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Azir Build Guide by DixonTheGuideMaker

Middle 💡Azir guide by Dixon 📜 12.14 ✅

Middle 💡Azir guide by Dixon 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 279 Views 0 Comments
279 Views 0 Comments League of Legends Build Guide Author DixonTheGuideMaker Azir Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes:

Inspiration
First Strike
Magical Footwear
Biscuit Delivery
Cosmic Insight

Sorcery
Manaflow Band
Scorch
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

Spells:

1 2
Flash + Teleport
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
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Extreme Threats
Ideal Synergies
Synergies
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Champion Build Guide

💡Azir guide by Dixon 📜 12.14 ✅

By DixonTheGuideMaker
INTRODUCTION
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English: https://www.youtube.com/c/DixonGames/videos
You will also find my streams on Twitch by following this link:
https://www.twitch.tv/dixon_leagueoflegends

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
PROS & CONS
PROS:
1. Your ability to control a zone/area is quite strong and almost unparalleled.

2. You can dish out a lot of consistent damage if you are given the chance. Your sand soldiers and Passive make it much easier for you to stop all-ins in their tracks.

3. Very high sieging and pushing power when it comes to taking lane towers. Your Ultimate Emperor's Divide provides you the luxury to both disengage and all-in the enemy team as per your requirement.


CONS:
1. You are extremely squishy and hence are really weak to all-ins from the enemy team. The danger increases when you don't have your Ultimate Emperor's Divide ready.

2. Due to your soldier positioning mechanic, any enemy champion who has a dash, or some other form of mobility spell, can prove to be a really hard target to catch out and kill for you.

3. Your own mobility can turn out to be a weak point for you. If the enemy manages to bait out your Emperor's Divide in an aggressive way and then the enemy Jungler shows up for a gank, you will have a really hard time getting out of the situation without your Ultimate Emperor's Divide.
ABILITIES

The skill allows you to install a special tower in place of the destroyed one. At the same time, you can create a tower not only on the area of a destroyed allied tower, but also on the place of an enemy one too. The most important thing is not to go too far from the tower, otherwise it will instantly fall apart. Gradually, the tower loses its strength, but in general it stands for a long time. You can install towers once every 3 minutes, so the passive cannot be called a strong cheating skill.


This skill is the main damage dealer, as it allows you to give an order to your warriors, after which they abruptly move to the specified point and deal damage. It is only worth noting here that one target can receive damage from several soldiers at once, but only the first soldier will deal full damage, and the rest deal less damage.


With this skill Azir can summon a sand warrior to help him, who will completely repeat the attacks of Azir. In other words, when Azir attacks the target, the warrior also attacks in sync with him. The warrior stands still and can move only with the help of Azir's other skills. The advantage of warrior attacks is that they allow you to attack the enemy even if Azir himself does not reach the enemy with his auto attack. In addition, warriors deal damage to all enemies in the line, that is, they are able to hit several targets at once. Warriors have no health and cannot be destroyed by an enemy, but they do not exist for a long time at all, after which they simply crumble. The passive part of the skill allows you to significantly increase Azir's attack speed.


Azir can quickly move towards an enemy with this skill, damaging them and gaining an absorb shield. It is difficult to imagine how one skill can combine so many positive and necessary qualities.


Azir's ultimate is essentially a barrier that pushes enemies back and damages them. An important advantage of the skill is that the barrier stands for some time and Azir himself can easily pass through it. There are a lot of options for using the ult and in a certain situation it can radically change the outcome of the battle.
COMBO
+ + +
Your basic trade is to W then AA, followed by Q AA.

+ + + +
To trade and fight, use W and AA, then E, Q and AA again.

+ + + + +
All in a target by using E Q towards them and then R them back towards your team. Quickly W then AA them down.

+ +
To move quickly, use W then instantly E Q.
BUILDS & ITEMS
is one of core items for ability power based champions. It provides a lot of mana and magic damage. The passive of the belt gives additional magic penetration which is very useful to destroy squishy targets with low HP.

is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.

is one of the best items for those champions who benefit from ability power, attack speed and auto-attacks.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.

is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.

buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.

is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.

buy this item to get nice amount of additional HP that will help you survive enemy's ability combo + you will be able to apply slow effects by your damaging abilities.

is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
RUNES

The rune allows to farm more gold and apply more damage to an enemy champion, but you should take the rune in those match ups only if you are sure that your champion is able to strike first.


This rune will spare you 300 gold and gives +10 movement speed later on when you buy Tier-2 boots.


The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.


Cosmic Insight is one of the most popular runes to take when taking the Inspiration Tree. Cosmic Insight grants the user 18 Summoner Spell haste and 10 Item Haste. If the Champion relies on items a lot, it may also be a good idea to take this mastery because it will lower the Cooldown of those items.


The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.


The rune is a good option if you want to poke your enemy out of the lane and deal extra damage early on.
SUMMONER SPELLS
+

+


Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.


Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.


Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
GAMEPLAY INFORMATION & TIPS
EARLY GAME (weak):
When you hit level 6, more opportunities open up to you. For instance, you can look for aggressive plays or use your Ultimate Emperor's Divide defensively. Your Ultimate Emperor's Divide is a genuinely diverse tool that can help you gain a lead or prevent you from losing one. After you’ve picked up your first component item, your Conquering Sands poke and damage will increase dramatically. Don’t be afraid to look for fights once you’ve picked up your first item. While Azir’s poke is good, he is incredibly weak in the early game. Don’t trade too much before your first back, so you don’t fall behind. You need time to come online, so focus on farming and surviving the very early game.

The early game should be focused on farming. The main goal is to get your first item quickly while making sure you don't get CC'd and all-in'd. Use your Arise! and Shifting Sands with the utmost discretion. Shove the wave when possible and punish the enemy laner with your soldier-directed auto-attacks. It will slowly allow you to get a healthy lead in the lane after which you can either look to all-in or roam. Once you get your Ultimate Emperor's Divide, you should be able to do a lot more in this lane. The plan is still the same, whittle down your enemy first and then look to all-in with your Ultimate Emperor's Divide. Take the position of the enemy Jungler into account first.


MID GAME (average):
Azir doesn’t spike at level 11 unlike a lot of champions. Keep this in mind during the mid-game as his Ultimate Emperor's Divide may be less impactful compared to other champions on the rift. At level 9, Azir will max his Conquering Sands. This is a good power spike for him as he can use it to poke the enemy down from afar. In conjunction with his Arise!, he should be able to poke and farm from afar without dying to the enemy. When Azir completes multiple items, he will be very strong and dish out a lot of damage in a short amount of time. Don’t be afraid to make more aggressive plays when you have an item or two.

When no team fights are occurring, put yourself in a side lane and look to split push and farm side waves. Watch what your team is doing in case you need to move to help them at all times. Delay team fights for as long as possible while you try to harass the enemy with your long-ranged Conquering Sands and auto-attacks. Use your Ultimate Emperor's Divide defensively in team fights. Use it to protect yourself and your allies from the enemy frontline/assassins.


LATE GAME (strong):
Just like in the mid-game, Azir doesn’t spike at level 16 either. While an extra point in his Ultimate Emperor's Divide will come in handy, it is not going to make or break him. At level 13, Azir will max out both his Arise! and his Conquering Sands. He should be a real terror at this stage of the game and he will be able to dish out a lot of damage in a short amount of time. Paired with his level 13 power spike and picking up more and more items, Azir’s late game is very strong.

Be on the lookout to secure picks when inside the enemy Jungle. The enemy Support and Jungler will have to set vision up, which makes them prime pick targets. Get rid of them and then use the numbers advantage to win a fight. If you see one of the enemy carries in the side lanes, see if you can flank them from the fog of war and kill them rapidly. This can be done very easily, even when the target is near their tower, due to your Ultimate Emperor's Divide displacement distance.
HOW TO PLAY AGAINST AZIR

Avoid standing too close to Azir’s soldiers Arise! as he can auto attack you from afar. When he places a soldier Arise!, move to a safer position out of its range. Go for a trade after Azir’s soldier Arise! has disappeared. It’s best to wait for the soldiers Arise! to disappear first before fighting him as his damage output will be decreased. After level 6 keep a keen eye on the map and Azir’s mana bar. If you spot the enemy Jungler nearby, back away as Azir might try to Shurima Shuffle and set up his Jungler.

Azir will try and delay a team fight and poke you down with his Arise! as much as possible before his team initiates. Don’t let him poke you down by starting the fight as soon as possible rather than delaying it. CC is your best friend to counter his engage and the Shurima Shuffle. If he goes in, try and CC him as fast as possible to shut him down and prevent him from pushing your team towards his. After his first back, Azir is going to be pushing constantly. Try and pick champions that have kill pressure and can match his wave clear so you do not lose your Tower early on.

Once Azir has picked up his Nashor's Tooth, he is going to push the wave really quickly. Try to keep the wave as even as possible by matching his damage on the minion wave. If he uses an ability, you’ll need to use one too. The best time to fight Azir is when soldiers Arise! are down. This is because he will lack a lot of damage. Try to start fights whenever he has no soldiers Arise! available. After Azir hits level 6, he will have a lot more protection and can disengage quite easily thanks to his Ultimate Emperor's Divide. While his Ultimate Emperor's Divide is down, try to abuse the cooldown and look for kills.


Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉 https://www.youtube.com/c/DixonGames/videos
BIOGRAPHY
Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory.

Thousands of years ago, the Shuriman empire was a sprawling realm of vassal states conquered by powerful armies led by all but invincible warriors known as the Ascended. Ruled by an ambitious and power hungry emperor, Shurima was the greatest realm of its day; a fertile land blessed by the power of the sun that shone from a great golden disc floating atop the temple at the heart of its capital.

The youngest and least-favored son of the emperor, Azir was never destined for greatness. With so many siblings ahead of him, he would never be emperor. Most likely he would take up a position in the priesthood or as governor of some backwater province. He was a slender, studious boy who spent more time perusing the texts collected in the Great Library of Nasus than training to fight under the stern tutelage of the Ascended hero, Renekton.

Amid the twisting shelves of scrolls, books and tablets, Azir met a young slave boy who visited the library almost every day in search of texts desired by his master. Slaves in Shurima were forbidden to take names, but as the two boys became friends, Azir broke that law and called his new friend Xerath, which means ‘one who shares.’ He appointed Xerath - though he was careful never to endanger him by naming him publicly - as his personal slave and the two boys shared their love of history by learning all they could of Shurima’s past and its long legacy of Ascended heroes.

While traveling with his father, brothers and Renekton on the yearly tour of the empire, the royal caravan stopped at a well-known oasis for the night. Azir and Xerath stole away in the middle of the night to draw the stars and add their own celestial maps to those they had studied in the Great Library. While they drew the patterns of constellations, the royal caravan was attacked by a cabal of assassins sent by the emperor’s enemies. One of the assassins found the two boys out in the desert and was poised to cut Azir’s throat when Xerath intervened, throwing himself upon the assassin’s back. In the ensuing melee, Azir freed his dagger and plunged it into his attacker’s throat.

Azir took up the dead man’s sword and rushed back to the oasis, but by the time he returned, the assassins were already defeated. Renekton had protected the emperor and slain the attackers, but Azir’s brothers were all dead. Azir told his father of Xerath’s courage and asked him to reward the slave boy, but his words fell on deaf ears. In the emperor’s eyes, the boy was a slave and beneath his notice, but Azir swore that one day he and Xerath would be brothers.

The emperor returned to his capital, with the fifteen year old Azir now his heir, and unleashed a merciless campaign of bloodshed against those he believed had sent the assassins. Shurima descended into years of paranoia and murder as the emperor took revenge on any he suspected of treason. Though he was now heir to the throne, Azir’s life yet hung by a thread. His father hated him - wishing he had died instead of his brothers - and the queen was still young enough to bear sons.

Azir trained in combat, for the attack at the oasis had revealed how little he knew of the deadly arts. Renekton took up the task of teaching the growing prince, and under his aegis, Azir learned to wield sword and spear, to command warriors, and to read the ebb and flow of battle. The young heir elevated Xerath, his only trusted confidant, and made him his right hand man. To better counsel him, Azir tasked Xerath with seeking out knowledge wherever he could find it.

Years passed, but the queen was never able to carry a child to term, every conceived infant perishing before it could be born. So long as the queen remained barren, Azir’s life was relatively safe. Some around the court believed a curse was at work and a few even whispered the young heir’s name in connection with this – though Azir claimed innocence and even executed some who dared voice such accusations openly.

Eventually, the queen bore a healthy son, but on the night of his birth a terrible storm engulfed Shurima. The queen’s chambers were struck again and again by powerful bolts of lightning, and in the subsequent blaze, both the queen and her newborn son were killed. It was said the emperor went mad with grief and took his own life upon hearing the news, but tales soon spread of how he and his guards had been found lying in pieces on the palace floor, their bodies little more than charred skeletons.

Azir was shocked by their deaths, but the empire needed a leader, and with Xerath at his side he took control of Shurima as its emperor. Over the next decade, he expanded Shurima’s borders and ruled with a harsh, but just hand. He instituted reforms to better the lives of slaves and privately developed a plan to overturn millennia of tradition and eventually free them all. He kept his plans secret, even from Xerath, and the issue of slavery would prove to be a continual bone of contention between them. The empire had been built on the back of slavery, and many of the great noble houses depended on enforced labor for their vast wealth and power. Such monolithic institutions could not be overturned overnight, and Azir’s plans would be undone were they to become common knowledge. Despite Azir’s desire to name Xerath his brother, he could not do so until all Shurima’s slaves were free.

Through these years, Xerath protected Azir from his political rivals and guided the expansion of the empire. Azir married and fathered numerous children, some by wedlock, others by ill-advised liaisons with slaves and harem girls. Xerath stoked the emperor’s grand vision of an empire greater than any the world had ever known. But to stand as ruler over the entire world, Xerath convinced Azir that he would need to be all but invincible, a god amongst men – an Ascended being.

As the kingdom reached the zenith of its power, Azir announced he would undertake the Ascension ritual, that the time was right for him to take his place alongside Nasus and Renekton and their glorious forebears. Many questioned this decision; the Ascension ritual was highly dangerous and intended only for those near the end of their lives, those who had devoted their lives to Shurima and whose service was to be honored with Ascension. It was for the Sun Priests to decree who would be blessed with Ascension, not the hubris of an emperor to bestow it upon himself. Azir would not be dissuaded from his rash course of action, for his arrogance had grown along with his empire, and he ordered them to comply on pain of death.

The day of the ritual finally came and Azir marched toward the Dais of Ascension, flanked by thousands of his warriors and tens of thousands of his subjects. The brothers Renekton and Nasus were absent, having been dispatched by Xerath to deal with an emergent threat, but still Azir would not turn from what he saw as his great destiny. He climbed to the great golden disc atop the temple at the heart of the city and in the moments before the sun priests began the ritual, he turned to Xerath and finally freed him. And not just him, but all slaves…

Xerath was stunned into speechlessness, but Azir was not yet done. He embraced Xerath and named him his eternal brother, as he had promised he would all those years ago. Azir turned as the priests began the ritual to bring down the awesome power of the sun. Azir was unaware that Xerath had studied more than just history and philosophy in his quest for knowledge. He had learned the dark arts of sorcery, all the while nursing a desire for freedom that had grown like a cancer into a burning hatred.

At the height of the ritual, the former slave unleashed his powers and Azir was blasted from his place on the dais. Without the protection of the runic circle, Azir was consumed by the sun’s fire as Xerath took his place. The light filled Xerath with power, and he roared as his mortal body began to transform.

But the magic of the ritual was not intended for Xerath, and such awesomely powerful celestial energies could not be diverted without dire consequence. The power of the Ascension ritual exploded outward, devastating Shurima and laying waste to the city. Its people burned to ash and its towering palaces fell to ruin as the desert sands rose up to swallow the city. The sun disc sank from the sky and what had taken centuries to build was brought to ruin in an instant by one man’s ambition and another’s misplaced hate. All that remained of Azir’s city were sunken ruins and echoes of its people’s screams on the night winds.

Azir saw none of this. For him, all was nothingness. His last memories were of pain and fire; he knew nothing of what befell him atop the temple, nor what became of his empire. He remained lost in timeless oblivion until, thousands of years after Shurima’s doom, the blood of his last descendant spilled onto the temple ruins and resurrected him. Azir was reborn, but was yet incomplete; his body little more than animate dust given form, held together by the last vestiges of his indomitable will.

Gradually resuming his corporeal form, Azir stumbled through the ruins and came across the corpse of a woman with a treacherous knife wound in her back. He did not know her, but saw in her features the distant echo of his bloodline. All thoughts of empires and power were forgotten as he lifted this daughter of Shurima and bore her to what had once been the Oasis of the Dawn. The oasis was empty and dry, but with every step Azir took, clear water began filling the rocky basin. Azir immersed the woman’s body in the restorative waters of the oasis and as the blood washed away, only a faint scar remained where the blade had pierced her.

And with that act of selflessness, Azir was lifted up in a column of fire as the magic of Shurima renewed him, remaking him as the Ascended being he was meant to become. The sun’s immortal radiance poured into him, crafting his magnificent, hawk-armored form and granting him the power to command the very sand itself. Azir lifted his arms and his ruined city shrugged off the dust of centuries spent beneath the desert to rise anew. The sun disc lifted into the sky once more, and healing waters flowed between temples heaving themselves back into the light at the emperor’s command.

Azir climbed the steps of the newly-risen sun temple, weaving the desert winds to recreate the city’s last moments. Ghosts formed of sand relived his city’s last moments from long ago, and Azir watched in horror as Xerath’s treachery unfolded. He wept as he saw his family murdered, his empire fall and his power stolen. Only now, millennia too late, did he finally understand the depths of hatred harbored by his former friend and ally. With the power and prescience of an Ascended being, Azir sensed Xerath somewhere abroad in the world and summoned an army of sand warriors to march alongside their reborn emperor. As the sun blazed from the golden disc above him, Azir swore a mighty oath.

I will reclaim my lands and take back what was mine!

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