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Azir Build Guide by BAD PLAYER 2

AP Carry [BP2 Challenger Guide] Wanna learn AZIR? Click here [6.13]

AP Carry [BP2 Challenger Guide] Wanna learn AZIR? Click here [6.13]

Updated on June 29, 2016
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League of Legends Build Guide Author BAD PLAYER 2 Build Guide By BAD PLAYER 2 6 0 121,472 Views 3 Comments
6 0 121,472 Views 3 Comments League of Legends Build Guide Author BAD PLAYER 2 Azir Build Guide By BAD PLAYER 2 Updated on June 29, 2016
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Introduction - What is this guide?

This guide will tell you everything you need to know about Azir– from mentality to mechanics. Let's get started.
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Mentality - What is Azir and what is his role in a team?

If you have scrolled down this far, chances are you probably are someone who wants to know more then just itemization. Even if you don't, I highly recommend reading on as the following information is what separates good Azir players from those making the next highlight reals.

"The unworthy have no place in history." - Azir


Azir, the Emperor of the Sands, requires a rather unique play style to be piloted effectively. Unlike most mages that rely on quick bursts of focused or aoe damage, Azir commands soldiers to operate within a zone of control to deal with foes for him over time. This does not mean that Azir is unable to burst down priority targets- farm from that in fact- but that Azir can output more damage in a extended period of time than any other champion in the game. This fact is essential to understanding how to pilot Azir. The longer you can actively stay engage in a battle, the more you can take advantage of Azir's strength. Once you fully grasp this mentality then you can view his abilities, rather than simply sources of damage or cc, as tools/resources to stay in the fight, Knowing how to maximize the potential of these resources at your disposal is the key to being the best pilot of Azir.
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Abilities - What tools does Azir have?

(W) Arise! [ Range: 450/800 ] [Cost: 40 Mana + 1 soldier]
- permanently grants 20/30/40/50/60% bonus attack speed
- each additional soldier beyond the first deals 25%damage
- considered AOE ability and deals magic damage

The bonus attack speed is why you max this ability second. The reason you don't get Nash is that soldiers do NOT apply on-hit affects due to being coded as an AOE ability.

(Q) Conquering Sands [ Range: 875 ] [ Cost: 70 mana ]
- Deals 65/85/105/125/145[/color] (+%50 AP) magic damage
- Slows 25% for 1 second
- ]-> RESETS AUTO ATTACK TIMER <-

Use this to reposition soldiers. Keep in mind: soldiers are primary damage output. Conquering sands is primarily a way to keep soldiers dealing that damage throughout the fight.

(E) Shifting Sands [ Range: 1100 ] [ Cost: 60 mana ]
- Deals 60/90/120/150/180 + 40% AP) Magic Damage
- Enemy Champion contact gives 80/120/160/200/240 (+15% bonus health) for 4 seconds

Just please try to think of this ability as away-from-enemy-champion-only dash. Too often, players try and dash in for extra-damage or shield only to completely lose Azir's range advantage. Azir's weakness is gap-closing assassins *coughfizzleblanccough*- don't make it easier for them.

(R) Emperor's Divide [ Range: 250 ] [ Cost: 100 mana ]
- Deals 150/225/300 (+60% AP)
- Width 4/5/6 soldiers
- Starts from behind Azir, knocks up, and prevents dashes- lasts for 3 seconds

Again, please don't do the Shurima Shuffle until you have enough experience to know when it is okay to die in the middle of the enemy team before dealing any teamfight damage. Besides that, use this to literally divide yourself from your enemies to remain as far removed from the fight as possible while still pumping out damage with your soldiers.
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Runes - Runes of Shurima

Marks -> 9x Mark of Attack Speed
- With Nashor's tooth no longer being in the standard build, attack speed runes are more appropriate and give greater damage then Mark of Magic Pen.

Seals -> 9X Seal of Scaling Health
- Pretty standard here and works with health scaling on Shifting Sands. Scaling armour is not needed as armour is easily fit into Azir's build.

Glyphs -> 9x Glyph of Magic Resist
- Up front magic resist is very powerful against opposing AP laners.

Quints -> 3x Quint of Ability Power
- I disagree with all the cute ways people try to stray away from the best quints for Azir. If you want to go scaling CDR runes and play like a pansy early game- be my guest- but these will help you dominate the laning phase like an experienced Azir should.
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Mastery Tree- The Oasis

Ferocity: 12
T1 - Ability damage better then attack speed
T2 - Feast is great sustain
T3 - Soldiers are considered multi-target and do not apply lifesteal so natural talent is the way to go.
T4 - Oppressor works off of q/r and once you get RCS.

Cunning: 18
T1 - The reason why savagery is the right choice is that it allows you to last it sooner as well as under turret.
T2 - Biscuits are lame, 2% more damage in lane isn't.
T3 - The other one is for supports.
T4 - Again, other one is for supports.
T5 - cdr is better hands down
Keystone - Thunder is great in lane when you want to go in for harrass. Q-A-A is easy to pull off. Towards mid/late it does a nice load of damage.
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Laning Phase

Varies based on matchup, but generally there are two laning playstyles.

1. Push and Punish


Position soldiers to push the lane, making your opponent miss cs under turret.
- Denies CS -> early game lead
- Vulnerable to ganks

2. Farm and Ward off


Position soldiers to cs and prevent enemy harass.
- Very safe
- Miss opportunity to bully laner.

With both playstyles, you want to use your high range and zone control with soldiers to punish the opposing laner as they walk up to cs/harrass. Use q-a-a whenever thunderlord is off cd for solid trades.
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Mid Game

Look for fights in chokes to take advantage of soldiers. If there are few roaming/team objective opportunities, sit back, grab a snack, slay the side jungle camps along with the lane minions, and scale up. Azir is one of the strongest 6 item champions in the game- going even is often getting ahead in the long run.

No matter what, you need patience with Azir. Rarely is it the case where you can pull off too many flashy solo-plays. Even as an experienced Azir player, being overzealous has cost me too many possible wins. Azir is one of those champs that is sort-of broken when ahead, but very weak when behind. Always aim for going even over taking risks that would put you further behind.
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End Game

In the endgame, where the entire enemy team wants to sit on your face, it is vital you use every single tool at Azir's disposal to stay out of harm's way and contribute to the fight.

-> DO NOT SHURIMA SHUFFLE ENGAGE AT THIS STAGE <-

I don't care how good you are or how great your team is, going for a high-risk play with 50sec+ death timers is stupid. Don't try to emulate pro plays until you are in the LCS. Late game is when your e becomes "can't be targeted towards enemy champions". 999/1000 the flashy play will not work out and you will make you and your teammates angry. Please, I talk from unfortunate experience. Thank you.
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Matchups

TBD
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Summary

TBD
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Further Learning

TBD
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League of Legends Champions:

Teamfight Tactics Guide