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Azir

Azir

Shurima's Legacy P

Shurima's Legacy

Innate: Whenever a turret outside the enemy team's base is destroyed, a marker is placed above its ruins which can be targeted by Azir.
Innate - Disc of the Sun: Azir can select a marker to construct the Sun Disc above the ruins after a 0.5-second cast time. The Sun Disc will activate after being assembled over 5 seconds.
The Sun Disc functions the same as a standard inner turret but deals magic damage, gains 40% AP bonus attack damage, and grants its kill credit to Azir. The Sun Disc's health decays over 45 seconds and loses 100 armor and 100 magic resistance while Azir is not alive or is too far away.
Azir cannot construct a Sun Disc with the marker while he is unable to cast abilities.
See Pets for more details about the Sun Disc.
Conquering Sands Q

Conquering Sands

Cooldown: 14/12/10/8/6

Cost: 70/80/90/100/110 Mana

Range: 740

Azir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second.

Magic Damage: 60 / 80 / 100 / 120 / 140 (+ 35% AP)

Arise! W

Arise!

Cooldown: 1.5

Cost: 40/35/30/25/20 Mana

Range: 525

Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line.

Magic Damage: 0 / 3 / 5 / 8 / 11 / 13 / 16 / 19 / 21 / 24 / 26 / 29 / 32 / 34 / 37 / 40 / 42 / 45 (+ 50 / 65 / 80 / 95 / 110) (+ 40 / 45 / 50 / 55 / 60% AP)

Shifting Sands E

Shifting Sands

Cooldown: 22/20.5/19/17.5/16

Cost: 60 Mana

Range: 1100

Azir shields himself briefly and dashes to one of his Sand Soldiers, damaging enemies. If he hits an enemy champion, he instantly readies a new Sand Soldier for deployment and halts his dash.

Shield Strength: 70 / 110 / 150 / 190 / 230 (+ 60% AP)

Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 40% AP)

Emperor's Divide R

Emperor's Divide

Cooldown: 120/105/90

Cost: 100 Mana

Range: 250

Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies.

Width: 6 / 7 / 8 soldiers

Width (charge): 620 / 720 / 820

Width (impassable wall): 750 / 850 / 950

Magic Damage: 200 / 400 / 600 (+ 75% AP)

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Playing the matchup

Playing as Azir

  • Be careful about putting down both of the soldiers stored by Arise! Unless you're going all-in, always have a soldier in your back pocket if you need to escape over a wall or if you misposition your other soldier and need damage now.
  • In the lane, try to position your soldiers between the enemy's minions and the enemy champion. This way you can use them both to last hit and to project threat onto your lane opponent.
  • Think of Emperor's Divide as a defensive ability first and foremost. Use it when the enemy engages on you or your allies. Remember that your team can walk through the soldiers summoned by Emperor's Divide and use this to your advantage when enemy melee champions engage on you.
  • Be a bird!

Playing against Azir

  • Azir relies on his soldiers to deal damage and can only move them so often. Try to capitalize on windows of time when his soldiers are stationary.
  • Azir has immense damage over a prolonged amount of time but lacks the upfront burst of other mages. Try to burst him out before he can turn a confrontation around.
  • Try to think of Sand Soldiers as fire. Don't stand in the fire.

Lore

Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory.