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Anivia has an extremely bad early game with her being mana hungry and all, so what you want to do is play aggressive. BE CAREFUL! Anivia's passive is extremely OP and can be used to get first blood on you. If it looks like Anivia is trying to bait you into tower while she is low, don't fall for it. She'll most likely wall you off, then pop her passive. After her passive is down, play aggressive. A good Anivia is scary, and can outplay you hard. What I recommend is roaming, and pushing her under tower so she can't farm.
Annie
Annie is fairly easy. Her stun can most likely chunk you down, but you don't need to worry about that pre-6. Post-6, if Annie stuns you, consider yourself either barely alive or dead. Try and push Annie under tower to negate as much farm as possible for her.
Heimerdinger
People still play this guy? If you find yourself going up against a Heimerdinger, be happy. You can farm from his turrets, and dodging his W, E, and his Ult'd W or E can be pretty easy sometimes. Play aggressive and you win lane.
Karthus
Karthus will most likely spam Q in the early game due to its low mana cost and cooldown. Just try and dodge all of it. Once he reaches 6, you will probably want to get Zhonya's or GA to basically avoid his ult. Push him under tower and watch him cry.
Twisted Fate
Twisted Fate is fairly easy. While his point and click stun can be pretty annoying, that's pretty much all you have to worry about. Twisted Fate post-6 will most definitely roam, so once you don't see him in lane, warn your team as he will show up and gank. Warding is very useful in this situation, so try and get deep wards and even try to ward in the enemy jungle to help you keep vision of where the enemy jungler is, and where TF is. If you want to make TF cry, get Banshee's if you really want. That way his point and click stun won't work the first time.
Zoe
A bad Zoe means that you will get fed as hell and snowball into late game as an absolute monster. A good Zoe can still be fairly easy but will hit more of her E's and Q's. If you feel the need, get Cleanse. Other than that, not a problem to deal with.
Galio
Galio has built in MR, so you won't do much damage to him. Try not to get hit by his dash, and you should be good. Post-6, Galio is going to roam, and a lot quicker too. If Galio ults, you can stop it with your ult. Try and Shurima Shuffle him into your turret so you stop his ult, and most likely get a free kill off of it too.
Swain
Swain can seem pretty scary with his W-E-aa-Q-Ult combo, but if you can dodge his E and not get hit by his Q, you win trades 100%. Try not to stay in his ult too long, and you'll be fine.
Kayle
Kayle is pretty easy. Pre-6, you'll want to negate as much farm for her as possible. Post-6, try not to have extended trades with her or dive her under tower as she will most likely pop her Ult and probably kill you. If you can, try and bait out her ult so she's less of a threat to your life.
Lux
Lux is extremely annoying for me. Pre-6, you'll want to try and kill her and deny her farm as much as possible. Push her under tower if you can. Post-6, if she lands a Q or a Q-E on you, say your final words. In this case, if Lux is that much of a problem, consider getting Banshee's or even Zhonya's. If she wastes her Q to farm, immediately go in on her as you will win the trade 100%.
Aurelion Sol
Aurelion Sol is pretty annoying with his stars if they know how to use them, so try and kite the ASol if you're poking him or all-inning. Other than that, be careful of his Q, and his Ult. If you see ASol flying in a straight line, he's probably going to roam. Warn your team, then catch him when he's coming back to possibly kill him.
Lissandra
Lissandra has a lot of CC, so be careful when diving her, poking her, baiting her into your tower, or trying to setup a gank, as she will most likely E out of there, W you and your jungler, or Ult you. Other than that, you should play passive and this should just be a farm lane. Roaming for kills would be ideal.
Ryze
A good Ryze can absolutely demolish you, whereas a bad Ryze can be absolutely demolished by you. Try not to get too close to Ryze as he as crazy damage once he gets a few items. If Ryze is ever missing, warn your team right away. Last thing to worry about is Ryze's shield. If he is trying to bait you, don't fall for it.
Vel'Koz
Relatively easy lane. Vel'Koz's skillshots are pretty easy to dodge. Pre-6 you'll want to push him under turret and watch him cry. Post-6 be careful because his Ult does more than you think. Since Vel'Koz has no mobility, it's pretty easy to Shurima Shuffle him into your turret.
Yasuo
You counter Yasuo because he's melee, so auto attack him if he has his passive shield up, then poke the living hell out of him. If you dodge his nado's, then you've pretty much won lane. If Yasuo is missing, warn your team right away because if he gets only a few kills, he can snowball pretty hard and be unstoppable, especially with 100% crit after two items.
Taliyah
When against Taliyah, you'll want to fight her only in her circles after she Q's. If she farms with Q, then they'll be all over lane and it should be fairly easy to trade with her because she only throws one rock in those circles. If you try and dash away in her E, you won't have a good time. And try to avoid her W. If Taliyah is missing, warn your team because her ult can block off your teammates from getting to safety.
Talon
Since Talon can't blink over your ult anymore, this matchup is a bit easier now. He's melee, so poke him hard, and push him and the wave under his turret so he's obligated to stay in lane to try and farm. If he is missing, warn your team and don't try to find him. He can kill you fairly easily if you're not careful.
BE CAREFUL OF HIS LEVEL 2 ALL IN!!!
I don't know what you can do at this point, just stay back and be very passive. A W-Q-AA Ignite can 100-0 you very easily.
Fizz
Fizz is not that difficult to go against as you might think, but he can still be a problem if he gets a few early kills. Abuse his mistakes in lane, and keep your E up whenever he goes in on you. If he wastes his E near your turret, ult him into your turret so he doesn't have any means of escape or invulnerability. Try to avoid his ult, and deny farm from him so he can't be a monster mid or late game.
Akali
Akali is scary post-6. Pre 6, you'll want to try and abuse her in lane if you can. Still be careful, because she has some damage. She can dash over your ult, so don't even try it. Roaming for kills is ideal in this matchup to gain a lead from there instead. Don't waste your Q, or else she'll all in you.
Diana
Diana does a lot of damage post-6, and she can dash over your ult. Pre-6, however you'll want to try and abuse her mistakes in lane and poke her down. If she goes in on you near your turret, always ult her towards your turret so it's a longer distance from safety. Diana does a lot of damage, so getting some MR would be ideal.
Riven
You may not see this a lot, but when you do, be careful post-6. Pre-6, she'll play passive due to her high cooldowns. Poke the hell out of her whenever you get the chance. Post-6, be careful because she can q over your ult. Riven has insane mobility, so don't burn abilities too much near her. If it's a good Riven, they'll abuse your little mistakes and destroy you. Roaming is ideal in this matchup to gain a lead from there. If she goes in on you near your turret, ult her further into your territory. Buy Zhonya's if you feel like you'll need it.
Kassadin
Laugh in his face pre-6. Cower in fear post-6. Kassadin can be a major problem if they play him correctly, so try and abuse Kassadin pre-6 so he doesn't snowball or gain a lead. Don't burn too many abilities near him either, as this is what powers his E. Kassadin has built in MR, so I'd recommend getting Void Staff before Liandry's, and making laning phase a farm lane. Kassadin is very mana hungry pre-6, but his W restores mana. Try to poke Kassadin and force him to sit under tower if possible when he tries to W a minion or even you so he can't restore his missing mana.
Katarina
Katarina is pretty scary. Whenever she ults you, ult her into your tower or ult her away if you really need to. Because of her Shunpo, you'll want to abuse her if she uses it incorrectly. (not blinking to a dagger) She can blink over your ult and completely ignore your soldiers, so roaming for kills is a good idea. I would recommend buying Zhonya's if she's too much of a problem.
Syndra
Syndra is pretty annoying. Pre-6 is when you should play more aggressive, although she can outpoke you. If you somehow outpoke her and push her under tower, Roam for some kills. Post-6 is when you should play the most passive. Other than that, be careful of her stun.
Veigar
Veigar can easily kill you post-6 if you get stunned in his E, so try to avoid fighting him when he puts it up around you and don't try and shuffle out. Early game, you'll want to poke him as hard as you can to gain a lead over him. If you find yourself a few kills from him, consider this lane won. Be careful of Veigar late game because his burst is INSANE.
Malzahar
If Malzahar has his shield up, try and get it out of the way so you can poke him. I recommend buying Mercury Treads against this guy so his ult doesn't last as long. Pre-6 you can play a little more aggressive, but once he gets 6, don't shuffle near him or else he'll ult you. His voidlings can also be a problem.
Ahri
Ahri can be a problem if they are even the slightest of skilled. Pre-6, you'll want to poke Ahri in lane and stay behind minions. Because of her mobility, you'll want to save your Q and your E for when she goes in on you. If she wastes her charm, ALL IN her, and you will probably pick up a kill if her ult is on cooldown. She can dash over your ult, so be careful post-6. Banshee's Veil would be good for this matchup to negate her charm.
Ziggs
Ziggs isn't that hard to play against, but he does outrange you. Since his abilities are fairly easy to dodge, you can all-in him and kill him if he uses all his abilities trying to poke you. Abuse him early game if he uses his abilities to farm. That way he'll be out of mana and low on health.
Ekko
Ekko is melee, so poke him pre-6 as hard as you can. Be careful though, a good Ekko can 100-0 you at level 3. Once Ekko reaches 6, he is almost unkillable. Ekko can also blink over your ult, so be careful. The only time you may be able to kill him post-6 is when his ult is down. His stun is fairly easy to dodge, but still be careful if you're not paying attention.
Xerath
Xerath can be a pain in the *** if they know how to hit skillshots. If not, play aggressive (but still be careful) because Xerath has no mobility whatsoever. Abuse this, and you win lane. Be careful of his stun. Most Azir's stand still when they autoattack, so be sure to kite between every autoattack so you don't get hit by Xerath. If Xerath is a problem, I would suggest getting boots first back so you can dodge skillshots easier. Once Xerath uses a full rotation of his abilities to either push wave or try and poke you, Shurima Shuffle him into your turret and it should be an easy kill for you.
LeBlanc
A decent LeBlanc can destroy you. She can completely ignore your ult and your soldiers, and if she stuns you, consider yourself dead. Play passive in this lane and just try to farm. Get Banshee's to counter her, and roam for kills. Before LeBlanc reaches 40% health and pops her passive, ignite her so when she does pop her passive, you can tell which clone is real and chase after her, but if she runs into a brush, be very careful as a good LeBlanc can turn on you and destroy you.
Zed
If Zed knows what he's doing, this matchup is lost. Pick up Exhaust and rush Zhonya's to counter him and roam for kills. If you have a smart team, then ask them to keep focusing on Zed whenever possible and ask your jungler to camp your lane. If your team does this, then Zed will be behind and you can get kills on him. Try and abuse Zed when you have the upper hand, as this can lead into you snowballing and winning the game.
Orianna
You can easily outpoke Orianna, but if she's ahead, then she's unstoppable. A fed Orianna is hell for Azir, since a Q-W-R is all of your health. If you can get a lead over Orianna, you've pretty much won lane. I would suggest getting Banshee's if she's fed.
Brand
Brand has more zoning and poke in the early game, so be a bit careful in lane. If you can, push lane as hard as you can and negate farm from Brand by either zoning him off or poking him. Brand has no mobility, and is very mana hungry in the early game, so while still being careful, poke him from a distance. Don't clump in teamfights near brand, or else he'll unleash his full combo and obliterate your entire team.
Cassiopeia
Cassiopeia is better at duel's than you are, so this lane should just be a farm lane. Early game, Cassiopeia has INSANE level 2-3 damage, so try and avoid extended trades with her at all costs. Try to avoid dashing when she throws down her W, and face away from her when she reaches 6. Azir is better in teamfights than Cass since she's mainly single targeted, so if your jungler ganks mid pre-6 or if her ult is down, Cass will probably drop dead. If she's too much of a problem, get Abyssal Mask.
Cho'Gath
You may not see Cho'Gath mid, but if you do, it should be a somewhat easy matchup. Since Cho'Gath is melee, harass him as much as you can. Be careful of his Q and W. If he uses those abilities to farm, abuse him. Be careful of Cho'Gath post-6 when he Q's or W's you. If you and Cho'Gath are both low post-6, don't fight him. He will completely destroy you with his ult.
Fiddlesticks
If you come across a "Middlesticks", they are probably trolling. Try to avoid getting hit by his E by staying away from minions. Pre-6 should be an extremely easy matchup. Post-6 is a bit more scary because of his ult. If Fiddlesticks goes missing, ping enemy missing and don't ward bush, just roam for kills. If you find him channeling his ultimate, use your ult to knock him up, disrupting his channel. If you can break his tether/W, you can use this small window of opportunity to get a free kill on him.
Jayce
A Jayce mid is pretty rare, but if you do come across one, be wary of his early kill potential. Since you don't have any means of escape before level 3, (except flash) don't have extended trades with him, and try to dodge his Q + E combo in cannon form. If Jayce is hitting most of his Q's, get boots before Nashor's so you can dodge them a bit easier. Jayce is good early game, but because he doesn't have a true ultimate ability, and no means of mobility other than his gate, Shurima Shuffling him under your turret will most likely give you a free kill. His E in hammer form can interrupt your shuffle, so be careful if he's in his hammer form. If you're low and under turret, either recall or try and dodge his Q, because Jayce can Q + E you from a far enough distance where you can't see it and won't have enough time to react, leading to your death. A good counter against this is warding up your lane and warding your blind spots. Late game, Jayce will be a 1v1 god, and he can absolutely demolish squishies. I would suggest getting either Zhonya's or Guardian's Angel and peeling for your ADC in teamfights.
Zyra
Zyra has mediocre poke, but you obviously outpoke her. In laning phase, try and dodge her E so she can't W + Q you. Her plants are pretty harmless, but I would advise using your soldiers from a distance to kill them so you don't get chunked down by plants. Since Zyra has no mobility whatsoever, punish her whenever her E is on cooldown so she can't root you in the middle of your Shuffle. In teamfights, be careful of Zyra's ult as this can turn the whole fight around. Since her ult takes 2 seconds to actually knockup enemies, your team should have enough time to run out of there.
Zilean
This matchup is a joke. The only thing that you'll want to be careful of is his second Q landing on you, which will stun you for a maximum of 1.5 seconds. His Q's are somewhat easy to dodge, but if he keeps landing them, I would suggest getting boots on your first back if you feel the need. Other than that, you'll be able to destroy Zilean as he has no mobility other than his E (bonus movement speed). Post-6, you may not be able to kill him as easily. In teamfights, try and bait out his ult. Zilean is more of a support champion, but if they go full AP Zilean, then he will actually start to hurt. Be careful of that.
Viktor
Viktor can be pretty scary if they play it right. In laning phase, be careful of trading with him level 1, since he does more damage, but levels 3 are when you should play just a bit more aggressive, trying to push him under his turret. Viktor can deal some scary damage, so try and get free trades off of him or just make this a farm lane. Post-6, you'll want to be careful in lane because his ult can follow you until you dash out of it, so if Viktor successfully baits out your W E Q, consider yourself dead. Try not to stand in his W, or else you won't be able to dash out and you'll be stunned. Kill potential for both sides of this matchup in laning phase is barely any, since Viktor doesn't have mobility to catch up to Azir, and Azir doesn't have enough early game damage to 100-0 a Viktor. Viktor is more of a burst champion, whereas Azir is DPS, so both champions should be careful of each other late game.
Corki
Corki isn't exactly easy to lane against, but if you play it right, you win the game. In laning phase, try to avoid having extended trades with Corki and his E, as this can chunk down both your built in armor and MR, making you more squishy than you already are. Pre-6, you'll want to try and abuse Corki whenever his W and or E are down, since this will give you an advantage. Be careful around 8 minutes, because Corki will pick up his "Special Delivery" at his base. Special Delivery does a lot of damage if you stand in it. This can be used to zone you off or all in you. Corki's W, can be stopped if you ult him in the middle of his path. Abuse Corki if he recently used his W, as he has no other means of mobility or escape. Post-6, you'll want to be careful because Corki does a lot of damage with his ult, special delivery and his passive combined. A full rotation of his kit landing on you may mean your death. Early game, try and poke Corki down and push in the wave, as Corki can go Oom faster than you, so if the wave is pushed in under his turret, he'll feel obligated to stay in lane so he can try and keep up in farm.
Vladimir
Vladimir has constant poke, sustain, and is very slippery; get Morellonomicon to counter Vladimir. In laning phase, try and harass Vladimir from a distance, while also farming. Try and bait out his W whenever your jungler is going to gank so he'll be a lot easier to catch. Hide behind minions so you don't get hit by his E. Since Vladimir's cooldowns are pretty low in the early game, try to bait out a full rotation of his kit so you can abuse him and possibly push him under turret. Post-6, you'll want to be very careful trading with Vladimir because his ultimate will allow him to heal back most of his health depending on how many champions he has hit. If you think you can get a kill on Vladimir, try to get him to use his W first so he can't W under your ult and healing himself. In teamfights this is where you'll be able to shutdown Vladimir if he's fed, because solo kills or 2v1 kills on Vladimir in laning phase are little to none. I would suggest roaming for kills and try to avoid staying in lane too long.
Azir
This is a skill matchup, but there are some tips to play against yourself. Instead of using soldier's, you should use auto attacks to last hit, so when the other Azir is out of mana or extremely low, use your abilities to poke or even kill him. Try to reach 6 before him so you can throw him under your turret and watch him fall behind. Play aggressively as well in laning phase to be able to negate as much farm from Azir. Don't leave lane or else Azir will power push and probably destroy your turret.
Rakan
Oh my god is he annoying, he does way more damage than you early-mid game (and probably late game depending on the situation). Stay back and farm this lane, standing behind minions. If you see him pop his ult, flash away as fast as you can because you'll be dead before you know it. I would suggest rushing a Banshee's and roaming instead of staying in lane. He has high cooldowns early game, so use that for your own good and poke him while he's vulnerable.
Yasuo
If you have a yasuo friend, play Azir.
Yasuo + Azir lategame is godlike,
it's basically for the ult synergy.
Synergies
IdealStrongOkLowNone
Yasuo
If you have a yasuo friend, play Azir.
Yasuo + Azir lategame is godlike,
it's basically for the ult synergy.
Camille is surprisingly super easy to play against. Her passive is annoying, but easy to get past. Save q and e for when she e's. Ult her towards tower or towards your soldiers when she ults you. Other than that, don't do something stupid and you'll win lane!
Darius
Darius is decent to play against, I would recommend going Hail of Blades or Lethal Tempo because Darius has no dashes and you can easily kite him with tons of AS and Rylai's (if you build it).
Cho'Gath
Avoid his poke, be careful post-6, and go Lethal Tempo or HoB. Buy Rylai's to kite, and go extra AS and Liandry's to melt him!
Irelia
Irelia is surprisingly easier than you'd expect. Ult her out of her own ult, dodge her e's and constantly poke her. When she misses an E or her Q goes on cd, abuse that.
Dr. Mundo
Rush Morello's, and farm to victory.
I hate Mundo and so do you.
Hello! I'm Sozzoh and this is my guide on Azir.
I'm an Azir one trick on PBE, (currently M7 with 111k mastery points) and on live servers (M4 lol).
I play both Azir mid and Azir top, using about 3-4 rune pages for any situation.
If I get autofilled support, or if I feel like playing support I will go Unsealed Spellbook Azir, running a full tank build with the occasional Nashor's Tooth.
In this guide you'll find tons of runes to go for what situations, detailed matchups, pros and cons of Azir, and what to do early-mid-late game on Azir.
I hope you enjoy my guide! Enjoy!
Pros
+ Extremely strong siege + Good interactions between opponents + Insane zone control + Strong engage/disengage + Game changing ult + Strong play potential + Strong pushing power
Azir is perfect against strong melee picks such as Yasuo, Darius, or Fizz. He's also extremely good in teamfights because of his zone control and ult, which is able to either peel for ADC, disengage a teamfight or engage a teamfight. Azir is extremely good late game and has terrific sieging. Azir can quickly setup ganks by shuffling the enemy away from his/her turret, resulting in a kill.
Cons
- Extremely hard to play decent - Has only one means of mobility - Useless without soldiers - Extremely squishy - Hard matchups - Bad early game if played wrong
Azir is a great champion, but he is probably the hardest champion in the game, and takes a lot of mechanical skill and good positioning to play decent. He can be absolutely destroyed if he's against a somewhat decent Zed, LeBlanc, Ahri, etc. His early game is "eh" due to his mana problems and high cooldowns on his Q and E. Corrupting Pot and Time Warp Tonic (and Biscuit Delivery) will help with this. Azir is hard countered by very mobile champions and long range mages, and once he wastes his Q or E, he's pretty much dead if he's caught out.
Summon Aery
Summon Aery: this keystone on Azir is pretty much core. Aery has a lot more utility than Comet, as it helps with shields and poke. Aery is better than Comet in may situations, such as if you're against a high mobile champion (Akali, Ahri, etc.) and if they have the tiniest sliver of health and you auto them once, Aery will follow them and kill them (it's happened before, it was amazing) even if they flashed or used their 20 million dashes champions have nowadays. You can always go Comet, but I prefer Aery.
Arcane Comet
Arcane Comet: this keystone is the most picked keystone by anybody (newcomers to Azir, or learning Azir players) playing Azir. While Summon Aery lands everytime, it doesn't do nearly as much damage as Comet does. Comet is pretty good against low mobile champions and long range mages ( Xerath, Ziggs, Lux, etc.) and it's a lot easier to land with your Q slow. I don't take this rune as much as I take Aery, it's still really good. It's the default Azir keystone and it works really well.
Manaflow Band
Manaflow Band: This rune can help Azir in the early-mid (around level 6-7) game as it grants 25 maximum mana up to 250 mana, but upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds. Since Azir is very mana hungry in the early game and can go OoM way too quickly, this rune isn't the greatest until early-mid game. Manaflow band is trash on Azir as well is PoM, so the only other alternative is Nullifying Orb against hard ap counters, full ap team comps, etc.
Absolute Focus
Absolute Focus: is a decent rune for Azir since it will help with trading in lane, teamfights, and objectives (Baron, Dragon). With the tiny boost of 5 ap at the start of the game from this rune will help just a teensy tiny bit, but nonetheless, free AP! Alternatives to taking this rune are Transcendence and Celerity, but I feel as though Absolute Focus is better than these, since it lasts throughout the whole game granting AP boosts for teamfighting, objectives, etc.
Gathering Storm
Gathering Storm: is the rune to help Azir scale like an absolute monster the longer the game goes on. Always take Gathering Storm as it is almost a core rune on Azir. While you could take Scorch or Waterwalking for roaming against hard counters, Gathering Storm is better overall.
Biscuit Delivery
Biscuit Delivery: is pretty good on Azir as it helps with they early game mana issues, and it can really help in a pinch if you're about to die from ignite or you're extremely low and being chased. You can take precision as a secondary rune tree, but I don't like it compared to this choice in runes.
Time Warp Tonic
Time Warp Tonic: is really good on Azir because it synergises with buying Corrupting Pot, and Biscuit Delivery (and it also synergises with buying Dark Seal on first back for the potion passive). This secondary rune tree is only good for early game, but if you want to go another rune tree, go right ahead. I'm just showing you what I like to go and how it helps me.
Hail of Blades
Hail of Blades: This keystone on Azir is really good for early game poke (so is Summon Aery, but aery provides more utility) and it also is really good for a Luden's rush build, as you will already have the AS from HoB. This rune is really good on Azir, it's almost as if it was made for him. I would recommend playing very aggressively early game. This rune is also really, really good against low-non mobile champs like Darius, Zoe, Lux, you get the idea.
Electrocute
Electrocute: This really good if the enemy team has a squishy team comp. It's also good for trading and poke in lane, as a W AA Q AA smacks the **** out of the enemy, taking about 40% of their health in one basic combo. I love to take this when I want to have fun and 3 shot people late game. The damage that this rune pumps out is insane, as I get a usual 4k dmg from the rune alone in a game. I've seen a lot of high elo Azir mains climb with this rune + ignite (and sometimes a Luden's Tempest rush)a few divisions. People like WitnessAzir, OneStrike, etc. have been using this rune lately and I think you will too.
Cheap Shot
Cheap Shot: Cheap Shot is a good rune in the domination tree (a lot better than sudden impact and taste of blood) and it activates after your q slow which is quite nice. It also synergises well with your ult. The cooldown is 4s, which works well with your Q (especially fully maxed Q) because then you'll have true damage on every Q! Take this over Sudden Impact and Taste of Blood, it's just a lot better.
Eyeball Collection
Eyeball Collection: is pretty damn good on Azir especially if you get super fed which means this will stack a lot faster. You can always grab Zombie Ward or Ghost Poro for more vision. I like to take this rune because it gives some nice AP.
Ravenous Hunter
Ravenous Hunter: Is good for some sustain, especially late game. While the healing is reduced because your soldier's AAs are AoE, it's better than no sustain right? The only other rune that is somewhat useful in this tree is Ultimate Hunter. You can take either of those two, but I like the sustain a lot more. It also helps in 1v1's.
Legend: Alacrity
Legend: Alacrity: Is really good because of the AS it provides. If you're going to dip into the precision tree, you always get this rune. This rune gives you some extra AS so it can help with getting more DPS off in a trade, or in a teamfight.
Coup De Grace
Coup de Grace: is really, really good to get that kill on an escaping low health enemy, or good for kill steals. Other runes you could grab are Cut Down or Triumph, whichever one you prefer. Cut Down would be for a team with 2 or more tanks, and Triumph is optional, whichever one you want to take. Triumph is good for teamfights or escaping with a sliver of health from diving an enemy under turret and living, whereas you would die if you didn't get that triumph heal. For me, I prefer Coup De Grace just to do more damage to low health enemies. It's all preference though.
Lethal Tempo
Lethal Tempo: is a really good keystone against tanks. (Or immobile champions) While it does take a bit of time for it to activate, it pumps out a lot of DPS once it is activated. Combined with a Rylai's, this does some nasty damage. You can also take this rune if you're planning on farming your way to late game, and then you can destroy teamfights and objectives. I love Lethal Tempo, it just is hard to use all of that AS on a champion (for 6s) that has a ton of dashes, so avoid using this rune against Yasuo, Irelia, etc. Overall, this rune is pretty good especially against tanks.
Triumph
Triumph: is damn good for anything. Need to turret dive a low health enemy champion but you need to take a tower shot that would normally kill you?Kill the enemy before the turret shot hits you and you'll live because of Triumph. About to be dived and low health? Ult them away and hope to get a kill. Boom, sustain (and some gold). I love Triumph as much as the next person, so you should always take this if you're going lethal tempo. Presence of Mind is trash.
Legend: Alacrity
Legend: Alacrity: Is really good because of the AS it provides. If you're going to dip into the precision tree, you always get this rune. This rune gives you some extra AS so it can help with getting more DPS off in a trade, or in a teamfight.[/s]
Coup De Grace
Coup de Grace: is really, really good to get that kill on an escaping low health enemy, or good for kill steals. Another rune in this tree you could grab is Cut Down. If you're going Tank Melter build, I would recommend Cut Down which will really help in all phases of the game against a tank. 12% more damage against a tank with 2k more max health than you? Liandry's and Rabadon's please! For me, I prefer Coup De Grace just to do more damage to low health enemies, but if I absolutely have to, and there are 2 or more tanks on the enemy team, I will grab Cut Down.
Biscuit Delivery
Biscuit Delivery: is pretty good on Azir as it helps with they early game mana issues, and it can really help in a pinch if you're about to die from ignite or you're extremely low and being chased. You can take precision as a secondary rune tree, but I don't like it compared to this choice in runes.
Time Warp Tonic
Time Warp Tonic: is really good on Azir because it synergises with buying Corrupting Pot, and Biscuit Delivery (and it also synergises with buying Dark Seal on first back for the potion passive). This secondary rune tree is only good for early game, but if you want to go another rune tree, go right ahead. I'm just showing you what I like to go and how it helps me.
Mandatory/Most Needed SS
Flash: is an amazing summoner spell on a 300 second cooldown. You should always take this, as it will help you escape any situation imaginable, help Azir with his low mobility issue and is an important part in your W - E - Q - R combo (if needed).
Ignite: is amazing on Azir, as it can help with finishing off your enemy laner, steali- I mean, getting a kill on a low health enemy, or anything else related to killing a champion. I take this summoner spell almost 99% of the time, as it helps with early kill pressure immensely.
Exhaust: is a decent spell against champions like Zed or LeBlanc to try and prevent them from one shotting you, or it can also help with extremely mobile champions like Ahri or Riven. Take this spell if you plan on playing a passive laning phase, only using it to prevent one shots and outscale everyone.
Situational SS
Barrier: is good against champions like Ziggs or Jayce (or any poke champion). You can also use this spell to annoy the **** out of your opponents to give them that slight sense of hope, in killing you but instead barrier gives them a big old middle finger.
Teleport: is good for getting around to objectives or teamfights quickly. It's also pretty good for roaming either bot or top behind them, instead of walking all the way to bot or top. I would recommend this against heavy wave clear champions or hard counters that require you to roam to pick up a lead.
Cleanse: is pretty good against CC champions like Zoe or Lissandra, or hard CC team comps. I personally would never take it unless I'm against 5 Lissandra's, but it's always helpful in any situation where you're, you guessed it, CC'd.
Questionable SS
Heal: surprisingly this spell isn't too uncommon for many Azir players, since it can give you that little MS boost along with the obvious restored health trying to escape a chase, or it can help your whole team in a teamfight, possibly turning the whole fight around. Heal can also save you if you're about to die from Ignite, or red buff's burn from the enemy jungler. I still wouldn't recommend this at all, but if you feel the need to grab it, go ahead.
Ghost: I honestly don't see a situation where Ghost would be good on Azir unless you're about to be creep blocked by a huge horde of minions, being chased by an angry enemy team. If you grab this you're 110% trolling.
Smite: The only situation where I could see an Azir grabbing Smite is if their running Azir jungle cough Yusefu's guide cough. Go check out Yusefu's somewhat outdated but still informative Azir jungle guide! <3
P: Shurima's Legacy: Azir's Passive is Shurima's Legacy, where every 3 minutes, Azir can click on the ruins of a destroyed turret, both allied and enemy turrets to summon a Sun Disc. A Sun Disc functions like a normal turret, but will give any gold it earns, as well as kills.
This passive is amazing for sieging, protecting, or even trying to set up a teamfight in your favor. This passive has granted me so many free kills and has helped me with so many 1v2's and teamfights. Try to use this passive wisely, as it has a long cooldown and can impact the game in either a good or bad way.
Q: Conquering Sands: Azir's Q is Conquering Sands, where it orders all soldiers that are currently up towards the target location dealing 60-140 (+30% of AP) magic damage and slowing all enemies that they pass through by 25% for 1 second.
This ability is extremely important, as you can use this to dive deep into a fight paired with your E, to poke down your enemy laner, to farm safely from a distance if in a hard matchup, etc. Your Q is very useful, but extremely mana hungry in the early levels. Try to use this ability sparingly, or else you go OoM and die when you have no way to fight back because you are out of mana. This ability is fantastic for repositioning your soldiers in a teamfight to really poke at the back line, possibly picking up a kill. This ability also resets Azir's autoattack timer, very useful for poking and trading in lane with the combo W-AA-Q-AA.
W: Arise!: Azir's W, Arise! is the bread and butter of your kit. Azir summons an untargetable soldier for 9 seconds. These soldiers replace Azir's basic attack with their own, dealing 60-160 (+60% of AP) magic damage in a line. Azir stores up to 2 soldiers at a time, but there is no limit to how many soldiers can be placed on the field. Azir gains 20-60% scaling attack speed for 5 seconds whenever he summons 3 soldiers.
This ability is literally the only thing you can start with as Azir, because all your other abilities (besides your R) can't be cast without your W. This ability is perfect for zoning off enemies in laning phase, it's 3 soldiers attack speed proc is perfect in teamfights and taking objectives such as Dragon or Baron. In the early game, try to only use one soldier at a time for farming, as this will help you get used to your mana pool and conserving it.
E: Shifting Sands: Azir's E is Shifting Sands, where Azir dashes to one of his soldiers, dealing 60-180 (+40% of AP) magic damage to enemies he passes through, shielding himself for 80-240 (+70% of AP) for 1.5 seconds. If Azir hits an enemy champion, he will stop and gain an extra charge of Arise!.
This ability is Azir's only mobility spell, with a very high cooldown throughout the game, Azir must use this spell sparingly and wisely, or else it could mean his life. This ability can be used to setup a gank, combined with your R, it can be used to get out of sticky teamfights, it can be used to close a gap between you and a low health enemy, the possibilities are endless. A little tip, if you're about to die from ignite in lane or want to sustain yourself in a duel, place down a soldier and E to it, giving you a shield and bonus health to wait out the ignite or to get an edge in a 1v1. You can also use the extra charge of Arise! for a steroid 1v1 combo. W-W-Q-E(into enemy champion)-W this combo will give you 3 soldier's and your extra AS proc'd, which is amazing for 1v1'ing an enemy champion in the jungle or in lane. It really gives you an advantage.
R: Emperor's Divide: Azir's R is Emperor's Divide, where Azir calls forth 5-7 soldiers who push forward, knocking all enemies back and dealing 150-450 (+60% of AP) magic damage. When the soldiers finish the charge, they stand as an immovable wall for 3 seconds, blocking enemy champion movement. These soldiers can not be affected by your other spells.
This ultimate ability is a game changer and live saver. You can use this ability for endless uses, such as peeling for ADC, disengaging/engaging a teamfight, setting up a gank, duels in laning phase, etc. I love this ultimate ability, and it can be used to pull of some nutty plays. You'll primarily want to use this ability to knock the whole enemy team back into a turret or your own team. If used correctly, this ultimate can change the whole game.
Ability Sequence
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Ability Sequence
> > >
R > Q > W > E
Maxing your Q Conquering Sands first is vital because it is our main transportation of our soldiers and main source of poke/damage. Maxing out your W Arise! next is great because it lowers the CD, and increases the damage each soldier deals. Lastly, maxing out your E Shifting Sands is good because early on in the game you won't need it as much, but later in the game when more teamfights break out, you'll need all your abilities to be up to be able to W - E - Q - R and then be able to E out or E towards a low health enemy escaping the fight. If you feel the need, you can put a few points into E earlier into the game.
Nashor's Tooth
Nashor's Tooth: This item synergizes extremely well with, well Azir overall. I recommend always building this item unless you're up against an unfavorable matchup such as Zed or LeBlanc. This item gives 80 AP, 50% AS, and 20% CDR for the early game mini DPS spike on Azir. While Nashor's Tooth passive doesn't apply to his soldier's attacks, it still has a decent amount of AP and AS as well as 20% CDR for a good first item power spike.
Luden's Echo
Luden's Tempest: The 90 AP, 10% CDR, and a plentiful 600 mana, Luden's Echo is a good first item for a lot of Azir players. I myself prefer a Nashor's first, but for certain builds like HoB build, I rush a Luden's. This item provides a lot of burst and it helps with newcomers to Azir to get used to attacking, moving, attacking, moving, etc. with the passive that grants 100 (+ 10% AP) bonus magic damage on the next ability hit. You can never go wrong with a Luden's rush, it works wonders.
Liandry's Torment
Liandry's Torment: The 300 HP and 80 AP on Azir is a perfect item for him in the early game as it gives him more HP, due to his squishiness it'll help him in teamfights to stay alive longer, whereas the passive is great and really spikes his DPS due to the % damage. The second passive synergizes well with Conquering Sands and also massively increases the kill potential and DPS Azir has in the early game, leading to a possible snowball.
Void Staff
Void Staff: Is a good item on Azir because it's a good mid game power spike, good against magic resist, and gives a decent amount of AP. I barely build this but when I do I have a lot of fun with my Sorc Shoes + Void Staff + Rabacap damage. It's also a really good first item against ap counters like Kassadin, and Galio.
More Items Coming Soon!
Gameplay Coming Soon!
Laning Phase Coming Soon!
Teamfighting Coming Soon!
To conclude, Azir is a high DPS teamfighting god, and is extremely overpowered in the right hands. May I wish you luck in your journey of mastering Azir, and I hope I helped.
I will be updating this guide whenever possible, and it may take a while to update this when Azir gets his upcoming rework(?), but don't quote me on that.
I would love to credit Jovy for helping me out with the graphics, advice and a bit of code for this guide. Without her this guide would look like complete trash and I'm very thankful for the work that she has done willingly for me. You should go check out Jovy's Signature Shop where you can order either a signature, banner(s), or both! She's extremely friendly and responds quickly. Her work is amazing! Good Luck!
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