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Azir Build Guide by LewisBlawk

Middle Azir 13.16

Middle Azir 13.16

Updated on August 21, 2023
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League of Legends Build Guide Author LewisBlawk Build Guide By LewisBlawk 2,022 Views 0 Comments
2,022 Views 0 Comments League of Legends Build Guide Author LewisBlawk Azir Build Guide By LewisBlawk Updated on August 21, 2023
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Runes: Vs Mixed Melee Team

1 2 3 4 5
Presence of Mind
Legend: Alacrity
Coup de Grace


+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)


1 2 3 4
Play for scaling
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

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

Champion Build Guide

Azir 13.16

By LewisBlawk
Take These Notes :D
Still learning Azir after 350K points M7. Everything in the guide is what I've learnt works well from personal experience as well as various tips from popular Azir content creators i.e. 'BodyThoseFools' & 'Minimo'.

Azir in 13.5 is very interesting, his early game has been curb-stomped at the cost of great power in the mid-late phase of the game which has been more signifcant than past Azir related patches making this abit of a controversial 'Dark Age'.

However, it's clear that due to this, if Azir were to fall behind in the early-mid he is quite screwed and fairly useless. More useless compared to recent previous patches IMO, so take it with a grain of salt. On the other hand, the changes have encouraged a more snowballing mindset to playing the champ which does in fact offer a greater late game for Azir than those recent pathces offered.

UPDATE 13.16
OKAY so Azir is in a much better place than when I originally made this guide but ******* that Q CD nerf is getting abit annoying to say the least. It makes the champ require more thought which is fine but it would be nice to be able to move around more often but what can you do.
Early Game Generally
So early you want to preferably last hit the minions to make the wave come to you which EXTREMELY required in the melee/assassin matchups but you can afford to be lenient in the range/mage matchups. Now in the early game do not spam Q but use Q when you can see an opportunity for a WAA + Q combo setup because it will Q's damage worth it for it's mana cost. Otherwise, when you farm try and place soldiers in a way that can hit the enemy whilst they farm. If they get somewhat close walk away abit and place a soldier where they're going to be then Q to slow them if required.

Jungle ganks are greatly appreciated BUT I SWEAR TO GOD if they take the kill on a hard earned solo-engage you should be pissed because I couldn't stress this enough. 'Every Potential Kill on Azir Early, is Worth it & Needed.'

Roaming is possible don't get me wrong but early, Azir needs that farm especially for Lost Chapter which solves the Q mana usage problem then he's better able to roam. But if you see a jungler or any teamate whose close and needs assistance for a 1v1 then you can help (IF THEY DO DAMAGE).
Mid Game Generally
Idk do whatever the **** you want but preferably go farm or play for teamfights and hope you get some kills or abit of both. You really just want to get Rabaddon as soon as you can to be honest.
Late Game Generally
This is where you truly shine. If your team is trolling and dying stupidly then teamfights will be quite hard but generally speaking, shuffle-in if your team is with you. If not then save the R for when the enemy starts to run to you but regardless shank with the soldiers when you can.

And trust me you will be doing damage. ALOT of damage. And as ego trippy as it sounds if you die early in the teamfight withought using any of your abilities, the teamfight has a low chance of winning especially versing dive comps. Azir is the bastion and ultimate defending champion. Would make Rogal Dorn & Perturabo proud.
Mechanics :D

So your bread and butter combo is:
WAA + Q (your basic early combo)

Shuffle Combo-No Ult:
(3/4 Damage Combo. Typically do this when the enemy reaches a kill
threshold, which is usually around 200-300 health early game.
Afterwards it's up to you to decide when a shuffle will lead to a

Shuffle Combo-With Ult:
WAA + EQ + R + WAA
(Full damage combo. Except, when shuffling and ulting you have to
wait for your Q to come back up again so to counter this place a
soldier when you ult where the enemy will land to maximise
damage. You can place and start hitting when they're airborn too

Fake Shuffle Combo:
WAA + E + Q
(The purpose of this is so that in situations like a tower dive you
don't have to risk diving and dying to get a kill becuase you can fake
it by Eing to soldier then extending that soldier fowards to kill
whilst staying in the same position to where you E'd. This move will
become more important as the enemy learns of Azir's ways. It's high

Revenent/Red Mercy Shuffle:
(Holy ****, holy ****ing ****. You would not believe how hard it is to pull
this off. So essentially you want to go towards(E) your soldier which would
be behind the enemy then Q as soon as it's super close to reaching the
soldier then Q in the direction you were just in and spam the **** out of R
towards you. Bringing the enemy with you. In theory making this the most
effective shuffle yet the most ineffecient due to it's incosistency. I must
sadly die for it.)

Mecahnic Notes:
1. When WEQ if you touch the enemy the shuffle will cease and instead you will damage the enemy because that's the 3nd function of E other than the shield and movement

2. The revenent is slightly easier to do through terrains and the game buffers the shuffle some real lee-sin type ****

3. There is a shuffle bug rarely when you just stop in place mid suffle for some reason

4. Be very observent of when an enemy is in the hitbox range for your ult as your ult comes not inline with Azir's model but actually abit behind him meaning if an enemy is quite close behind you then they will be Ulted.

5. If you need to make a quick and clean escape but your soldier is too close for you to shuffle out then quickly tape EQ whilst having your cursor slightly far near the edge of the screen to maximise Q's range

6. The range of Q for your soldiers increases the further you are from a soldier when your using Q in the opposite direction of that soldier. And the closer you are to a soldier the better the distance the Q has for going in the direction your looking in compared to being abit far and Q'ing in the direction your lookin in, resulting in a chode of a Q length.
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