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Runes: Aery
1
2
3
4
5
6
7
Sorcery
Precision
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Items
Ability Order Every game
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zed
I hate This matchup so much Dodges Can escape from ult very easy Perma ban
Yuumi
Yummi/heal
Ideal
Strong
Ok
Low
None
Yuumi
Yummi/heal
Champion Build Guide
Start
Im Azir Main
I really liked Azir and I would like to share my experience
I start main Azir in Season 11
My Nick : Nex1n #EUNE
Steam: https://steamcommunity.com/id/NexinDie/
Why Azir?
Azir is so hard to mastery but if you learn how to play
Games will be so fun and great.
I really liked Azir and I would like to share my experience
I start main Azir in Season 11
My Nick : Nex1n #EUNE
Steam: https://steamcommunity.com/id/NexinDie/
Why Azir?
Azir is so hard to mastery but if you learn how to play
Games will be so fun and great.
Pros & Cons
Pros:
+Good Waveclear
+Long Range
+Great Hyper Scaling
+Great Ult for Teamfights
+Best Lategame In League
Cons:
-Squishy
-Dead if you have bad positioning
-Very Hard Champ in this game / Hard to master
+Good Waveclear
+Long Range
+Great Hyper Scaling
+Great Ult for Teamfights
+Best Lategame In League
Cons:
-Squishy
-Dead if you have bad positioning
-Very Hard Champ in this game / Hard to master
Runes
I prefer Runes for Teamfights
+Great on lane
+You have more dmg in teamfights
+Great on lane
+You have more dmg in teamfights
Items
Use my set
Liandry is SO OP
Liandry is SO OP
Team Comp
Overall Azir will be a great contribution to a team that can combo really well Yasuo Malphite Leona .
How to play Azir?
IN GENERAL
Play safe early game!
Fight front to back in teamfights!
Only go in for a Shurima Shuffle when its safe!
Be a backbone and major carry in teamfights!
IN LANE
Farm and FARM!
Azir is so bad champ in early without ult and level 11
Dont try anything dangerous
You can die and lose lane
MID GAME
Try roam with teleport and if you get some kills you can kill your opponent laner
LATE GAME
Game changer!
Fight with your team and u never will lose
Azir have mega Ult for teamfights
Play safe early game!
Fight front to back in teamfights!
Only go in for a Shurima Shuffle when its safe!
Be a backbone and major carry in teamfights!
IN LANE
Farm and FARM!
Azir is so bad champ in early without ult and level 11
Dont try anything dangerous
You can die and lose lane
MID GAME
Try roam with teleport and if you get some kills you can kill your opponent laner
LATE GAME
Game changer!
Fight with your team and u never will lose
Azir have mega Ult for teamfights
How To counter azir?
Pick any assassin and all in him all the time. Like literally all the time. Early game? Wait 6, bait his ult and kill him
Abilities
Passive
nate: Whenever a Turret icon.png turret outside the enemy team's base is destroyed, a marker is placed above its ruins which can be targeted by Azir.
Innate - Disc of the Sun: Azir can select a marker to construct the Sun Disc above the ruins after a 0.5-second cast time. The Sun Disc will activate after being assembled over 5 seconds.
The Sun Disc functions the same as a standard inner turret, gains 15% AP Attack damage icon.png bonus attack damage, and grants its kill credit to Azir. The Sun Disc's Health icon.png health decays over 60 seconds and loses Armor icon.png 100 armor while Azir is not alive or is too far away.
Q
ctive: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and Slow icon.png slowing them by 25% for 1 second.
Magic Damage:
70 / 90 / 110 / 130 / 150 (+ 30% AP)
Enemies hit by subsequent soldiers are instead Slow icon.png slowed by an additional 25% per soldier.
W
Passive: Azir periodically stocks a Sand Soldier, up to a maximum of 2. Azir also gains Attack speed icon.png bonus attack speed, doubled for 5 seconds if he summons a third concurrent soldier.
Bonus Attack Speed:»
15 / 25 / 35 / 45 / 55%
Active: Azir summons an Playful.png untargetable Sand Soldier at the target location that lasts 10 seconds and grants Sight icon.png sight of its surroundings, expiring twice as fast while within range of an enemy Turret icon.png turret, and expiring instantly if Azir moves too far away.
E
Active: Azir Hybrid resistances icon.png shields himself for 1.5 seconds and Dash.png dashes to the target Sand Soldier, dealing magic damage to enemies he passes through.
R
Active: Azir calls forth a phalanx of soldiers from 175 units behind him, picking up enemies from up to 325 units behind him, charging forward 575 units in the target direction.
Width:»
6 / 7 / 8 soldiers
Enemies impacted by the charge are dealt magic damage and Airborne icon.png knocked away over 1 second to a line 650 units in front of Azir.
nate: Whenever a Turret icon.png turret outside the enemy team's base is destroyed, a marker is placed above its ruins which can be targeted by Azir.
Innate - Disc of the Sun: Azir can select a marker to construct the Sun Disc above the ruins after a 0.5-second cast time. The Sun Disc will activate after being assembled over 5 seconds.
The Sun Disc functions the same as a standard inner turret, gains 15% AP Attack damage icon.png bonus attack damage, and grants its kill credit to Azir. The Sun Disc's Health icon.png health decays over 60 seconds and loses Armor icon.png 100 armor while Azir is not alive or is too far away.
Q
ctive: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and Slow icon.png slowing them by 25% for 1 second.
Magic Damage:
70 / 90 / 110 / 130 / 150 (+ 30% AP)
Enemies hit by subsequent soldiers are instead Slow icon.png slowed by an additional 25% per soldier.
W
Passive: Azir periodically stocks a Sand Soldier, up to a maximum of 2. Azir also gains Attack speed icon.png bonus attack speed, doubled for 5 seconds if he summons a third concurrent soldier.
Bonus Attack Speed:»
15 / 25 / 35 / 45 / 55%
Active: Azir summons an Playful.png untargetable Sand Soldier at the target location that lasts 10 seconds and grants Sight icon.png sight of its surroundings, expiring twice as fast while within range of an enemy Turret icon.png turret, and expiring instantly if Azir moves too far away.
E
Active: Azir Hybrid resistances icon.png shields himself for 1.5 seconds and Dash.png dashes to the target Sand Soldier, dealing magic damage to enemies he passes through.
R
Active: Azir calls forth a phalanx of soldiers from 175 units behind him, picking up enemies from up to 325 units behind him, charging forward 575 units in the target direction.
Width:»
6 / 7 / 8 soldiers
Enemies impacted by the charge are dealt magic damage and Airborne icon.png knocked away over 1 second to a line 650 units in front of Azir.
End
Thats all!
I will be happy if you give some coments and likes :)
Thank you, Bye
I will be happy if you give some coments and likes :)
Thank you, Bye
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