Background Global
Azir
tier-5
P
Q

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W

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E

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R

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role-midMid
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Ranked Solo/Duo
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rank-platinum+Platinum+
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10.11
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Recommended Build

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Summoner Spells
Starting Items
Core Build Path: 48.18% Win Rate (279 Games)
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Core Final Build: 49.44% Win Rate (89 Games)
Runes: 41.04% Win Rate (268 Games)
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Q
Q
Q
Q
Q
W
W
W
W
W
E
E
E
E
E
R
R
R
Skill Order
Q
W
E
Damage Breakdown

92% AP

Azir's Matchups

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No matchups data found for this champion.
Win Rate
46.2%
(+0.3%)
vs last patch
Pick Rate
2.2%
(-0.9%)
vs last patch
Ban Rate
0.3%
(-0.1%)
vs last patch

Playing against Azir

Key Insights
If he uses
towards you, he may be looking to combo with
. Stay away or immediately get out, as
creates impassable terrain for enemies (allies can walk through it).
His
into
escape can be intercepted by standing in front of it.
Sand soldiers last 10 secs but expire twice as quickly if they're in range of an enemy turret.
Power Spike
Azir is a scaling mage but has a relatively strong laning phase. Lvl 2 with
allows him to easily position soldiers to deal damage and zone the enemy.
Big power spike at lvl 13 with both
and
maxed. The lower cooldown and recharge timer (respectively) allow Azir to play very aggressively from a safe distance.
's bonus attack speed is doubled when there are three soldiers out, giving him a huge damage spike in that time.
Spikes well at first item completion (either
or
). Both add damage and mobility due to their 20% CDR.
Vulnerable
Azir has no escapes until level 3, making him extremely vulnerable to any gap closers.
Once
is used in the laning phase, he can't move his soldiers, allowing you to move out of their AoE and punish his aggression.
Forcing Azir to use
defensively makes his teamfighting potential severely weaker since he won't have any playmaking capabilities left.
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