Azir Build Guide by Fentoniia
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Heal is good on most control Mage Mid Laners, it works well on Azir, when you don't have to run Cleanse. It allows you to gain a small amount of mobility and restore a small amount of HP, but it can make the difference in a lot of battles.
Cleanse lets you immediately get rid of any CC on you, great for independent peel against enemies, and helps you deal with Mid laners such as Twisted Fate Lissandra with Hard CC & against Junglers and Support's CC since they will be the ones most likely to gank your lane or aim for you during fights.
Flash is standard on most champions Azir is no exception, allowing you to engage or escape.
You can use flash to get a great engage on the enemies with Azir's ULT Emperor's Divide
The full Shurima Shuffle combo is Arise! > Conquering Sands > Shifting Sands > Flash > Emperor's Divide
Summon Aery Arey gives you more poke damage in lane, and consistent DPS during fights.
Manaflow Band Lets you get free mana for hitting enemies with abilities, is easily stacked since you will be poking your lane opponent quite often.
Celerity Gain AP for bonus movement speed and get more movement speed, great for basic movement, Azir does has a gap closer, but doesn't want to have to use it on a whim.
Scorch Scorch + Arey really makes Azir's poke in lane oppressive.
Legend: Alacrity Scaling Attack Speed, for free!
Coup de Grace More damage to low targets, often fights will come down to 1 Arise! Soldiers attack, you want to be on the winning end of that.
Azir can activate on a destroyed ally tower, and summon a temporary tower.
The summoned tower will attack enemies, and all give Azir gold for all killed enemies.
- You can use this to hold a lane, or as a temporary tower if your Mid lane tower was taken early, it's generally an anti-siege tool.
- You can also use it when you are pushing down a lane, to have something to kite to if a fight breaks out.
Azir orders his Sand Soldiers to a target location, damaging and slowing all targets they pass through or hit, enemies hit by multiple sand soldiers will be slowed more.
- Cast for poke in lane
- Cast to reposition sand Soldiers
- Spam during fights for max DPS
Passive: Azir gains bonus attack speed
- The amount of bonus attack speed is doubled if Azir summons a sand solider while already having 2 on the field.
- You can hold 2 charges of Arise!
Active: Azir summoners and untargetable Sand Soldier for 10 seconds
- Sand Soldiers will attack attack for Azir, dealing AOE damage in a small line through what they are attacking
- Sand Soldiers damage scale with AP
- The more Sand Soldiers are attacking the same target the less damage ( damaging reduction goes down the more levels Azir has)
- If Sand Soldiers are cast near towers they will disappear sooner.
Azir shields himself and dashes to one of his Sand Soldiers, dealing magic damage to enemies he passes through.
- Use this to engage onto enemies, or to escape
- Gain extra distance with a Arise! > Conquering Sands > Shifting Sands combo
- You can buffer Q Conquering Sands quickly after casting E Shifting Sands to reposition the sand soldier you are dashing to.
Azir pushes nearby enemies away in a target direction, also leaving a wall of soldiers that block enemies trying to dash through, but Azir and his allies can pass through the wall.
Use this in team fights in the well known Shurima Shuffle combo in which you
Arise! > Conquering Sands > Shifting Sands > Emperor's Divide
To move yourself into the enemy team, then push them into your team with Azir's ULT
Health Potion When you build a Doran’s Ring first item you only get 1 health pot, which should be used a the start of fights, or after you sustain a lot of damage in lane and want to stay.
Example Full Build
Every game you want to buy Nashor's Tooth first, it's the core item on Azir, and synergies very well with his kit, the following items add extra damage to his abilities, and the damage and DPS you can do with his sand soldiers Arise!, you have very strong power spikes after completing Morello's and Deathcap, especially if you get them early.
You always want to build Nashors > Sorc Pen Boots > Morello's, but the 3rd item should most likly be either Banshee's Veil Rabadon's Deathcap Zhonya's Hourglass, the choices have their obvious advantages and disadvantages
Banshee's Veil gives you Magic Resist CDR & AP, it is best to get this when ahead and against unavoidable magic damage such as Ryze LeBlanc etc. Don't think of this as a defensive or safe item, if you buy this when terrible far behind you are a fool.
Zhonya's Hourglass isn't really for the Armor, even though it offers a lot of it that does help dealing with the enemy ADC's damage in most games, it's mostly for the Active to be able to position yourself very aggressive and make plays you other wise couldn't with out it's active.
Rabadon's Deathcap is simply damage, and lots of it, and most the time that's all you need, it grealy AMPs all your abilities damage, and keeps scaling with the other AP items you purchase.
Rylai's Crystal Scepter can be ok, you take a hit in damage for some utility and health increase, you should only consider this if you have other fed damage carries on your team.
Mejai's Soulstealer If you are that far ahead Mejai lets you push a lead, and gain tons of AP
Azir's main poke combo is W Arise! > Q Conquering Sands > Auto attack
Q Conquering Sands It has a very high range, low mana cost, and very little risk from casting, and after it’s initial damage, you can continue to auto attack with the sand soldier, and hit minions pushing the wave into the enemy laner. So you get long range damage, that also helps you push out the minion wave, and when the minion wave is under the enemies tower you can auto attack them or hit them with more W > Q.
Every now and then you can get an auto attack on the enemy laner, but you have to ktie minions afterwards, this also pulls the enemy minion wave into you.
After the first 2 waves if you are pushing into the enemy you should ward the opposite side of the enemies jungle based on which buff he started, so if he started red buff ward in his blue side jungle viceversa. Also try to lean to the opposite side of the enemy junglers likely approach, so that you have a good amount of distance away from a gank.
On Azir’s first back you usually have the option to buy Fiendish Codex or Stinger Fiendish codex will help you deal more damage and cast Arise! Conquering Sands combo, stinger obviously just gives you more attack speed, which will help you get more attacks in with Sand Soldiers Arise!, but also when sand soldiers are down you can use the attack speed to auto attack minions, enemy champions, and towers. Buying tier 1 Boots of Speed before completing Nashoor's is fine.
Ideally in the early game you shut down your lane as hard as possible, it’s not Azir’s job to attempt multiple roams to the Top & Bot Lane, Azir is also somewhat weak compared to most Mid laners in early fights in the enemy jungle, Azir shines in full fledge teamfights, so any time you can start or get involved in a bigger team fight you can get more value out of Azir’s kit.
If you can buy a Control Ward and deny the enemy vision and make sure you aren't walking into enemies when moving into one side of the river it will not only be safer but you will be able to play with 100% information as to if you are walking on vision before roaming, also you may spot out ganks coming your way.
If the Mid game comes down to a stand off in the Mid lane in which both Mid laners are clearing waves and holding their tower and playing defensively, your only way to gain advantage is through winning trades an 1v1ing your opponent laner, receiving assistance from your Top laner, Jungler, or Support roams to either gank and kill the enemy Mid Laner, or to chunk his health, or simply force him off his tower so that you can damage it. When ever these type of plays are being made you can expect the enemies to quickly react and be moving towards you, so keep an eye on the minimap during these plays so that you can play around the information of the enemy champion's movement accordingly.
Azir's ULT Emperor's Divide is very strong in the Mid game as well, you obviously get more value out of it the more champions you can hit with it, using it in a 1v1 is fine, but during teamfight ideally you can push squishy enemy carries into your team with it, or push away diving enemy assassins from you and your ADC.
With Azir's ULT Emperor's Divide threat and Sand Soldiers Arise! to zone taking fights around Dragon or Rift Herald is very easy.
Most Mid Laners can have a bigger power spike in burst damage around this time by completing Luden's Echo, if they land an ability onto you and get the Luden's proc you will be seriously hurt, you can track it by clicking on them and looking at their stats and the luden's Icon.
Make team fights will start around the Mid lane, Baron, or Dragon so most the time you will be clearing the mid lane minion wave, then moving with your team to either setup in vision Control Ward to attack unsuspecting enemies, this will be a constant back and forth cycle of clearing waves, placing or denying vision, again, and again, and again, basically until there is a misstep that is punished by either team.
If you can pull off the Shurima Shuffle combo consistently you will be much more useful to your team vs an Azir player that can't, the value of moving an entire team into your team late game, will win so many games solely on if you can land a proper Shurima Shuffle or not, that being said don't feel like you're the worst because you missed it, it's very hard to pull off and happens very quickly.
Being a squishy AP Mid laner the enemies will be looking to do the exact same to you, catch you out of position around their vision, and kill you, so the same play that you are trying to make on the enemy, you have to watch out that the enemy isn't trying to make that exact same play onto you.
Azir deals lots of damage very quickly and consistently to objectives such as Dragon, Baron, and Towers, so if the enemy is not there to contest you can quickly take objectives and move onto the next one, with the enemy at a natural disadvantage.
Azir can summon multiple Sand Soldiers when multiple sand soldiers hit the same target it will deal 25% damage, so you do get more damage for hitting the same target with multiple Sand Soldiers, but not just double the damage for having multiple soldiers.