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Choose Champion Build:
-
Sol Invictus
-
Rylai build
-
Against heavy ap (defensive)
-
For highly advanced Azir playe
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction



I recommend checking out my team's Youtube page, because it's of full valuable LoL contest (montages, guides, high elo matches with commentary and more).
Team Youtube: here
Team Website: here
Why Azir?
First I have to say, ![]() ![]() |
I created a tutorial video for

To show you what

I also made a second

Well, here's one more compilation:
This compilation summaries season 5, its longer than all montages I made before :)
|
|
As you could have noticed there are 3 builds to choose from when you decide what to get during the match. Each of them has their uses and is better against certain opponents/team comps. All of these builds use the same runes and masteries.
In the match up section (at the beginning of the guide when you choose build 1) you can see my descriptions of match ups against certain lane opponents. For each of them I have also written which build is preferable against them.
Here's also a short description of each build that you can choose:
Build 1 (the
Morellonomicon build):
- We choose to get
Morellonomicon as our first item, in comparison to getting
Nashor's Tooth first we trade attack speed for a bit more ap, a lot of mana, and grievous wounds passive
-
Lost Chapter is an excellent early game option for laning phase, probably one of the strongest possible, it lets us never run out of mana and also gives us a good bit of ap.
-
Morellonomicon is easier to get than
Nashor's Tooth, because we don't have to get additional
Doran's Rings to not run out of mana. It's also 300 gold cheaper.
- Additionally we get
Nashor's Tooth after getting
Morellonomicon which means that we don't need to get any cdr from runes, which means that we can get ap on quints, giving us better early game.
- However in this build we are locking away our options of getting cost effective defensive magic resistance items like
Mercury's Treads or
Abyssal Mask. That means that if we want to get any magic resistance in this build we will have to wait till late game because we can't delay our core damage items like that or we will have to only buy basic items during mid game like
Negatron Cloak and later upgrade them or replace them.
- Overall this build is very good for balanced early game with good transition into mid game and late game. With
Morellonomicon we deal a lot of damage (100 ap is a lot) despite having a bit delayed attack speed boost. We also fix all mana problems we could ever have.
We are however a bit squishy so take it over build 2 only if you don't need the bonus hp/slow.
Build 2 (the
Nashor's Tooth build):
- We get
Nashor's Tooth as our first item in order to instantly get the best possible dps. However we have a bit less ap compared to
Morellonomicon and we might have trouble with running out of mana so with this build you might find yourself oom in extended fights and recalling back to base quite often.
- If you need to get your dps as high as possible in order to deal with your opponent this is the way to go, it's also good if you want to take objectives as soon as possible because of the bonus attack speed.
- It's the best build to go with if the enemy team has a lot of tanks that you have to deal with.
Build 3 (the
Abyssal Mask build):
- We get
Abyssal Mask as our first item in order to be able to fight with our midlane opponent. It's very good for close range combat because of the aura. It's also really good against heavy ap opponents that otherwise would be able to defeat us without any problems by simply oneshoting us.
- This build isn't very good for maximizing your dps because in teamfights you should be trying to be as far as possible from your opponents, meaning that your target might very often be outside of
Abyssal Mask's aura range. However it's much better to get defensive items and not die than to get better dps-wise items and die.
- After getting
Abyssal Mask we try to get as much damage as possible with
Berserker's Greaves +
Fiendish Codex so we can cap our cooldown reduction.
In the match up section (at the beginning of the guide when you choose build 1) you can see my descriptions of match ups against certain lane opponents. For each of them I have also written which build is preferable against them.
Here's also a short description of each build that you can choose:
Build 1 (the

- We choose to get


-

-



- Additionally we get


- However in this build we are locking away our options of getting cost effective defensive magic resistance items like



- Overall this build is very good for balanced early game with good transition into mid game and late game. With

We are however a bit squishy so take it over build 2 only if you don't need the bonus hp/slow.
Build 2 (the

- We get


- If you need to get your dps as high as possible in order to deal with your opponent this is the way to go, it's also good if you want to take objectives as soon as possible because of the bonus attack speed.
- It's the best build to go with if the enemy team has a lot of tanks that you have to deal with.
Build 3 (the

- We get

- This build isn't very good for maximizing your dps because in teamfights you should be trying to be as far as possible from your opponents, meaning that your target might very often be outside of

- After getting



My runes for
Azir:

Let me explain this setting of runes:
Greater Mark of Attack Speed x9 - I've done some math and it looks like
Greater Mark of Magic Penetration gives more damage than
Greater Mark of Attack Speed on
Azir IF we are counting after like minute 20 and late game. However attack speed on marks lets us push our lane waaaaaay faster early which is VERY important and lets us control the lane way easier. On top of that attack speed is better for taking objectives because magic pen doesn't increase your damage against minions.
Greater Seal of Scaling Health x9 - Because we don't get any hp from our core items (at least in build 1 and 3/4) those seals will give us nice boost to survivablity, they are now better than armor seals because of nerfs to lethality.
FOR BUILD 1:
Greater Glyph of Scaling Magic Resist x9 - Unfortunately in this build you also wont get much magic resist other than
Mercury's Treads and you need to survive magic damage through the entire game. The +9 MR can help you greatly in mitigating some magic penetration of your opponents just so you wont actually be hit as if you had 0 MR.
Greater Quintessence of Ability Power x3 - I recently started running some early ap on
Azir and found out that it can be really great on him. I like to compare those quints to
Greater Quintessence of Attack Damage. The mentioned quint gives 2.25 boost to AD while this quint gives roughly 5 AP which after scaling means bonus 3 damage for our soldiers AND also all other abilities, making it very beneficial. Great for early trades, pushing. Recommended.
FOR BUILD 2/3/4:
Greater Glyph of Scaling Cooldown Reduction x6 - The main point of those is to allow us to build other boots than
Ionian Boots of Lucidity and still get 45% cdr. Since patch 5.14 having maxed out cdr isn't so important anymore on
Azir but having 30% cdr or more is very useful anyway. I decided that it is not worth to get x9 scaling MR glyphs because, after all, getting some early game damage (quints) on
Azir can be very beneficial. I really recommend running cdr runes in the mentioned builds (2/3/4) as it is a very good stat to max on
Azir.
Greater Quintessence of Scaling Cooldown Reduction x2 - Just to hit 45% cdr, same reasoning as for
Greater Glyph of Scaling Cooldown Reduction.
Greater Quintessence of Ability Power x1 - I recently started running some early ap on
Azir and found out that it can be really great on him. I like to compare those quints to
Greater Quintessence of Attack Damage. The mentioned quint gives 2.25 boost to AD while this quint gives roughly 5 ap which after scaling means bonus 3 damage for our soldiers AND also all other abilities, making it very beneficial. Great for early trades, pushing. Recommended.
We get scaling runes instead of instant effect runes on builds 2/3/4 because
Azir's early game isn't that great and we want to play passively and constantly push the lane or freeze it rather than duel our opponent. Having said that it doesn't mean that you shouldn't poke your opponent when you have occasion to do so, nothing like that. I encourage you to try to use every GOOD chance you have to harass your enemy. You just shouldn't prioritize it over getting farm. Also for example don't try to attack your opponent in early game if they could retaliate easily or if you would have aggro'ed a lot of minions which would make the trade not beneficial for you.
One more note: If you are facing an AD opponent on your lane against which you doubt you could survive easily before level 6, feel free to get
Greater Seal of Armor instead of
Greater Seal of Scaling Health.


Let me explain this setting of runes:





FOR BUILD 1:





FOR BUILD 2/3/4:










We get scaling runes instead of instant effect runes on builds 2/3/4 because

One more note: If you are facing an AD opponent on your lane against which you doubt you could survive easily before level 6, feel free to get


I've done some math and I've come to a interesting conclusion. Assuming that we have capped 40% cdr:
-
Precision is superior to
Intelligence
if we have level 18 and our target has 32 base magic resistance or less.
-However,
Intelligence
is far more superior to
Precision if our target has more than 36 magic resistance. Most likely by level 18 most players will have more than 40 magic resistance, making
Intelligence
a better mastery. It also theoretically allows us to have 4 soldiers at once on the battlefield.
-
Piercing Thoughts
is inferior to both of masteries listed above, as it will never give us more damage than additional 5% cdr, even if our target has over 500 magic resistance.
-
Feast is an extremely good mastery right now and unlike
Double Edged Sword
it will never backfire us, making it a better choice on
Azir imo.
- Summing this up, I think it will be best to go for 12/18/0 masteries setting with
Intelligence
over
Precision and
Thunderlord's Decree
.
-


-However,



-

-



- Summing this up, I think it will be best to go for 12/18/0 masteries setting with



Let me explain my choice of spells:
![]() Exhaust |
You may be wondering why would you take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Flash |
Not a lot to speak about here, ![]() ![]() ![]() |
Shurima's Legacy

PASSIVE
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.
The turret is a very useful ability when used correctly. It's damage doesn't scale with your ap but it still can hit really hard, surprising your opponents. It's cd is 180 seconds and starts after the turret is destroyed. Also this value is not reduced by cdr so just make sure to not waste your turret on stupid stuff.
TIPS&TRICKS

Conquering Sands

Your "Q"
Azir orders all Sand Soldiers to rush toward the target location, dealing 65 / 85 / 105 / 125 / 145 (+50% of ability power) magic damage and slowing all enemies they pass through by 25% for 1 second. The slow stacks additively.
This spell is mainly used for moving your soldiers and slowing down your opponents. We max it first because it will grant you some much needed damage for early fights and also reduce it's cd, making it easier to move your soldier through the battlefield. Also keep in mind to not spam this too much because you mana will drop very quickly if you do this. More in Tips&Tricks.
TIPS&TRICKS

Arise!

Your "W"
Passive: Azir gains 20 / 30 / 40 / 50 / 60% attack speed.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 (+60% of ability power) 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 (recharge time: 12 / 11 / 10 / 9 / 8 seconds), 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.
Your main skill which allows you to create your soldiers. Notice that
Arise! has the biggest ap scaling out of all
Azir's abilities. Now notice that this damage is dealt every time your soldier base attacks. So basically the cd for this damage is your attack speed. This is the main reason for why attack speed is very valuable statistic for
Azir. However there is only one viable item with both ap and attack speed,
Nashor's Tooth. The DPS increase with it is REALLY noticeable in late game if we are trying to dps down a tank, however it's not really needed when the enemy team is squishy because we get a lot of attack speed just from our passive on W. We max this ability second because the reduce of it's cd is very important and noticeable during fights and we gain more attack speed. Making the windows of time when you cannot attack with your soldiers as short as possible is one of the most important part of
Azir gameplay. Having said that it's still not worth maxing before Q so just don't do it. For more concrete usage of this skill, check Tips&Tricks





TIPS&TRICKS

Shifting Sands

Your "E"
Azir dashes to one of his Sand Soldiers, dealing 60 / 90 / 120 / 150 / 180 (+40% of ability power) magic damage to enemies he passes through. If Azir hits an enemy champion, he will stop and gain a shield which absorbs 80 / 120 / 160 / 200 / 240 (+ 15% bonus health) damage for 4 seconds.
This skill is usually what differs good
Azirs from bad ones. The main point is that this skill should be used mainly for utility not damage. That's why we max it last. It's important to not waste it on stupid stuff because you are not able to escape easily without it. I've seen many
Azirs spamming this spell to get in the center of fight and that's the worst think you could do. Unless you want to cast your
Emperor's Divide to peel for someone or insec somebody, you should ALWAYS be on the back of your team and attack with your soldiers, who are the biggest source of your damage because you are supposed to be the carry of the team. Unless you are soloing someone or chasing. If that happens feel free to cast this ability to close the gaps or do extra damage. Just don't do that in teamfights. More in Tips&Tricks.



TIPS&TRICKS

Emperor's Divide

Your "R"
Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking enemies back and dealing 150 / 225 / 300 (+60% of ability power) magic damage to them.When the soldiers finish their charge, they stand as a wall for 3 seconds, blocking enemy champion movement and dashes. Allies can pass through the wall. These soldiers cannot be ordered to move or attack.
This ultimate is different from most midlaners' ults because this one doesn't increase your nuke/damage potential and has quite low base damage. The main point is to use this ability for kiting, peeling, escaping and eventually pushing your enemies toward your team or turret. Don't use it just for damage unless you really need it to finish off your opponent. Remember that
Emperor's Divide will also block all kind of dashes and jumps BUT NOT BLINKS AND FLASHES and will also increase movement speed of your team. More in Tips&Tricks.

TIPS&TRICKS

So first, what does
Azir need to be effective?
He's an ap carry with great ap scaling on soldier's damage, needs some cdr to cast soldiers as often as possible, magic pen, attack speed for soldiers, some sort of mana sustain (if you play correctly
Azir isn't very mana hungry) and hp, armor, magic resist for defense.
So what is actually worth building first and how much of what to get?
Now let's move to the explanation of items:
Let's cover mana sustain first. There are few options worth considering:
We must also consider attack speed in our
Azir build.
So with our early core items we will get mana sustain (build 1: hp, attack speed), good amount of cdr and on top of that around 100 ap which isn't bad really. So it's time to really start hitting your enemies hard with our real damage core:
Now it's time to talk about boots that you could get if you don't buy
Berserker's Greaves:
Let's discuss other great items that we can get after damage core:

He's an ap carry with great ap scaling on soldier's damage, needs some cdr to cast soldiers as often as possible, magic pen, attack speed for soldiers, some sort of mana sustain (if you play correctly

So what is actually worth building first and how much of what to get?
Now let's move to the explanation of items:
Let's cover mana sustain first. There are few options worth considering:
![]() |
So this item grants us a good amount of mana, 20% cdr and 100 ap + sometimes useful passive. And it costs only 2900 gold. So the stats for the money are actually quite good and while it's replaceable with ![]() |
![]() |
Strong item, grants pretty much infinite mana and a lot of ap on top of a useful active. So why not get it on ![]() ![]() |
![]() |
This item grants us just as much mana as we need, large amount of hp and reasonable 100 ap. Don't forget about the passive which gives quite a bit of extra sustain during laning phase and also later in the game. With it we can farm all day till we get other items and fight our opponents effectively. Also we will we able to resist attacks much easier because fully stacked 480 bonus hp is really a lot. We don't get this item because ![]() ![]() ![]() |
![]() |
This small, cheap item provides us much more stats than one would think. If you get 2 ![]() ![]() ![]() ![]() |
We must also consider attack speed in our

![]() |
This is the most popular item that ![]() ![]() ![]() ![]() |
![]() |
With the recent buffs to this item it actually became an incredibly good way of increasing your attack speed in a cost efficient way. We pay only 800 gold to upgrade our boots to this and we get 35% attack speed + even more movement speed. Let's compare it to ![]() ![]() ![]() |
So with our early core items we will get mana sustain (build 1: hp, attack speed), good amount of cdr and on top of that around 100 ap which isn't bad really. So it's time to really start hitting your enemies hard with our real damage core:
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Every time I see a full build ap carry without ![]() ![]() ![]() ![]() |
Now it's time to talk about boots that you could get if you don't buy

![]() |
So as it was stated before this build doesn't grant you much magic resist and as long as they hit you at all with it you will need some. Also tenacity from this item is just pure greatness, it will make you survive stuff like ![]() |
![]() |
Classic ap carry boots, it is better to get those than ![]() |
Let's discuss other great items that we can get after damage core:
![]() |
Since patch 5.13 this item became really great on ![]() ![]() |
![]() |
If you are dying a lot then you are probably doing something wrong but it can happen that you are just constantly focused by whole enemy team. In this case ![]() |
![]() |
If they have super hard game changing cc and a lot of magic damage and ![]() ![]() ![]() ![]() |
![]() |
If you didn't buy ![]() ![]() |
![]() |
This item is one of the most cost efficient early ap item you can get. Not only does it increase your damage by quite a lot with 60 ap and magic pen aura for so little cost BUT it also increases your magic resistance by insane 60 mr. That's just disgusting amount of value. 60 mr against ap enemies will boost your survivabilty by a lot. The only real reason for why you wouldn't just always run this item on ![]() ![]() ![]() ![]() ![]() ![]() |
To get knowledge about specific match ups look at the start of the guide.
As I stated before
Azir has not very great early game. Just guard your jungle and scout with soldiers before minions come to lane. In lane it's true that you have good range with your soldiers but they don't deal a lot of damage yet and spamming
Conquering Sands will just end up with you having 0 mana. Instead it's better to play passively and farm as much as you can while constantly pushing your enemy. It's viable because you can strike multiple minions with your soldiers for low mana cost. If your jungler comes to gank make sure to catch your opponent with
Shifting Sands and
Exhaust him if necessary.
If you are going for build 2 and you feel like you need some extra sustain in lane consider buying some
Health Potions.
Warding is very important part of playing
Azir as you wont put much pressure by yourself and wards will let you know when enemy team is going to gank you or other lanes. Remember to not overextend too much when you are pushing or enemy if you don't have wards. Knowledge of the positions of your enemies will very often deny enemy team the kill or even let your team counter gank and/or catch them off-guard.

Warding for midlaner:
Vision Wards.
As I stated before




If you are going for build 2 and you feel like you need some extra sustain in lane consider buying some

How to lane against specific laning styles?
Passive close range champions
Some melee champions likeKatarina or
Yasuo may decide to play passive in lane and simply focus on farming. In such case it's the best to simply focus on farming by yourself but not pushing the lane. Simply just let your own minions bring the enemy minions to low hp and you will last hit them by yourself. It's very effective to keep harassing your opponent when they try to last hit by themselves. If you don't push the lane and keep on harassing your opponent with soldiers you will easily deny their farm as they wont be able to take all of your harass in the middle of the lane. Just make sure to not overextend and don't go in with your
Shifting Sands unless you are sure that you can kill your opponent by doing so. Remember that if your opponent backs to base make sure to push the lane and make them lose a lot of farm and experience as the minions will be executed by the turret.
Passive mid-long range champions
If your opponent has range then you usually wont be able to harass them with your soldiers unless they are really stupid. Don't spamConquering Sands on them as you will just make your mana drop very quickly. Focus on farming by yourself and constantly push the lane with your soldiers. This way you are flexible to walk around the midlane, assist your jungler if it's necessary and go to place down wards. You may also make your enemy lose some cs and mana if they aren't amazing in last hitting under turret.
Aggressive close range champions
Some melee champions likeTalon and
Fizz may decide to poke and go in for you hoping for getting a kill and/or getting lane advantage and so denying you farm and experience. In such case
Azir has hard time dueling such champions early and you wont be able to trade with them effectively. It's the best to keep on hard pushing them at the start (level 1-5) and then either freeze the lane if you can't duel them or continue pushing and denying their presence on the map. If your opponent keeps on going in on you effectively during early game then remember to buy more
Health Potions. Also remember to call your jungler if you need him.
Aggressive mid-long range champions
Many midlane champions likeSyndra and
Xerath can poke you effectively during laning phase trying to force you back to base or even get a kill. In such case the only viable and reliable strategy is dodging their skillshots. Try to push the lane fast so the enemy wont have time to harass you and you will be able to hide behind your minions (WARNING: It many not work on
LeBlanc, against champion like her you may prefer to freeze your lane instead of pushing.). Farming is most important, if you have hard time but your opponent keeps on overextending in lane by pushing you and harassing constantly then call your jungler for help. If your opponent is someone like
LeBlanc then even junglers wont help you much as your opponent will simply escape most of the ganks. Just try to not die and farm with soldiers as they give you a lot of range.
Warding is very important part of playing


Warding for midlaner:
- Yellow circles are positions where you should ward during laning phase to not get ganked and to prevent roam from opposing midlaner.
- Blue circles are positions which should be warded by you when you want to take blue buff (respectively for each side).
- Purple circles are positions which should be warded since mid game.
- Red Circles are positions commonly used for ambushes after mid game and have great strategical value as wards in those positions can prevent flanks from enemy team.

Remember to always have dragon and baron warded during mid and late game as they give huge advantage to the team which kills them. Remember to keep on farming as much as you can but once you got your core items you can participate in fights effectively. In general you can simply push lanes quickly with your soldiers. Defending turrets with
Azir is very easy, you just need to put down 2-3 soldiers and then waveclear with them and harass sieging opponents. Just make sure to not get caught in the process and you should be fine. Also buy pink wards if you have some free money to spend as they are even more important as the game progresses.

Finally we reached late game, the part when
Azir shines most. You should always stay with your team and check bushes only with soldiers. Death of one ally can cost you the game especially if you die. Basically your team should siege enemy towers and you should be constantly poking enemy team with soldiers. Use your
Arise! on turrets if you want to push fast. Remember that
Azir performs especially well in taking baron and dragon down as his DPS is just too much for these creatures. Denying enemy team baron can also be easy with
Azir as you can get your enemies down quickly by hitting them with soldiers while you are on the second side of the wall outside of baron pit.
So it's finally time to discuss your specialization, TEAMFIGHTS:
As
Azir you are supposed to be the carry of the team and with core items that's exactly who you are. If enemy team engages on you turn the back with
Emperor's Divide and attack with your soldiers effectively so you are never autoattacking by yourself. If there's such need remember use your
Shifting Sands to escape or chase, just make sure to not waste it on something stupid as such mistake can be fatal for you. Basically if you keep on attacking with soldiers your enemies hp will very soon drop to 0. Make good usage of your range and above everything make sure to not die. In general it's better for you to teamfight in jungle because your ultimate can block entire paths there and it's easier to hit multiple targets with soldiers. Making dangerous plays like diving in center of enemy team in order to
Emperor's Divide someone can be rewarding but if you die in the process it's very bad for your team so always think about such attempts cautiously. In case your team is engaging on the opponents again use
Emperor's Divide to peel for you and your other carries.




So it's finally time to discuss your specialization, TEAMFIGHTS:
As






Great junglers:








Great toplaners:












Great supports:










I'm also recording some of my team ranked matches and putting them on youtube. I will constantly add here new videos as I record them. They can give you an idea of how to play
Azir in general and also in detail. I'm always using pretty much the same build as described in this guide, enjoy!
#1 match: 2014-12-23
#2 match: 2015-01-17

#1 match: 2014-12-23
#2 match: 2015-01-17
I must admit that I'm a bit lazy person and I rarely record my entire matches commentated, usually I just record small bits that I find especially interesting (like teamfights and outplays). However recently I found a website that allows me to share my matches so everyone can watch them from spectator view.
The website's name is: Replay.gg.
How to watch the replays I post here:
1. Make sure that you have your LoL client open.
2. Open your Command Prompt as administrator (if you don't know what that is just google it).
3. Paste in the Command Prompt the text you can find in the spoilers bellow (in each spoiler there is text allowing you to watch one match).
4. Click enter and enjoy!
2016-12-21:
Replay: 15/2/10, what happens when the team plays around the hyper carry.
Spoiler: Click to view
2016-11-03:
Replay: 16/5/10
Spoiler: Click to view
Replay: 14/5/7
Spoiler: Click to view
Replay 1: 9/1/7, my team was losing very hard but we managed to win with my damage carrying hard, the key to victory is not dying!
Spoiler: Click to view
Replay 2: 16/1/11, in this match I was doing a great work for my team and even managed to get a pentakill around 38 minute, a really great match to watch.
Spoiler: Click to view
The website's name is: Replay.gg.
How to watch the replays I post here:
1. Make sure that you have your LoL client open.
2. Open your Command Prompt as administrator (if you don't know what that is just google it).
3. Paste in the Command Prompt the text you can find in the spoilers bellow (in each spoiler there is text allowing you to watch one match).
4. Click enter and enjoy!
2016-12-21:
Replay: 15/2/10, what happens when the team plays around the hyper carry.

2016-11-03:
Replay: 16/5/10

Replay: 14/5/7

Replay 1: 9/1/7, my team was losing very hard but we managed to win with my damage carrying hard, the key to victory is not dying!

Replay 2: 16/1/11, in this match I was doing a great work for my team and even managed to get a pentakill around 38 minute, a really great match to watch.

Looks like change log will be a great feature for making notes about updates to this guide. I will also write here about meta changes to the game and about viability of
Azir.
06.04.2017 (patch 7.7)
Spoiler: Click to view
11.11.2016 (patch 6.22)
Spoiler: Click to view
17.08.2016 (patch 6.16):
Spoiler: Click to view
17.06.2016 (patch 6.12):
Spoiler: Click to view
02.04.2016 (patch 6.6):
Spoiler: Click to view
16.03.2016 (patch 6.5):
Spoiler: Click to view
03.01.2016 (patch 5.24):
Spoiler: Click to view
11.11.2015 (patch 5.22):
Spoiler: Click to view
15.10.2015 (patch 5.20):
Spoiler: Click to view
17.09.2015 (patch 5.18):
Spoiler: Click to view
02.09.2015 (patch 5.17):
Spoiler: Click to view
06.08.2015 (patch 5.15):
Spoiler: Click to view
23.07.2015 (patch 5.14):
Spoiler: Click to view
25.06.2015 (patch 5.12):
Spoiler: Click to view
14.06.2015 (patch 5.11):
Spoiler: Click to view
23.05.2015 (patch 5.9):
Spoiler: Click to view
29.04.2015 (patch 5.8):
Spoiler: Click to view
22.04.2015 (patch 5.7):
Spoiler: Click to view

06.04.2017 (patch 7.7)

11.11.2016 (patch 6.22)

17.08.2016 (patch 6.16):

17.06.2016 (patch 6.12):

02.04.2016 (patch 6.6):

16.03.2016 (patch 6.5):

03.01.2016 (patch 5.24):

11.11.2015 (patch 5.22):

15.10.2015 (patch 5.20):

17.09.2015 (patch 5.18):

02.09.2015 (patch 5.17):

06.08.2015 (patch 5.15):

23.07.2015 (patch 5.14):

25.06.2015 (patch 5.12):

14.06.2015 (patch 5.11):

23.05.2015 (patch 5.9):

29.04.2015 (patch 5.8):

22.04.2015 (patch 5.7):

Thanks for reading my guide, I hope you enjoyed it ^^
I would greatly appreciate if you could leave feedback down below.
I hope that you have learned a lot about playing
Azir as the late game carry and that it will help you in future games :)
I know that there was a lot to read here and I know that many of you didn't read all of it.
Didn't read the whole guide, huh?
Also, if you want you can also check the other montages from our youtube page, here they are:
Vayne montage:
Lee Sin montage:
I would greatly appreciate if you could leave feedback down below.
I hope that you have learned a lot about playing

I know that there was a lot to read here and I know that many of you didn't read all of it.
Didn't read the whole guide, huh?
Also, if you want you can also check the other montages from our youtube page, here they are:
Vayne montage:
Lee Sin montage:
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