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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Zed
Zed can trade evenly with Azir and all-in much better that Azir can all in Zed. Zed can also W as well as Ult over Azir's ult wall. Zed can also dodge Azir's ultimate with his ultimate. Overall very hard lane.
Introduction

Pros
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+ Very high damage mid-late game + Safe laning + Exceptional in teamfights + High skill cap + Long range |
Due to his long range and good mobility, Azir has a very safe laning phase. Once he has completed 1-2 items his damage skyrockets, and late game he is able to 2-3 shot enemy carries from a safe distance. With his long range and AOE skills he excels in team fights, especially with his ultimate that can separate the front and back lines. His kit also allows him to initiate fights in a way similar to Lee Sin which can be very useful. Along with all of this, Azir has a very high skill cap which can allow flashy outplays and hard carrying. |
Cons
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- Difficult to master - Awful early attack speed - Difficult to play against assassins - Hard to CS without using skills. |
While having a high skill cap is good, it can also be bad for players just starting to play Azir. He can be very hard to master which may frustrate some players. His early attack speed is quite awful which can make farming hard in the early game. You might be able to farm with your soldiers but this may drain your mana fast if you are using them to last hit every minion. Many assassins such as ![]() ![]() ![]() |
VS AD
Magic Penetration marks allow for great early game damage especially when matched with




VS AP
When against an AP laner or AP team, simply switch out the Flat Armor Seals for Scaling Health and switch out the Scaling CDR Glyphs for Flat Magic Resist. Scaling Health seals are very useful on Azir because the shield from



Shurima's Legacy(Passive)
Azir's passive gives him 1.25% attack speed for every 1% cooldown reduction that he has. This is why cooldown reduction is so important on him, and why



Azir's passive also allows him to create a temporary tower from destroyed ally or enemy turrets(excluding enemy inhibitor and nexus turrets). These turrets are stronger than normal turrets and are able to get farm and kills for Azir so it's always great to fight under these turrets. If you are trying to siege against the enemy team it's helpful to create a tower directly behind the one that you are trying to siege. This gives your team a place to fight and discourages the enemy team from trying to flanking you. If the enemy team is trying to siege against you then create a tower in front of the one that they're trying ot siege to slow their efforts.
//Note: I recommend you start from Azir's W ability, because it will make the other abilities make much more sense.

Conquering Sands(Q)
Azir's Q sends all existing soldiers to the location of the player's mouse, damaging and slowing all enemies hit. This is Azir's main damaging ability which is why I recommend maxing it first.
Conquering Sands is very useful for harassing the enemy in the laning phase. It's large range makes Azir an astounding lane bully. A common combo for harassing with Azir's Q is:
(W)



Arise!(W)
Azir creates a Sand Soldier at the target location. Note that no other skills can be used unless a Sand Soldier exists. Once Azir summons a Sand Soldier, he will attack through the sand soldier rather than through his own auto attacks. Keep in mind that the sand soldier will only attack if Azir is in a certain range of them, otherwise he will use his own auto attacks.
The sand soldiers' auto attacks pierce through enemies giving Azir great AOE damage and wave clear. Sand soldiers will disappear after a short amount of time or if Azir walks out of range of them. Azir also passively stores sand soldiers as charges similar to Corki's ult or Akali's ult.
Azir's soldiers will disappear quicker under towers and cannot attack towers. This is to prevent killing towers from over walls. Instead, Azir is able to deal a large amount of damage to towers if he uses his W on the tower. This along with his great wave clear makes Azir an excellent pusher. //Important: A sand soldier will not be summoned if you use your W on a tower, so make sure you have an extra stored sand soldier while using W on towers, to make sure that you are able to escape with W--> E.

Shifting Sands(E)
Azir dashes to one of his sand soldiers and knocks up the first enemy champion that he collides with. Upon collision not only does Azir briefly knock up the enemy but he shield himself for 15% of his bonus health. This allows him to soak up quite a bit of damage and trade very well in lane. Since his shield scales off of bonus health it is very efficient to build health items such as





In some cases, the enemy is too far for you to reach your Q behind them. In this situation you can use a different combo. Keep in mind that this combo is very difficult and will take time to master. In this combo you will use your W to place a sand soldier and then retreat a few steps backwards, enough to make the enemy feel safe. Then E towards that soldier but before you reach the soldier, position your mouse behind the enemy champion and press Q. This will send the sand soldier AND you towards the target location which is behind the enemy.

Emperor's Divide(R)
Azir creates a wall of immovable sand soldiers in front of himself, knocking up, pushing back, and damaging all enemies it hits. Enemies cannot pass through the wall nor jump over or dash through the wall. Allies that pass through the wall gain movement speed as well. Azir's ult is a high damage spell so it is very useful for killing an enemy is lane.
Keep in mind that it knock people back so it is very useful if you can knock the enemy back towards your tower or an ally champion. In this way, it is very similar to

Azir's ultimate is also very useful in team fights as it can separate the enemy front line from the enemy back line. It can also be used to peel for your own carries by blocking the enemies from reaching your back line.
Start
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First Buy Options
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The main reason why you should buy ![]() |
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Pick up ![]() ![]() ![]() ![]() |
Build Sequence
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You should complete tier two boots after your first completed item. ![]() ![]() ![]() |
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Consider
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You should already have enough magic penetration from Liandry's Torment and your Marks of Magic Penetration, so ![]() |
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If you are against an AP laner and are forced to use Glyphs of Flat Magic Resist opposed to Glyphs of Scaling CDR, you will not have 40% CDR by level 18. In order to make up for this lack of CDR I recommend that you buy a second Morellonomicon. You may be thinking that buying two of the same item is ridiculous and won't be very useful. Well, in this case, all stats from Morellonomicon ,aside from the unique passive, will be given to you. The stats of Morellonomicon are EXTREMELY cost efficient so this is not a bad choice whatsoever (to be precise, Morellonomicon is about 150% gold efficient whereas ![]() |
Many people argue that

Along with this, having more AP over more attack speed means that your skills will do substantially more damage because of the AP scaling which is very useful, especially with your ULT damage.
Buying Nashor's Tooth on Azir is also not gold efficient because Azir cannot utilize the passive of Nashor's Tooth (because Azirs' soldiers' auto attacks don't apply on-hit effects). Overall, Morellonomicon is a much better item on Azir compared to Nashor's Tooth, so I advise against buying it.

Not only is the burn very efficient on Azir because of his ability to poke from long range, but that burn is doubled with this very low cooldown slow.
Along with that, the main reason for buying Liandry's Torment over Void Staff is because of the fact that Azir benefits from the health from Liandry's Torment (because the shield from his Shifting Sands scales off of extra health).
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(Easy) Leblanc's kill potential stems mainly from her ![]() ![]() Be careful as she can still harass you out of lane and use ![]() |
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(Easy) Yasuo cannot block any of Azir's abilities with his ![]() Laning is simple against him but, as you would do as any champion, play passive when he has his third ![]() Keep in mind that he cannot use his ![]() |
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(Even) Laning against Katarina is straight forward; poke her with your Sand Soldiers and ![]() ![]() ![]() Keep in mind that Katarina can Shunpo across your ultimate so it's best to save it for interrupting her ![]() ![]() |
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(Difficult) Ahri has a very long range just as you do so it will be difficult to out-harass her in lane with her ![]() ![]() You can possibly place and sand soldier and then move back and CS from a distance with your soldier, or you can Summon a Sand Soldier and use ![]() The only outplay potential you have is using your ultimate to prevent her from using ![]() ![]() ![]() |
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(Dangerous) Fizz is a difficult match up due to the fact that he can go over your ultimate with his ![]() You may have a chance to win in this lane if you take an early advantage which may be difficult because his early damage is nothing to laugh at either. Try to safely harass him the best you can and call for a jungle gank. When fighting Fizz, try to avoid his ultimate to the best of your ability using ![]() ![]() ![]() ![]() ![]() |
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(Dangerous) Orianna can poke and harass Azir in lane very easily with ![]() ![]() ![]() ![]() There is no possible counterplay with Azir's ultimate, because Orianna can simply stay on the other side of the wall and damage you without having to come over. The best way to out play her is by dodging her ultimate, either with ![]() |
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(Dangerous) Zed ,although melee, can farm fairly safely and efficiently in lane with his ![]() Zed's high mobility makes it difficult to attack him with your Sand Soldiers. What's even more frustrating is that both his ![]() ![]() Zed out-scales and out-damages Azir in the late game, and can easily all in you in lane, making this matchup incredibly hard. //IMPORTANT: Rush ![]() |
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I hope this guide helps you get better at ![]() |
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