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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Elise
Elise excels in punishing mispositioned or overextended allies, so knowing where she is at all times is a priority. A good Elise player won't take much to get ahead so making sure she doesn't get fed is also a priority.
Introduction
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WELCOME Hello dear viewer and welcome to my ![]() ![]() ![]() ![]() ![]() WHY AZIR? As of patch 5.17, ![]() |
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+Can kite jungle camps with
![]() +Good escape with ![]() ![]() +Great ganks with ![]() +Fantastic teamfighting and waveclear once you get Sated Devourer +Great synergy with ![]() +Is an emperor ![]() ![]() ![]() ![]() ![]() |
-Squishy
o-First jungle clear is a bit brutal without the right runes/masteries -People may think you're trolling -Takes a bit of time to reach god status (sated) -High skill ceiling -Is a pigeon o ![]() o o o o o |
Greater Mark of Magic Penetration: These don't help you as much when clearing your camps as they don't naturally have magic resist, however this makes your ganks deadlier and makes taking dragon/baron easier as it increases your damage output from your sand soldiers.
Greater Seal of Armor: These are taken by almost every jungler in the game as they help immensely with your early jungle clears and give that extra bit of resistance when ganking.
Greater Glyph of Cooldown Reduction: Of the top tier options available, (MR, Scaling MR, Scaling CDR) flat CDR glyphs help the most as they allow you to spit out your sand soldiers a lot more frequently, especially on your first jungle clear.
Greater Quintessence of Attack Speed: These just have so much synergy with jungle
Azir's kit. Giving that much-needed early attack speed is great when clearing camps and when ganking. These also act a a buffer to prevent you from falling too far behind if you can't purchase core items.
ABILITY SEQUENCE
ABILITY EXPLANATION
Shurima's Legacy: This skill is pretty useful for mid/late game sieging, and in some situations can be used to set up a gank. Be smart with when you activate this as it has a very long cooldown.
Conquering Sands: Your secondary damage ability. Since you don't use it like mid
Azir, its nerfs in patch 5.17 don't affect you too greatly. Max this third as it doesn't give you as many benefits for upgrading it as
Arise!.
Arise!: This is where 90% of your damage will come from as jungle
Azir. Your sand soldiers are truly powerful now that they proc Sated Devourer (and therefore on-hit effects where they didn't before). This opens up on-hit build paths and you can utilise the full potential of
Nashor's Tooth, now being able to use its passive. Max this second as it is your main source of DPS.
Shifting Sands: This is your primary escape (especially pre-6) as well as part of your engage, giving you a shield as a reward for crashing into an enemy. Max this last as it gives very little benefit for upgrading it as opposed to your other spells.
Emperor's Divide: This is your main tool for shoving enemies where they don't want to go (like into an oncoming
Sion, for example). It is a great displacement tool that allows your allies to safely escape a teamfight as well as dealing a sizeable amount of damage. You can also use this to block the enemy jungler from ganking by sealing off their entry point. Put points in this whenever possible (i.e. max this first).
ITEM EXPLANATION
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You'll want to pick up ![]() ![]() ![]() ![]() ![]() |
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YOu'll want to take a ![]() |
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On a similar vein to ![]() ![]() |
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The main reason for getting ![]() ![]() ![]() ![]() |
When jungling with
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Blue Side:
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On the blue side, you'll want to start at the krugs, getting a leash preferably from both your ADC and support. Smiting the krugs isn't as useful on ![]()
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Red Side:
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On the red side, start at the Gromp, again getting a leash from your bottom lane partners. Smiting the Gromp is much more beneficial than smiting the krugs as it gives you poison armor, useful for taking blue buff. Once you have blue buff, smite and kill the wolves to get vision (defence against counterjungling), then head to the river and take the scuttle crab. After taking the crab, similar options are available to you:
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In the small (4-6 champion) skirmishes that occur in the early/mid game, your power still comes from your sand soldiers, however you are more useful to your team post level 6 as a source of CC (the slow from
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However, in late game teamfights your role in the team shifts from a source of CC to one of the main sources of consistent DPS on your team. This is especially true when you have a burst mage like
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The other team is usually focused on assessing where the big damage comes from rather than where the smaller (but still substantial) consistent damage comes from, so you can use this to your advantage through use of your sand soldiers.
Thanks for reading!
![]() Good luck on the Rift, and remember to have fun! - StormWolf101 |
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