01 / Azir
At a glance
Learn Azir abilities and prepare your first games. Find builds for each supported role.
02
Strengths & weaknesses
Tools to play around
- Conquering SandsContributes damage to the champion’s rotation.
- Shifting SandsOffers a movement tool for positioning.
- Emperor's DivideCreates a control window for a follow-up.
What can go wrong
- Conquering SandsPractise the hit area and target conditions first. Do not spend the rest of your rotation automatically when the opening damage misses.
- Shifting SandsDecide where you want to finish the movement before casting. Using mobility to enter a fight can leave fewer options to retreat.
- A completed combo is only useful when your position, resources and follow-up are safe.
03
Abilities & tips
Open an ability to read its effect and a practical use tip.
PShurima's Legacy
Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Read the effect and its conditions, then practise it alone. Build your sequence around the effect you can reliably reproduce.
QConquering Sands
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.
Practise the hit area and target conditions first. Do not spend the rest of your rotation automatically when the opening damage misses.
WArise!
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.
Practise the hit area and target conditions first. Do not spend the rest of your rotation automatically when the opening damage misses.
EShifting Sands
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.
Decide where you want to finish the movement before casting. Using mobility to enter a fight can leave fewer options to retreat.
REmperor's Divide
Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies.
Use this control to create a follow-up window. Check the target’s defensive spells and your teammates’ range before committing.
05
Game plan by role
Azir · Mid
Use the wave to control when trades happen. Keep a defensive option if the opposing jungler is missing, and avoid forcing a combo into a large enemy wave.
Move after checking the wave, vision and who can follow. A useful roam should not cost several uncontested waves for no clear opportunity.
Fight from a position where you can repeat your useful spells. Look for an opening after enemy control is spent instead of entering first by habit.
Before your next fight, check: Conquering Sands · Emperor's Divide · Combos
06
Matchup preparation
Compare opponents in the build for the role you are actually playing. Then check their key control, escape and defensive spells before choosing your trade.
07
Practice checklist
- Cast each ability alone and identify its range, target conditions and stopping point.
- Practise the first sequence slowly. Repeat it while moving, without skipping the conditions shown on its card.
- After each attempt, identify the spell you would still have available to defend or retreat.
08
Azir · Builds & runes
Choose a role, then select your rank on the build page for runes, items, skill order and matchup statistics.
