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Choose Champion Build:
-
The Shuriman Campaign (Persona
-
Full AP Azir (most popular way
Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Yasuo
God help you. This champ is just way to mobile for you to deal with. He has high damage and can literally juke your soldier's AAs. Just sit back and farm safely. Never face him alone.
Ideal
Strong
Ok
Low
None
Introduction



So, if you actually read this far, you'll notice that I have two builds up at the top of the guide. The first is my personal favorite build that makes
Azir a beefy caster that does good damage and can split push very easily. This build runs
Teleport for reasons I will explain below.
The second build is a build I recently added after I saw how popular this was getting. It is a full AP build essentially, and it really maximizes
Azir's damage output. I used to be very ignorant and stubborn when building this champion, but I've come to see the power of this build.
Basically, I suggest using the first build if A: The enemies have a nice dive comp, B: If your team is lacking in tankiness, and C: If you feel that you'll have trouble surviving fights and would much rather be beefy and split-push.
Use the second build for most other instances. If you wanna be the biggest threat, use the damage build. If your team has good peeling, use the damage build. If your team doesn't need another tanky person, use the damage build.
Both builds have their strengths and weaknesses and also come with different playstyles, so try them out and see which one you like more.
Please leave a comment if you would like me to experiment with different alterations of these builds.


The second build is a build I recently added after I saw how popular this was getting. It is a full AP build essentially, and it really maximizes

Basically, I suggest using the first build if A: The enemies have a nice dive comp, B: If your team is lacking in tankiness, and C: If you feel that you'll have trouble surviving fights and would much rather be beefy and split-push.
Use the second build for most other instances. If you wanna be the biggest threat, use the damage build. If your team has good peeling, use the damage build. If your team doesn't need another tanky person, use the damage build.
Both builds have their strengths and weaknesses and also come with different playstyles, so try them out and see which one you like more.
Please leave a comment if you would like me to experiment with different alterations of these builds.
Pros
|
+ Incredible Range + Excellent Zoning Kit + Nice amounts of CC + Very versatile ultimate. + Very nice mid-late game damage output + Can be supportive while dealing a good amount of magic damage. + Has a built in escape. + Most builds give max CDR + His passive can save yours or your teammates' lives (Sun Disk) + Can split push incredibly well + Best dance in-game. |
Azir is just one of those champions that has a lot of options going for him. He can be a excellent AP carry as well as one of the best supportive mages in the game. He has a relatively safe laning phase with his escape tool ![]() ![]() ![]() |
Cons
|
- Very little mobility - Relies on items to actually do damage - Soldier placement can be confusing to follow at first - Performs very poorly against Assassins - His passive cannot be wasted - Soldiers will draw minion aggro - Very hard to retaliate when you use your skills and the enemy attacks - Bad ult placement will ruin a teamfight - Very hard to master |
While Azir may be totally awesome in general, he has his flaws. One of the worst things about Azir is the skill-cap needed to master him. The placement of his soldiers on the battlefield are the key to making him perform to the greatest extent of his power. ![]() ![]() |
Runes




Greater Mark of Hybrid Penetration is one of the best options for










OTHER OPTIONS
Marks



Seals


Glyphs




Quintessences


Offensive Page, but you could swap
Expose Weakness
for
Dangerous Game
if you want. I just felt that the small boost in damage you could give to your allies would be more frequently beneficial than the health and mana regen on kills you can't guarantee you'll get.
As for the points in the Utility Page, I found these to be the most useful for maintaining mana with
Meditation
, returning to base for items with
Phasewalker
, having an even greater CD on
Teleport with
Summoner's Insight
, and having that Blue Buff you either got from your jungler or the enemy laner last much longer with
Runic Affinity
.
Utility Tree. This provides more movement speed and potion buffs to help your mobility and lane sustain.
WHEN YOU HAVE A TOUGH MATCH-UP


As for the points in the Utility Page, I found these to be the most useful for maintaining mana with





Utility Tree. This provides more movement speed and potion buffs to help your mobility and lane sustain.
WHEN YOU HAVE A TOUGH MATCH-UP
Here is a rundown of
Azir's abilities:
WILL OF THE EMPEROR: Azir gains 1.25% bonus attack speed for every 1% of his cooldown reduction.
DISC OF THE SUN: Azir places a marker above the ruins of destroyed turrets (both allied and enemy). Once within 400 units of the ruins, Azir can click on the marker to conjure a Sun Disc, which functions like a standard turret but grants Azir any gold it earns. A Sun Disc's health decays over 1 minute and will lose its armor if Azir dies or moves too far away. Azir cannot conjure Sun Discs within the enemy base.
STATIC COOLDOWN: 180 (starting after his Sun Disc perishes)
Will of the Emperor allows
Azir to spam his skills and gain an attack boost for his soldiers. He gets a 50% attack speed boost when he reaches 40% CDR. This is nice, but the real glory of the passive lies in the second half. Disc of the Sun allows
Azir to essentially resurrect a turret for a minute at most. This is excellent for allowing your team to either really keep up a push or just simply defend with more ease. The turret falls down drastically faster if enemies attack it however, so use it wisely when it will not be immediately destroyed.
ACTIVE: Azir orders all Sand Soldiers to rush toward the target location, dealing magic damage and slowing all enemies they pass through by 25% for 1 second. Enemies can be hit by multiple soldiers, but each soldier beyond the first will deal only 25% damage. The slow stacks additively.
MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 50% AP)
ADDITIONAL DAMAGE: 15 / 22.5 / 30 / 37.5 / 45 (+ 12.5% AP)
RANGE: 800 COST: 70 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6
This skill applies a slow to enemies while re-positioning your soldiers. This can be spammed when you reach 40% CDR, allowing you to cause chaos in teamfights. Always use this to it's maximum effectiveness, but don't place soldiers too far away in case you need to re-position quickly for an escape.
ACTIVE: Azir summons an untargetable Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir - dealing 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 / 95 / 100 / 110 / 120 / 130 / 140 / 150 / 160 / 170 (45 + 5 / 10 at each level) (+ 70% AP) magic damage to all enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage, and the soldiers can't attack structures.
Azir can store up to 2 Sand Soldiers at a time, but there is no hard limit on the number of Sand Soldiers that can be active on the field at once. Sand Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.
If Azir summons a Sand Soldier directly on top of an enemy turret, the soldier will sacrifice itself to deal 80 + (25 × Azir's level) (+ 70% AP) magic damage to the turret.
RANGE: 450 COST: 40 MANA COOLDOWN: 1.5 RECHARGE TIME: 12 / 11 / 10 / 9 / 8
This is
Azir's main tool of destruction. Summon these bad boys to completely harass your opponent and wreak havoc in teamfights. These soldiers can be rep-positioned to your will with
Conquering Sands and set up nice initiations and jukes with
Shifting Sands. This skill also allows
Azir to be an excellent split pusher, since
Arise!, when cast on a tower, can deal a ton of damage with just one charge. Spam that, and any lane becomes yours.
ACTIVE: Azir dashes to one of his Sand Soldiers, damaging enemies he passes through and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he will stop and gain a shield for 4 seconds.
MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 40% AP)
SHIELD STRENGTH: 60 / 100 / 140 / 180 / 220 (+ 15% bonus health)
COST: 60 MANA COOLDOWN: 19 / 18 / 17 / 16 / 15
This skill is the primary movement tool for
Azir himself. This skill can help you escape ganks, hop over terrain, or even initiate on an opponent while giving you a shield that will be hella strong if you build the items I recommended.
ACTIVE: Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking back and damaging enemies.
MAGIC DAMAGE: 150 / 225 / 300 (+ 60% AP)
When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes. Allies can pass through the wall and gain 20% bonus movement speed when they do. These soldiers cannot be ordered to move or attack.
WALL DURATION: 5 / 6 / 7
WIDTH: 4 / 5 / 6 soldiers
RANGE: 250 COST: 100 MANA COOLDOWN: 140 / 120 / 100
Emperor's Divide is
Azir's game-changer. It is a wall that blocks enemy movement that can be used to separate a team from each other or from your team. You can even force flashes by trapping people at Baron or Dragon. Not to mention that the wall blocks all movement spells that aren't blinks, so
Rocket Jump,
Satchel Charge launches,
Quickdraw, and
Relentless Pursuit are blocked by the 300 Spartan- I mean Sand Soldier wall.


DISC OF THE SUN: Azir places a marker above the ruins of destroyed turrets (both allied and enemy). Once within 400 units of the ruins, Azir can click on the marker to conjure a Sun Disc, which functions like a standard turret but grants Azir any gold it earns. A Sun Disc's health decays over 1 minute and will lose its armor if Azir dies or moves too far away. Azir cannot conjure Sun Discs within the enemy base.
STATIC COOLDOWN: 180 (starting after his Sun Disc perishes)
Will of the Emperor allows



MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 50% AP)
ADDITIONAL DAMAGE: 15 / 22.5 / 30 / 37.5 / 45 (+ 12.5% AP)
RANGE: 800 COST: 70 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6
This skill applies a slow to enemies while re-positioning your soldiers. This can be spammed when you reach 40% CDR, allowing you to cause chaos in teamfights. Always use this to it's maximum effectiveness, but don't place soldiers too far away in case you need to re-position quickly for an escape.

Azir can store up to 2 Sand Soldiers at a time, but there is no hard limit on the number of Sand Soldiers that can be active on the field at once. Sand Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.
If Azir summons a Sand Soldier directly on top of an enemy turret, the soldier will sacrifice itself to deal 80 + (25 × Azir's level) (+ 70% AP) magic damage to the turret.
RANGE: 450 COST: 40 MANA COOLDOWN: 1.5 RECHARGE TIME: 12 / 11 / 10 / 9 / 8
This is






MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 40% AP)
SHIELD STRENGTH: 60 / 100 / 140 / 180 / 220 (+ 15% bonus health)
COST: 60 MANA COOLDOWN: 19 / 18 / 17 / 16 / 15
This skill is the primary movement tool for


MAGIC DAMAGE: 150 / 225 / 300 (+ 60% AP)
When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes. Allies can pass through the wall and gain 20% bonus movement speed when they do. These soldiers cannot be ordered to move or attack.
WALL DURATION: 5 / 6 / 7
WIDTH: 4 / 5 / 6 soldiers
RANGE: 250 COST: 100 MANA COOLDOWN: 140 / 120 / 100






SKILL PRIORITES
>
>
>
Conquering Sands is the very important to max first. It provides great early damage and allows you to zone as often as you would like to very early on. This is excellent for poking in lane and zoning out opponents in skirmishes or teamfights as well. Originally, my own ignorance led me to believe that maxing
Arise! first was the best option.
Arise! must be maxed second, since the ability will have nice base damage scaling by the mid-game. It's damage scales off of
Azir's level, and is not as important as having your re-positioning ability at the lowest possible cooldown early. By mid-game, you should be spamming this ability on towers to utterly decimate them. This is his most important ability, however, since this is needed to use both
Conquering Sands and
Shifting Sands.
Shifting Sands is a nice ability and all, but it provides the least compared to the rest of
Azir's skills. We max this last because it does not do too much damage and is primarily used as an escape tool. The initiation aspect is only to knock someone up or gap-close to set up your ultimate.
Emperor's Divide is
Azir's second most import skill next to
Arise!.
Emperor's Divide is a knock-back stunning wall that prevents enemies from moving within it. This has so many possible uses it's insane. It can save your life by knocking back an all-in attempt, trap enemies under tower, trap enemies at baron or dragon pits, keep enemies out of baron or dragon pits, separate their carries from everyone else, etc. This skill needs to be maxed at level 16 and have points put in whenever possible.























These will be the go to items most of the time when playing













Honorable mentions include











OPTIONAL ITEMS




These items are perfect for being a huge AP threat from the backline. Your soldiers will hit so hard it's unbelievable.
































Laning is very simple with
Azir. Although, people can sometimes go crazy spamming
Arise! in lane. In the early levels, the best option is to conserve your mana by last hitting with
Azir's auto-attacks. Trust me, if you can last hit with the AA's on this guys then you can do it with anyone.
By the time you hit level 3 with
Azir, you need to show them the power of Shurima. Begin to spend 1 charge of
Arise! once in a while to not only farm minions, but to push the lane and harass your opponent. A nice
Arise!-
Conquering Sands-AA combo can deal a good amount of poke damage to your opponent. The most important thing to remember is to always have a charge of
Arise! available to use as a gank escape tool. You can escape most forms of danger with a nice
Arise!-
Shifting Sands combo to run back to the safety of your turret.
Only send out multiple soldiers at once when A. you have a decent mana pool (see
Rod of Ages) and B. you have some CDR (see
Ionian Boots of Lucidity and
Nashor's Tooth) or C. you are about to score a kill with ease.
Remember to COORDINATE WITH YOUR JUNGLER for not only acquisition of Blue Buff, but also in terms of when to go in on ganks.
Azir is very good at initiating ganks with a proper
Arise!-
Shifting Sands Combo. Also, no coordination can lead to not only your death but your jungler's as well. Feeding either your lane opponent or the enemy jungler 2 kills because of miscommunication.
It is also important to COORDINATE WITH YOUR LANES when roaming. you can't just roam down without warning expecting your lane to be ready to respond properly. They need a heads-up before they see their emperor diving head-first into a 2v1 and dying.
REMEMBER TO USE PINGS TO ALERT YOUR ALLIES OF DANGER OR WHO TO FOCUS!!!
REMEMBER TO PINK ONE SIDE OF THE RIVER NEAR DRAGON OR BARON AND ALWAYS BUY VISION WARDS! THEY SAVE LIVES AND RACK UP KILLS!



By the time you hit level 3 with







Only send out multiple soldiers at once when A. you have a decent mana pool (see



Remember to COORDINATE WITH YOUR JUNGLER for not only acquisition of Blue Buff, but also in terms of when to go in on ganks.



It is also important to COORDINATE WITH YOUR LANES when roaming. you can't just roam down without warning expecting your lane to be ready to respond properly. They need a heads-up before they see their emperor diving head-first into a 2v1 and dying.
REMEMBER TO USE PINGS TO ALERT YOUR ALLIES OF DANGER OR WHO TO FOCUS!!!
REMEMBER TO PINK ONE SIDE OF THE RIVER NEAR DRAGON OR BARON AND ALWAYS BUY VISION WARDS! THEY SAVE LIVES AND RACK UP KILLS!
In teamfights, positioning with
Azir is key. You need to be able to stay far enough away to chip away at enemy champions with your soldiers, using
Conquering Sands as often as possible to maximize the damage. When an opportunity arises, coordinate with your teammates to set up a dive on the enemy back-line. Set up
Conquering Sands so you can use
Shifting Sands as a gap-closer to dive, and hopefully knock-up, the biggest threat. Once you close the distance, use
Emperor's Divide to knock-back any enemy resistance and start spamming
Arise! to secure the kill. Once this is done, just regroup and clean-up.
If you are losing, however, be sure to try and kite the advancing enemy force with
Conquering Sands as much as possible. If they have a good dive comp, try to stay further away from your allies so that you aren't caught in much when the enemy dives in. Use
Emperor's Divide to halt their assault and hopefully allow you and your allies to pick up a kill or two to turn the fight around. Use
Shifting Sands as another form of peel to protect whomever is currently the M.V.P. of your team atm.






If you are losing, however, be sure to try and kite the advancing enemy force with




CHOOSE AND PLAY THE BUILD YOU THINK IS BEST FOR YOU.
Don't agree with me? That's perfectly fine. I know my personal favorite build is a little unorthodox now, but that's why I put in the more general build. Choose which one is best for you and your playstyle.
As for the guide itself please leave whatever feedback you can to help me improve, or just say whether or not you agree with my guide. I'm not that great at setting things up, so if you have any advice on how make this guide look better, please let me know. This is my first guide, so please be gentle haha. Also, as I said before, please don't let my rank affect your judgement too much about the guide. Thanks for reading and have a wonderful day! :D
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