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Recommended Items
Runes:
Sorcery
Precision
Spells:
Flash
Smite
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
Why Azir?! Why does it work?

What is up guys and gals! It's me Yuesefu again! So you guys already probably know who I am because of my other guides especially the one for

So why did I choose


The new Runes Update has put me into a great sport for this Jungle Azir Guide! The new Runes System features newer and broader choices. As always I went for the standard Sorcery lane, but we will build a little different. First, we go
Phase Rush because
Azir is a pretty squishy champion and he deosn't have any accelerating tool to proc his damage. This will help
Azir to catch up to fleeing enemies and deal his damage. Next in the path is
Manaflow Band because as Axir, you basically need to conserve mana since you are a jungle and you'll rely on your soldiers to farm plus it will save some mana for some of your ganks. Also it will help Azir to cast his spells almost always without worrying too much in his mana, and this is a big game-changer since he is a jungler. Next is
Absolute Focus since it will help Azir deal more damage since you need to assassinate them as much as possible. This rune is bot an assassinating and a warning tool. If you're above 70% health it will help you deal more damage in ganks while if you're not dealing that much damage it is telling you to go to another lane and farm-up because you'll get blown to bits. Remember that
Azir is still squishy and you don't want to go all-in all the time. So yeah, this is a handy rune for
Azir. Last in the Sorcery lane is Gatherin Storm. This will help
Azir as the game goes by because it will increase his damage a lot. Farming more items as the game progresses and also increasing damage over time is a great thing for Azir. Because as your damage increases, it makes your jungle clears more efficient. Next we'll be stepping to Precision lane, first of all we go with
Legend: Alacrity because as a jungler, you need to jungle clear as fast as you can. It also will work well with the items you'll be building (more info on the items page). It will also help with your ganks to deal that damage faster with every takedown. Next is
Coup de Grace because it will help secure kills. Low-health champions will be surprised with the damage that you will deal and how much damage you've done to their team in a flash.











So why would I go for extreme Attack Speed? Well my friend, see Bjergsen's streams with




It's pretty much standard for his skill sequence. First you max
Conquering Sands since it's your primary gap closer and poke from afar since you'll be surprising your enemies so often. Second, you max
Arise! since your soldiers are your primary damage tool in ganking. They offer you some space to be safe and attack your enemies from afar and they also apply on-hit effects like Rylai's or Iceborn's passive. Third we max your
Shifting Sands since it's your follow-up on your Q. Then lastly you max your ultimate
Emperor's Divide whenever possible and remember to use your passive wisely. Use your passive to conquer or to defend just don't rashly put it there for no-good reasons. Good
Azir players sometimes even get a Pentakill just because of their towers so remember to use it only when the time is right.






Pros:
-Has built in gap closer
-Has build in defense and conquer mechanism (His passive)
-Has soldiers who keep him a relatively far distance between enemies
-If enemies do get close his ultimate prevents them from getting closer
-Can be a conquering monster in late game if used properly
Cons:
-Super Squishy
-Super Reliant on Items (In jungle)
-If

-If you are just a beginner at playing

CAUTION:

Alright bros!
Azir's soldiers can pierce jungle monsters so use that to clear the jungle faster. Try to line up your soldiers with the jungle monsters to hit them all at once. This tactic will work on Raptors, Wolves and Krugs I guarantee you. This will make it a bit more easier to farm them. However, this is not the same for the
Red Brambleback,
Blue Sentinel and
Gromp since they're only solo. But for these 3 monsters, you need to kite a lot to survive and try to save your smite for them. I went
Blue Sentinel (with leash and smite) > Wolves (with leash) > Raptors >
Red Brambleback (with smite) and then recalled. You can now gank a lane or stay to farm depending on the situation your team in on.






So
Azir Jungle is not bad. He's not that great of a carry as well but he's somewhere in between. So his farming capabilites (if you include leash) is quite normal and decent for me. Maybe it's just because I've been a jungle main since Season 4 but who knows. His jungle clears are pretty good. Imagine that you're playing
Kindred but this time you don't need to Auto Attack since you got soldiers with you. You just gotta kite it out. His clear speed at some camps is excellent but in the Solo Camps is just fairly to moderately good. His Ganking Pattern is what matters the most. You can spring into action almost instantly and surprise them. Trust me I just used my solder then E onto it and my enemy went just like, "Oh my god
Azir is here what am I gonna do?! Oh wait.... I have flash!" He literally flashed because I just went to ward the bush! So you see? You can become quite a trickster with Azir as well.




So

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