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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
My name is YoureDown, and I've decided to try out making a build for the champion Azir.
I've played some games with him, and I think I got the hang of him.
This build is an AP/AS build, and can achieve around 600 magic damage per soldier attack (up to 900 damage per attack with 3) with an attack speed of 1.2.
Abbreviations:
AP - Ability Power
CDR - Cooldown Reduction
AA - Auto Attack (mostly soldier attacks though)
AS - Attack Speed
The standard spell choice. It will save your life or secure you a kill.
A good spell for securing kills or reducing self healing.
Flash can be replaced with Ghost if you don;t have it or if you just really love ghost. I dont recommend though.
Ignite can be replaced with Exhaust for a little more survivability which is welcome on Azir.
A good spell for securing kills or reducing self healing.
Flash can be replaced with Ghost if you don;t have it or if you just really love ghost. I dont recommend though.
Ignite can be replaced with Exhaust for a little more survivability which is welcome on Azir.
Shurima's Legacy: This passive has 2 passives, or rather a passive and a 'semi-active'. First passive grants Azir +1.25AS for each CDR. This means that Azir can get ridiculously high AS for an AP champion.
The 'semi-active' ability can summon a sun disk turret on the remains of a destroyed turret, except for enemy inhibitor and nexus turrets. Kills by the sun disk give Azir XP and gold. This can be used to lock the enemy team inside their base by taking an inner turret, guarding your team during a siege on the enemy base, give teamfights extra damage, help defend your base, and so on and so forth.
Conquering Sands: Azir sends all of his soldiers towards a location (with a max distance from Azir), dealing damage and slowing the target for 1 second. This is your bread and butter ability. lots of damage and a good slow. Do remember that each extra soldier beyond 1 adds just 25% damage instead of doubling it.
Arise!: Azir summons a sand soldier that lasts for several seconds, when a soldier is summoned, and azir attacks a target inside the soldiers range, the soldier will attack instead. The soldiers' AS is the same as yours, and their damage is based on your AP. The soldiers are non targetable and don't exist as far as attacking them goes.
Shifting Sands: Azir dashes to one of his soldiers, dealing magic damage to enemies he passes through and knocking them up for 0.5 seconds. If Azir hits a champion, he will be shielded from damage for 4 seconds and stop. This skill can be really useful for initiating fights, running away, or dealing extra damage. IMPORTANT: aim at the soldier with your cursor when using this, as otherwise this is unreliable.
Emperor's Divide: Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies. This ult can be really usefull when running away, during team fights, splitting the enemy team, or just to safeguard yourself from damage that could have hit you.
The 'semi-active' ability can summon a sun disk turret on the remains of a destroyed turret, except for enemy inhibitor and nexus turrets. Kills by the sun disk give Azir XP and gold. This can be used to lock the enemy team inside their base by taking an inner turret, guarding your team during a siege on the enemy base, give teamfights extra damage, help defend your base, and so on and so forth.
Conquering Sands: Azir sends all of his soldiers towards a location (with a max distance from Azir), dealing damage and slowing the target for 1 second. This is your bread and butter ability. lots of damage and a good slow. Do remember that each extra soldier beyond 1 adds just 25% damage instead of doubling it.
Arise!: Azir summons a sand soldier that lasts for several seconds, when a soldier is summoned, and azir attacks a target inside the soldiers range, the soldier will attack instead. The soldiers' AS is the same as yours, and their damage is based on your AP. The soldiers are non targetable and don't exist as far as attacking them goes.
Shifting Sands: Azir dashes to one of his soldiers, dealing magic damage to enemies he passes through and knocking them up for 0.5 seconds. If Azir hits a champion, he will be shielded from damage for 4 seconds and stop. This skill can be really useful for initiating fights, running away, or dealing extra damage. IMPORTANT: aim at the soldier with your cursor when using this, as otherwise this is unreliable.
Emperor's Divide: Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies. This ult can be really usefull when running away, during team fights, splitting the enemy team, or just to safeguard yourself from damage that could have hit you.
Starting items: regular AP mid starting items.
Rushing Rod of Ages: Rod of Ages is a great item, the sooner you can get it, the better.
Nashor's Tooth: 60 AP + 50 AS + 20 CDR (+25 AS bonus from passive) + unique passive = AWESOME
Rabadon's Deathcap: More AP means more damage with your soldiers. that +30% AP will be great towards the end game with more AP items.
Rushing Rod of Ages: Rod of Ages is a great item, the sooner you can get it, the better.
Nashor's Tooth: 60 AP + 50 AS + 20 CDR (+25 AS bonus from passive) + unique passive = AWESOME
Rabadon's Deathcap: More AP means more damage with your soldiers. that +30% AP will be great towards the end game with more AP items.
>
>
>
Your standard greedy sequence. Total damage: 1 AA + Shifting Sands + 2 AA + Conquering Sands = 788+261%AP = A LOT
>
An escape sequence. Use W to place a soldier where you want to jump to, then press E (IMPORTANT aim at the soldier when pressing E or it won't be reliable)
> >
A more defensive sequence, you stay in place while you send both your soldiers to attack. You can use Arise! a bit before you get in range of your Conquering Sands so that the enemy champion won't run away immediately.
> > > >
This sequence is safer than you think against melee champions. You do the greedy sequence but you drop in the ultimate to block the enemy champions from attacking you back, and also dealing some more damage that can get them killed. Use at your own risk against mages or marksmen.
Your standard greedy sequence. Total damage: 1 AA + Shifting Sands + 2 AA + Conquering Sands = 788+261%AP = A LOT
>
An escape sequence. Use W to place a soldier where you want to jump to, then press E (IMPORTANT aim at the soldier when pressing E or it won't be reliable)
> >
A more defensive sequence, you stay in place while you send both your soldiers to attack. You can use Arise! a bit before you get in range of your Conquering Sands so that the enemy champion won't run away immediately.
> > > >
This sequence is safer than you think against melee champions. You do the greedy sequence but you drop in the ultimate to block the enemy champions from attacking you back, and also dealing some more damage that can get them killed. Use at your own risk against mages or marksmen.
In summary, Azir is a very potent AP champion, able of absolute destruction and death, but if he is caught off guard, or has his skills evaded, he can be in big trouble.
Azir is a very very fun champion to play, but does require a high skill level, and has a steep learning curve.
I hope you found this guide useful and that you find Azir as fun and strong as I find him.
-YoureDown
Azir is a very very fun champion to play, but does require a high skill level, and has a steep learning curve.
I hope you found this guide useful and that you find Azir as fun and strong as I find him.
-YoureDown
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