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Azir Build Guide by 8wolf

Middle [10.6] The army of Shurima never dies ! [Detailed guide]

By 8wolf | Updated on March 19, 2020
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Runes: Conq

1 2 3 4
Precision
Conqueror
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Manaflow Band
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2
Alphazir
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Middle Lane
Ranked #53 in
Middle Lane
Win 46%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[10.6] The army of Shurima never dies ! [Detailed guide]

By 8wolf
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Pros/Cons



+Insanely satisfying to play
+Good poke
+Strong teamfighting ult
+Insane late-game damage
+Strong outplay potential
+Strong waveclear and push power
+SHURIMA
-Very difficult to play properly (but you can do it!)
-Dependent on soldier positioning/cooldown
-Many hard matchups (at least in my opinion)
-Easily punishable
-Very item dependent
-Little mobility



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Tips and Tricks

-REMEMBER: W+E costs 100 mana, Shurima Shuffle (W+E+Q+R) costs 270 mana
-Never do risky plays unless you are sure you have a way out
-Your ult Emperor's Divide is great for keeping the ADC or other teammates safe. A good emperor cares for his people
-When pushing towers, try to keep 3 soldiers Arise! behind you. This way you get the bonus attack speed and have an escape route
-You can use your passive Shurima's Legacy to deny the Rift Herald
-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.

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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 ?


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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.




Secondary tree

You should pick your secondary tree depending on what you feel you need the most help with. Do you need more hp sustain ? Pick Domination with Ravenous Hunter and Taste of Blood. You keep running out of mana ? Take Sorcery for the Manaflow Band. You only needed to sneak in one more auto to show that pesky Anivia who's the Alpha bird ? Chose Precision for the Coup de Grace and Legend: Alacrity.


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.

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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 Torment 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.

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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.

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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.



League of Legends Build Guide Author 8wolf
8wolf Azir Guide
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[10.6] The army of Shurima never dies ! [Detailed guide]
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