[Tutorial] Azir Support, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)

Champion Info (Azir support 5v5 )

Azir Azir Stats

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 Mage Marksman Marksman


Azir 5v5 mid
Azir 5v5 adc
Azir 5v5 jungle
Azir 5v5 top
Azir 5v5 support

SUPPORT

  • Tier: Off Meta
  • Win: 55.09%
  • Role: 0.56%
  • Pick: 0.03%
  • Ban: 1.77%
  • Games: 244
  • KDA: 1.52
  • Score: 56.37

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

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


Teleports your champion a short distance toward your cursor's location.

Ignite Ignite

Consumable: 0

Cooldown: 180

Range: 600


Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.


Azir Masteries

Precision
Fleet Footwork
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 20% Move Speed for 1s.

Healing from minions is 10% effective for Ranged Champions, and 20% effective for Melee Champions.
Presence of Mind
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.
Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Sorcery
Scorch
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s.

Cooldown: 10s
Manaflow Band
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
Attack Speed
+10% Attack Speed
Adaptive Force
+9 Adaptive Force
Health Scaling
+10-180 Health (based on level)

Azir Starting Items (PROBUILD)

World Atlas World Atlas

BUY: 400

SELL: 160

Health Potion Health Potion

BUY: 50

SELL: 20



Active - Consume: Drink the potion to restore 120 Health over 15 seconds.

You may carry up to 5 Health Potions.
Stealth Ward Stealth Ward

BUY: 0

SELL: 0



Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.

Azir Recommended Items (PROBUILD)

Sorcerer's Shoes Sorcerer's Shoes

BUY: 1100

SELL: 770

18 Magic Penetration
45 Move Speed


Nashor's Tooth Nashor's Tooth

BUY: 3000

SELL: 2100

90 Ability Power
50% Attack Speed
15 Ability Haste


Icathian Bite
Attacks apply 0 magic damage On-Hit.
Zaz'Zak's Realmspike Zaz'Zak's Realmspike

BUY: 400

SELL: 160

5 Gold Per 10 Seconds
75% Base Health Regen
75% Base Mana Regen
200 Health


Void Explosion
Dealing ability damage causes an explosion dealing magic damage and damage based on the targets max Health.



ACTIVE
Ward
Place an Invisible Stealth Ward that grants vision. Stores 0 Stealth Wards, which refill upon visiting the shop.
Rylai's Crystal Scepter Rylai's Crystal Scepter

BUY: 2600

SELL: 1820

75 Ability Power
400 Health


Rimefrost
Damaging Abilities Slow enemies by 30% for 1 second.
Liandry's Torment Liandry's Torment

BUY: 3000

SELL: 2100

90 Ability Power
300 Health


Torment
Dealing damage with Abilities causes enemies to burn.

Suffering
For each second in combat with enemy champions, gain increased damage.
Zhonya's Hourglass Zhonya's Hourglass

BUY: 3250

SELL: 2275

120 Ability Power
50 Armor


Time Stop
Enter Stasis for 2.5 seconds.
Oracle Lens Oracle Lens

BUY: 0

SELL: 0



Active - Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards. Has 2 recharges.
Elixir of Sorcery Elixir of Sorcery

BUY: 500

SELL: 200





Champion level 9 or greater required to purchase. Elixir of Sorcery's true damage effect has no cooldown when attacking turrets. Drinking a different Elixir will replace the existing one's effects.Active - Consume: Drink to gain 50 Ability Power and 15% Mana Regen for 3 minutes. While active, damaging a champion or turret deals 25 bonus true damage (5s cooldown).

Azir Active Abilities

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RRR
PassiveQWER
Shurima's Legacy Shurima's Legacy

Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.

Conquering Sands Conquering Sands

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.

Arise! Arise!

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.

Shifting Sands Shifting Sands

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.

Emperor's Divide Emperor's Divide

Cooldown: 120/105/90

Consumable: 100

Range: 250

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

Azir SKINS

Azir default
Galactic Azir
Gravelord Azir
SKT T1 Azir
Warring Kingdoms Azir
Elderwood Azir
Worlds 2022 Azir

Azir Counters (Over 50% win rate)

Azir Countered By (Under 50% win rate)