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

Champion Info (Azir lane urf )

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 urf lane

LANE

  • Tier: B
  • Win: 51.12%
  • Pick: 2.92%
  • Ban: 0.77%
  • Games: 36961
  • KDA: 1.63
  • Score: 47.07

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
Lethal Tempo
Gain [54% - 81%] (Melee) or [21% - 48%] (Ranged) Attack Speed for 6 seconds when you attack an enemy champion. This effect stacks up to 6 times.

While this effect fully stacked, your Attack Speed can exceed 2.5 and you gain 50 Attack Range.
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
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
Nullifying Orb
When you take magic damage that would reduce your health below 30%, first gain a shield that absorbs 35 to 110 (+14% bonus attack damage) + (9% ability power) magic damage based on level for 4s.

Cooldown: 60s
Attack Speed
+10% Attack Speed
Adaptive Force
+9 Adaptive Force
Health Scaling
+10-180 Health (based on level)

Azir Starting Items (PROBUILD)

Doran's Ring Doran's Ring

BUY: 400

SELL: 160

18 Ability Power
90 Health


Restoration
  • Restore Mana every second. If you can't gain Mana, regenerate Health instead.
  • Attacks deal additional damage to minions.
  • 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)

    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.
    Sorcerer's Shoes Sorcerer's Shoes

    BUY: 1100

    SELL: 770

    18 Magic Penetration
    45 Move Speed


    Lich Bane Lich Bane

    BUY: 3100

    SELL: 2170

    100 Ability Power
    8% Move Speed
    15 Ability Haste


    Spellblade (0s)
    After using an Ability, your next Attack is enhanced with an additional 0 magic damage On-Hit.
    Shadowflame Shadowflame

    BUY: 3200

    SELL: 2240

    120 Ability Power
    12 Magic Penetration


    Cinderbloom
    Magic damage and true damage critically strikes low Health enemies.
    Zhonya's Hourglass Zhonya's Hourglass

    BUY: 3250

    SELL: 2275

    120 Ability Power
    50 Armor


    Time Stop
    Enter Stasis for 2.5 seconds.
    Rabadon's Deathcap Rabadon's Deathcap

    BUY: 3600

    SELL: 2520

    140 Ability Power

    Magical Opus
    Increases your total Ability Power by 35%.
    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.
    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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    QQQQQ
    WWWWW
    EEEEE
    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)