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Recommended Items
Runes: Conq
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
LeBlanc
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.
Champion Build Guide
Pros/Cons
Tips and Tricks
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. |
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. |
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. |
Abilities
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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