Azir Środek: build, runy, przedmioty i statystyki dla: Szmaragd+, patch 16.4
Azir: build z najwyższym WR, kontry, runy, statystyki i umiejętności dla: Szmaragd+, patch 16.4.Tier 
Współczynnik zwycięstw 46,2%
Zmiana WR +1,0%
Częstotliwość wyboru 1,0%
Częstotliwość banowania 0,2%
Mecze 3019
Buildy pod styl gry
Buildy zawodowców
Patch: 16.4
W
Q
E 



Runy




Czary przywoływacza
Przedmioty
Przedmioty startowe
Kolejność budowania
Ukończone przedmioty
Przedmioty sytuacyjne
Kolejność maksowania umiejętności
82%
1489 gier
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
Podział obrażeń
Kluczowe wnioski
- 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
Mocne strony
- 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
Słabe strony
- 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

