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Azir Build Guide by Tehqo

Middle Arise! Aggressive Azir [Patch 9.18] ALL MATCHUPS

By Tehqo | Updated on September 15, 2019
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Runes:

Sorcery
Summon Aery
Manaflow Band
Absolute Focus
Scorch

Precision
Coup de Grace
Legend: Alacrity

Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Middle Lane
Ranked #53 in
Middle Lane
Win 48%
Get More Stats

Threats & Synergies

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

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As you can probably tell by now, I'm not actually a Diamond player. In fact, I'm just a piece of garbage that decided to make a guide on his favourite champion, Azir. But does being a piece of garbage make me bad? Nah man. I'm like, definitely the best. My name used to be Tehqo, but I name changed to Rero recently, and I play on NA.
If you want to see my solid winrate, you can click Here.

The main reason as to why I label my azir guide as "aggressive" is because that's really what it is. All these other guides are telling you to get barrier or exhaust, when the true way is to get ignite. Make the early game yours, but solo-killing your enemy mid-laner. With this guide, you won't need to cower in fear from your lane opponent. No more csing until mid/late game to become relevant. Other than that, a lot of people believe that Azir is the hardest champion in the game. Even the guy with the top Azir guide says so. I want to break that mentality. If you get the grip of Azir, you'll realise how brain dead easy he is. I'm flattered to know that you think I'm good, but let's be real. There are other champions with higher skill caps than Azir. You just need a little bit of time.
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Ah yes, those naughty new runes. Riot is once again blessing us with the preseason hammer. And here we are, lost wondering what runes to take. To start this off, I'll go through the trees and runes you shouldn't take before explaining the ones you should take.
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Precision has to be the biggest bait ever created for Azir players in the history of league of legends. It shows you two keystones that seem great. Those keystones being Press the Attack and Lethal Tempo. Great on paper maybe, but terrible practically.

Precision seems like a viable option in lane when looking from a poking point of view. Is it actually good? No. It's not a keystone that benefits Azir as much as others, and the kind of those a poor job. This is the type of keystone you would get for champions that actually auto-attack like Irelia or Vayne.

Lethal Tempo on the other hand, is what I was referring too when I was calling the precision tree a bait. You get 1.5s of time to bypass the attack speed limit. It sounds amazing, because Azir is a dps mage who relies on attack speed. Hence the reason why you build Nashor's tooth. I will be 100% honest here, it isn't as good as you think it is. 1.5 seconds isn't that much, and it doesn't take much effort to leave Azir soldier range.
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From the Domination tree, there only seems to be 1 viable option for Azir. That option being Electrocute. Is there a reason why we're not taking it? I mean, it is Thunderlord's replacement after all.

Here's the thing: Electrocute is actually not that bad. It's pretty okay for poke, and gives you a decent amount of burst when doing your combo. The problem is that you don't gain much benefit from the rest of the Domination tree. The rest of the stuff in that skill tree is mostly aimed for assassins and doesn't benefit Azir as much as the other trees. That might be the biggest downside, but it's totally up to you if you want to take this route.
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Okay be serious here. In what world would you take Resolve on Azir. It sounds like absolute garbage. There is no actual real benefit in taking this skill tree as it display no real advantage towards Azir and his kit.
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The inspiration tree sounds interesting but it isn't actually good on Azir. This is mostly a skill tree aimed towards supports, although there are some champions out there that are capable of benefiting from this page.

Here's the main issue with Inspiration:
If we exclude Unsealed Spellbook, you only have Glacial Augment and Kleptomancy left. Glacial Augment is interesting as it applies a sort of Rylai's slow on your first attack. But you don't want it on your first attack. You want it on every single one of your attacks. Once you actually acquire yourself a Rylai's, this keystone renders itself useless. In Kleptomancy's case, you can't actually get the keystone's bonuses because your soldier auto-attacks don't actually count as auto-attacks. If they did, then on-hit Azir would actually be a thing.
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Now here comes the mighty Sorcery page. This has to be the best page for Azir by far. Summon Aerie, is the best keystone for him in this page as it applies on your soldiers and on your shield (which activates everytime you dash now). It's basically a win win. For the rest of the tree. The stuff is really situational and up to your preference. The Ultimate Hat gives you more opportunities to cast your ultimate. This can prove to be quite useful as your ultimate is one of your most important feature. Nullifying Orb is also pretty good to take when you're against an AP mid laner. It negates some of the damage they do. For the 3rd slot, I'd take anything other than Celerity. Just forget Celerity ever existed and you should be fine. Last but not least, Gathering Storm should be the last one, as it helps you scale better into the late game. And the late game is where you strive.
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First Back

What is this? Another Doran's ring when I've already gotten one at the beginning of the game? Yeah you got it right. I highly recommend taking a 2nd Doran's ring after your first back. This is something that many midlaners doing when behind. It gives them extra health and mana, for those times when you can't afford any core item parts yet. But here's the thing, your first item as Azir, if you want to make yourself relevant is Nashor's Tooth. When you build Nashor's Tooth, you lack the mana or mana regeneration to complete tasks. That's where the double dorans kicks in. Doran's Ring has a passive that replenishes mana after killing minions. After having built 2 of them, the passive stacks and you get a decent amount of mana back. This coupled with your wave clear will just make managing your mana a little easier.

This saves you from having to build Morellonomicon. As Morello used to be an extremely important item for Azir. You loose too much potential attack speed when you build it first, although it gives you the mana you really want. If Azir still had his CDR --> Attkspeed passive, Morello would still be a core item. But in my opinion, it's just not enough right now for Azir's current state.
Crossed this section out, as it is no longer really relevant, but still a good read if you're still interested.

Doran's Ring
When to build a second Doran's Ring?
I would definitely have to say that Doran's Ring is an item you get when you can't afford anything else (when you're behind) or when you've gained a significant advantage over your lane opponent early (eg. First Blood). At the moment, getting a 2nd Doran's isn't only valuable in those specific scenarios. You should only really buy another one during the early early-game as 60hp and 50% base mana regeneration is quite a decent amount at the beginning of a game. For now, I recommend always rushing Fiendish Codex as your first item.

Fiendish Codex
THE REAL FIRST BACK ITEM
Fiendish Codex is one of the two items that builds into Nashor's Tooth. It is by far, the superior item to rush in order to build Nashor's as your first completed item. It is much more beneficial to get this item before getting a Stinger, as it offers CDR and +30 AP. The problem with building a Stinger first is that you don't actually have any significant damage to deal. You can have all the attack speed in the world, but if you're just poking your enemy, he won't die. Moreover, it's extremely cheap and builds off of a 435 gold Amplifying Tome.

Stinger
WHEN TO ACTUALLY GET STINGER FIRST?
There are situations where you'd actually get Stinger before Fiendish Codex. You build this item first whenever you take the decision to buy 2 Doran's Ring. The reason as to why you do this is because the AP from those 2 Doran's Ring's acts as a substitute to the Fiendish Codex. Hence the reason why at this point, you would get Stinger.
Core

This is the core of your build. Some items may be interchangeable depending on your situation but it should usually follow this same path. I'll go into detail with my opinions of every item of the guide.
Berserker's Greaves
These boots are basically the ones that give you attack speed.
These boots are what you'd take when you really feel like having more attack speed. They used to be commonplace among Azir players, but I feel that these boots are quite lackluster at the moment. They only offer attack speed, when your W Arise! already gives you attack speed. Coupled with Nashor's Nashor's Tooth as swell, I just feel that these boots aren't as necessary as they used to be.

Sorcerer's Shoes
The almighty magic penetration boots.
These are the superior boots. Currently, Azir doesn't need more attack speed once he gets Nashor's Tooth. The magic penetration is what he needs, as it increases his damage. In fact, in Azir's case, penetration is far more superior than raw AP.

Nashor's Tooth
This is Azir's most important item. It's the item that grants his attack speed and CDR.
The reason as to why this is Azir's most important item is because of his kit. Azir's kit revolves around his soldiers, and his soldiers can't provide damage for your team without the DPS acquired from attack speed. Getting this item is basically you reaching an important powerspike.

Rylai's Crystal Scepter
You slow people with your spells.
This item is almost indispensable. Just like Nashor's Tooth, this provides and important powerspike for Azir. Nashor's Tooth coupled with Rylai's Crystal Scepter's slow is just so good. Enemies tend to walk out of your soldier's range fairly easily when you're not slowing them. When you have Rylai's Crystal Scepter, you'll be able to keep your soldiers on them longer.

Void Staff
So much P E N E T R A T I O N
Getting magic penetration on Azir is actually better than getting raw AP. You usually want to get Void Staff right after completing Nashor's Tooth and Rylai's Crystal Scepter. The item helps you shred to everyone. By this point, the enemy tank must have already started building MR, and their ADC probably has next to no MR whatsoever.

Zhonya's Hourglass
What you'd use after engaging, or to save yourself from dying.
The item offers Armor which is quite helpful. If they have any AD champions on their team that seem to prove a problem, it might be a good idea to get Zhonya's Hourglass.
Although I did put this item in "core items", I'd say that this one is the most interchangeable one.

Rabadon's Deathcap
The ultimate late game item. Boost your over all AP.
It made be tempting to build this item early, but don't. For Azir, Rabadon's Deathcap is strictly a late game item. It is the only time you benefit from it the most.
You'll always want to prioritize penetration over taking Rabadon's Deathcap. Once you complete most of your items, this one really gives you a significant increase in damage.
Your DPS might as well turn into burst damage at this point.
Situational Items

Liandry's Torment
This is the ultimate tank shredder.
You'd mostly get this if their team is extremely tanky. Although it is still good against squishy champions, since it has flat magic penetration.

Banshee's Veil
This is the only good magic resistance item for Azir.
If you find yourself having trouble against a bursty AP champion mid lane like Lux,
Syndra, LeBlanc, this might be a good item for you. Change it for Zhonya's Hourglass.

Rod of Ages
I personally don't think of this as a good item for Azir
It offers you a hefty amount of health and a lot of mana. The problem is that it takes time to scale up, and doesn't benefit you as much as the other items. If you really think you'll get spanked in lane, you can build this. It's safe.
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Shurima’s Legacy
Azir raises the Sun Disc from the selected marked ruins after a brief delay. The Sun Disc functions like a standard turret but gains (15% AP) bonus attack damage. It also grants Azir any gold it earns. The Sun Disc's health decays over 60 seconds and loses 100 armor if Azir dies or moves too far away.
This passive is extremely useful. You usually want to place it when you’re grouped up and ready to siege a turret, or if you want to defend a certain objective (like your nexus or inhibitor). Moreover, you can also use it to distract the enemy. You can apply pressure by sieging with the turret while the rest of your team tries to obtain another objective. It’s easy to do since Azir could zone multiple champions at once.
Conquering Sands
Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and slowing them by 25% for 1 second. Enemies hit by multiple soldiers do not take additional damage, but are slowed by an additional 25% per soldier beyond the first.
Conquering Sands is the ability you use the reposition your soldiers. You usually use it to poke the enemy, but you can also reposition your soldiers in zoning areas to stop them from entering a certain place.
Arise!
PASSIVE: Azir permanently has bonus attack speed. This bonus is doubled for 5 seconds if he summons a soldier while there are already two on the field. He also has a stock system for this ability; he stores a Sand Soldier periodically, up to a maximum of 2 stored at once.
ACTIVE: Azir summons an untargetable Sand Soldier at the target location for 10 seconds, expiring twice as fast while within range of an enemy turret, and expire instantly if Azir moves too far away.
When Azir attacks an enemy in a soldier's range, the Sand Soldier attacks in his stead, dealing 60 - 160 (based on level) (+ 60% AP) magic damage to all enemies in a line. Multiple soldiers can strike the same target, with each soldier beyond the first dealing 25% damage. Azir can only command soldiers when near them. Secondary targets hit take 40% / 70% / 100% damage./i]
In lane, you never really want to have more than 2 soldiers placed. Having more than 2 is kind of useless, as it is a waste of mana. In teamfights however, you always want to have 3+ soldiers as it will boost your DPS significantly.
Shifting Sands
Azir shields himself for 1.5 seconds and dashes to one of his Sand Soldiers, dealing magic damage to enemies he passes through. If Azir hits an enemy champion, he gains a charge of Arise!.
Note: This no longer knocks up. You only have a dash and a shield. The video shows that they get knocked up because it’s slightly outdated. A nerf was put in place to remove Azir’s knockup.
The main thing about this ability is its dash. It is used with the help of Conquering Sands to extend the reach of the dash. Will expand on this further in the combos section.
Emperor’s Divide
Azir calls forth a phalanx of soldiers from behind him, charging forward in the target direction. Enemies impacted by the charge are dealt magic damage and knocked back. When the soldiers finish their charge, they stand as a wall for 3 seconds, acting as impassible terrain for enemies. Allies and Azir can freely pass through the wall.
Note: Azir’s wall no longer knocks people up when they attempt to dash over once already in place. A nerf was put in place to let enemies go through after the first cast. The video is outdated.
The versatility within this ultimate is crazy. You can both disengage and engage with it. The main combo involving this is the Shurima Shuffle, which I will go over in detail in the combos section.
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MORE VIDEOS
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Will expand on this further with the help of some videos..
League of Legends Build Guide Author Tehqo
Tehqo Azir Guide
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