Core Build Order
Core Build Path
's turret loses 100 Armor if Azir dies or moves too far away.
's dash can be extended with
If Azir hits an enemy champion during
, the dash ends and he gains a charge of
's Sand Soldiers last 10 seconds but expire twice as quickly if they're under an enemy turret.
Scales well and has a strong laning phase. Level 2 with
lets him reposition Sand Soldiers to deal damage and zone the enemy.
Spikes at level 13 with both
maxed. The lower cooldown and recharge timer, respectively, allow Azir to play aggressively from a safer distance.
's bonus attack speed is doubled for 5 seconds when 3 Sand Soldiers are out at once, giving him a huge temporary damage spike.
Synergizes well with
. Can opt for
is used, Sand Soldiers cannot move for a while, which can be punished.
Weak at level 1 since he only has access to
until level 2.
has a longer cooldown of 22 seconds at rank 1. Once used, he can be punished.
Forcing Azir to use
defensively lowers his teamfighting potential since he won't have any playmaking capabilities.