Azir Mid Build, Runes, Items, and Stats for Emerald+ Patch 16.4
Azir highest win rate Build, Counters, Runes, Stats, and Abilities for Emerald+ Patch 16.4.Tier 
Win Rate 46.2%
Win Rate Change +1.0%
Pick rate 1.0%
Ban rate 0.2%
Matches 3,019
Playstyle Builds
Pro Builds
Patch: 16.4
W
Q
E 



Runes




Summoner Spells
Items
Starting Items
Build Order
Completed Items
Situational Items
Ability Max Order
82%
1,489 games
1
W
2
Q
3
W
4
E
5
W
6
R
7
W
8
Q
9
W
10
Q
11
R
12
Q
13
Q
14
E
15
E
16
R
17
E
18
E
Damage Breakdown
Key Insights
- If Azir hits an enemy champion during , the dash ends and he gains a charge of
E.
W - 's dash can be extended with
E.
Q - 's turret loses 100 Armor if Azir dies or moves too far away.
P - 's Sand Soldiers last 10 seconds but expire twice as quickly if they're under an enemy turret.
W
Strengths
- Excels with items that enhance his magic damage, survivability, and control.
- Scales well and has a strong laning phase. Level 2 with lets him reposition Sand Soldiers to deal damage and zone the enemy.
Q - 's bonus attack speed is doubled for 5 seconds when 3 Sand Soldiers are out at once, giving him a huge temporary damage spike.
W - Spikes at level 13 with both and
Qmaxed. The lower cooldown and recharge timer, respectively, allow Azir to play aggressively from a safer distance.
W
Weaknesses
- Forcing Azir to use defensively lowers his teamfighting potential since he won't have any playmaking capabilities.
R - Once is used, Sand Soldiers cannot move for a while, which can be punished.
Q - has a longer cooldown of 22 seconds at rank 1. Once used, he can be punished.
E - Weak at level 1 since he only has access to until level 2.
W

