soldier up whenever you need to.
Azir dashes to one of his soldiers, shielding himself. If you hit an enemy champion, you stop and gain a charge of Arise!.
This is your only escape. It's a great tool for chasing or diving for a quick kill, but also for getting away. You can pair this up with your Q Conquering Sands mid-dash in order to extend the range or completely change the direction. Be careful how you use this spell as a bad dash can quickly mean death.
Azir summons a wall of soldiers from behind him, that push enemies forward, knocking them up. They remain as an impassible wall for 3 seconds.
This ultimate is a gamechanger. One good ultimate can tip the scales of the battle in your favor, just as Orianna's ultimate can. The only difference is that Azir's ultimate is short ranged, so you must be extra careful as to how you use it. Most of the times you're better of keeping it to save yourself or a teammate from certain death, than to engage, throw 2 or 3 enemies and then instantly get deleted.
Azir's S10 changelog
Here i will be posting all the changes (if any) that occur to Azir during season 10 or that might indirectly affect our emperor.
Patch 10.3:
- Maximum time between attacks increased from 2 seconds to 3 seconds and cooldown changed from 4 seconds out of combat to 8 seconds (works in-combat now)
Patch 10.3:
-Stats: Base mana increased to 480 from 438.
- Emperor's Divide soldier count increased to 6 / 7 / 8 from 5 / 6 / 7.
Patch 10.1:
- Emperor's Divide base damage increased to 175 / 325 / 475 from 150 / 250 / 450. Wall duration increased to 5 seconds from 3.
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