[Tutorial] Azir Mid, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)
Champion Info (Azir mid 5v5 )
Attack: 52
Defense: 3
Magic: 8
Difficulty: 9
Health: 550
Move Speed: 335
Armor: 22
Range: 525
Health Regen: 5
Critical Strike: 0
Attack Speed: 0.625
Azir
the Emperor of the Sands
Mage Marksman
Azir 5v5 mid
Azir 5v5 adc
Azir 5v5 jungle
Azir 5v5 top
Azir 5v5 support
MID
- Tier: S
- Win: 50.38%
- Role: 94.41%
- Pick: 5.03%
- Ban: 2.25%
- Games: 37831
- KDA: 2.13
- Score: 62.02
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.
Azir Tips (Ally)
- 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!
Azir Tips (Enemy)
- 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.
Summoner Spells
Consumable: 0 Cooldown: 300 Range: 425 Teleports your champion a short distance toward your cursor's location. |
Consumable: 0 Cooldown: 360 Range: 25000 After channeling for 4 seconds, teleports your champion to target allied structure. Upgrades to Unleashed Teleport at 10 minutes, which teleports your champion to target allied structure, minion, or ward. |
Azir Masteries
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Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized Energized attacks heal you for 10 - 130 (+0.1 Bonus AD, +0.05 AP) and grant Healing from minions is 10% effective for Ranged Champions, and 20% effective for Melee Champions. |
Damaging an enemy champion increases your mana regeneration by @RegenAmount@ (80% for ranged) mana per second for 4 seconds. All energy users gain 1.5 energy per second, instead. Takedowns restore 15% of your maximum mana or energy. |
Gain 3% attack speed plus an additional 1.5% for every Legend stack ( Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill. |
Deal 8% more damage to champions who have less than 40% health. |
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Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s. Cooldown: 10s |
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. Cooldown: 15 seconds |
+10% Attack Speed |
+9 |
+10-180 Health (based on level) |
Azir Starting Items (PROBUILD)
BUY: 400 SELL: 160 |
BUY: 50 SELL: 20 |
BUY: 0 SELL: 0 |
Azir Recommended Items (PROBUILD)
BUY: 3000 SELL: 2100 Attacks apply |
BUY: 1100 SELL: 770 |
BUY: 3000 SELL: 2100 Dealing damage with Abilities causes enemies to burn. For each second in combat with enemy champions, gain increased damage. |
BUY: 3100 SELL: 2170 After using an Ability, your next Attack is enhanced with an additional |
BUY: 3250 SELL: 2275 Enter |
BUY: 3600 SELL: 2520 Increases your total |
BUY: 0 SELL: 0 |
BUY: 500 SELL: 200 |
Azir Active Abilities
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q | Q | Q | Q | Q | ||||||||||||||
W | W | W | W | W | ||||||||||||||
E | E | E | E | E | ||||||||||||||
R | R | R |
Passive | Q | W | E | R |
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Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets. |
Cooldown: 14/12/10/8/6 Consumable: 70/80/90/100/110 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. |
Cooldown: 1.5 Consumable: 40/35/30/25/20 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. Arise! also passively grants attack speed to Azir and his Sand Soldiers. |
Cooldown: 22/20.5/19/17.5/16 Consumable: 60 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. |
Cooldown: 120/105/90 Consumable: 100 Range: 250 Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies. |