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Recommended Items
Runes: Zoom Zoomzir
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Teleport
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Threats & Synergies
Jarvan IV
Jarvan perfectly locks down Targets for Azir in place. They can not Escape your Soldiers. 10/10. In turn if J4's ult is down, Azir can set up a gank into J4 which J4 can follow up beautifully with his knock up combo.
Jarvan IV
Jarvan perfectly locks down Targets for Azir in place. They can not Escape your Soldiers. 10/10. In turn if J4's ult is down, Azir can set up a gank into J4 which J4 can follow up beautifully with his knock up combo.
Champion Build Guide
I'm streaming since march as of this year daily and making content on all Socials from TikTok to Twitch.
Feel free to come along my journey of trying to reach the top of the ladder and trying to become the best Azir EUW.
I Played from S2 ~ S5 and failed my Master Promos back then and I'm now back again since the 2nd half of S12.
I've managed to peak so far at 484LP Masters in S13 S2.
This guide is here to provide you with my favorite build that helped me reach Masters in such a short period of time of playing the game again aswell as share some other favotire Builds of mine.
The Nashors Rush aka the Mythicless Azir.
I came up with this Build within 5 days of depression after Azirs initially dreaded mini-rework.
To keep things interesting I'll be updating this guide with other current Favorite Builds that I run, and other Builds that I've extensively tested and played.
You'll notice a tendency for Luden's Tempest in my Builds.
We are playing SoloQ and are not on the professional Stage.
At the end of the day the enemy team won't be able to accomplish much if the enemy carries are dead.
Due to the nature of SoloQ environment you've probably experienced yourself that you can't always rely on your frontliners and supports to properly and perfectly peel you during teamfights.
It's not even the Echo effect but more so the flat penetration Luden's Tempest provides
which outshines Liandry's Torment's burn or its cap of 12.5%dmg amp.
And especially mathematically in the lategame Luden's Tempest MPen will completetly outshine Liandry's Torment dot.
Ludens passive simply serves to have you equipped with the most amount of raw damage at all times in case you need to outmuscle the enemy apc, adc or assassin if they find an angle on you Liandry's Torment simply doesn't do that.
That said, you should Obviously opt into Liandry's Torment if the enemy ADC is a Swain or the enemy Anivia is building Rod of Ages for instance.
In my personal case however, I might end up swapping over to Liandry's Builds once I reach Grandmaster/Challenger as the flow of games might be different.
Just for me atm, and all the ranks below, my Builds should yield the best results for you. Hope you'll enjoy :)
This Build is a Hybrid of Burst and DPS.
It doesn't provide the 100-0 statchecky nature during it's first 2 items unlike the Nashors Build. It also doesn't Nuke as hard as fullpen builds at 2 items until we acquire Rabadon's Deathcap.
It's more of a zoom in and out type of fight-style similar to Jhin? You're essentially seeking to drown you opponent with your Agility and poke/burst.
Think of Ludens as your Fleetfootwork but with added free burst.
You want to be using Hail of Blades, Luden's Tempest and Berserker's Greaves more in Tandem and not all always at the same time if it makes sense. It's also crucial to get at least 2-3 stacks of Ingenious Hunter by the time you finnished your boots and Mythic.
Gameplay Guide
Summoners of choice: Flash Teleport
Early game:
Due to the lack of Manaflow Band and Presence of Mind you're going to run oom rather easy.
I often end up basing, on 435 or or 800-ish gold to replenish mana and hp and and buy either just an Amplifying Tome
or an Amplifying Tome + Dark Seal and Teleport back to lane depending on my wave-state.
Teleport is very handy here. We can trade a bunch early just base and come back again.
As when you come back you should be level 4 which is where you're going to have 2 points in Arise!.
Your Cheap Shot + Hail of Blades + Rank 2 Arise! + purchased AP is from here on out going to hurt your opponent quite hard and make your opponent respect you more once you've hit them properly. Thus allowing you to get substantial poke in, in order to fight for Prio or prevent your opponent from bullying you. It's a mind game and we are just waiting for Lost Chapter and mana-management is still important here.
After Lost Chapter you can go ahead and start playing more aggressively with no regerds for your mana, looking to poke your opponent with Hail of Blades off cooldown. This is our first small powerspike, we are now a champion.
2 flows come by depending on your next base:
Blasting Wand: Provides Raw AP and no AS, thus your playstyle is just poke, but more potently than before coherent with our runes.
Berserker's Greaves: The close to Nashor's Tooth levels of AS put you temporarily in a place of relative power-level in which you win most extended fights untill your opponent finishes their Mythic item. You'll notice this after playtesting.
If you grab both you're bing schilling but want to be more prone towards the original Hit and run playstyle. However the added AS of Berserker's Greaves will give you more agility and smoothness in kiting and will, eventho we're in a hit and run type of build, allow you to position and play more cheeky. Heightened levels of spacing, kiting and champion understanding are going to be rewarded drastically from here on out.
Midgame: From here on out we adhere to the Jhin-esc playstyle but with more quick stabs in the poke compared to 1AA. And the Build plays itself.
With a couple of Ingenious Hunter Stacks, Luden's Tempest and Berserker's Greaves we are now online and can do the Zoomies.
The flow/goal should not be to go in and Burst, but more so going permanently into your opponents Face and out again in tandem Between the CD's of Luden's Poke and MS-Steroid, HoB poke and inherent abilty to quickly shave off 1.5~4.5s of Luden's Tempest and quick stabs when both are down through Berserker's Greaves.
Our T2 boots also amplify the speed of Hob aswell as help reduce Luden's CD.
Literally everything synergizes in this build.
Theory/Philosophy/Logic
Luden's Tempest CD gets reduced by 0.5s whenever an ability hits an enemy champion.
Azirs Arise! counts as an Ability and on top of that each soldier counts individually.
Meaning if 3 soldiers hit a target once Ludens' CD gets reduced by 1.5s. Luden's can't be reduced by more than 1.5s per stab, meaning we can't reduce Luden's by 2s with 4 Soldiers.
If we hit a target with 3 soldiers, 3 times, we reduce Ludens' CD by 4.5s in a short period fo time.
If we have 5 stacks of Ingenious Hunter Ludens' CD starts at a default of 6.67s.
If you manage to Proc Hail of Blades just as Ludens went on CD, i.e. after casting Q Conquering Sands on somebody, you're going to proc Ludens a 2nd time once you've finnished stabbing them with Hail of Blades.
That already is quite juicy and sounds amazing.
Now we're going to add a little extra oomph and agility into our build and gameflow.
In order to not feel like a budget version of Syndra unlike most Burst Azir builds.
We are introducing Berserker's Greaves to have some tangible attackspeed while Hail of Blades is down BUT also help us AA more, in order to reduce Luden's Tempest cooldown while HoB is offline.
Also, unlike normal autoattacks you are unable to cancel the AA Animation of Azir's Arise!,
however the speed of Arise!'s AA animation scales with attackspeed.
By introducing a little extra attackspeed through Berserker's Greaves it makes for a less clunky experience in terms of kiting compared to other burst Azir builds. Personally always dreaded how awfully long Azir is rooted in place and how long each stab took when playing other full burst versions of Azir.
Transcendence comes now in aswell to provide us with even more up-time to cast more abilites
and recude Luden's Tempest CD even more. And we do all of that while bursting people left and right and zooming around with Luden's Tempest movementspeed boost, over and over again.
One of Azir's weaknesses is opponents jiggling in and out brushes during teamfights in the jungle or around objectives. This prevents Azir from dealing DMG and lowers his DPS substantially.
Horizon Focus fixes this issue entirely as it reveals opponents for 6s everytime we land a Q Conquering Sands which by the time we finish Horizon Focus as 2nd item will have a 4-ish s CD.
Yes this item deals always a little less DMG compared to Shadowflame and has 50 less HP but it has turned out to be an unnoticeable trade-off in the DMG department aswell as providing us with additional 15AH, which is an appreciated stat on Azir.
The reveal effect of Horizon Focus also eliminates any outplay attempts Assassins or other champs might seek to do as they're escaping from you into Fog of war while being chased.
It seems quite early game oriented but AH = Lategame.
Now we've equipped ourselves with so much AH, IH, DMG and MS burst through HoB and Luden's Tempest, free scaling magic penetration from Luden's Tempest passive and what's left is some
added AP lategame scaling through Gathering Storm alongside the AP provided by Ghost Poro.
Now the math at full Build also checks out as we are looking at 26Flat MPen + 40%Mpen and another 10%DMG amplification through Horizon Focus, never running out of Arise! ever again, zooming around with constant movement speed while also never losing sight of our opponents ever again.
Note: Horizon Focus 10%dmg amplification is an identical effect to Liandry's Torment's up to 12.5%DMG amplification based on opponents base Hp.
It's probably due to this fact, why a 4 item Version of this Build without Rabadon's Deathcap feels as if it had a Rabadon's Deathcap in it.
Yes Rylai's Crystal Scepter will perma proc Horizon Focus passive upon AA's with Arise!.
Your max DMG 3 item spike: Luden's Tempest, Horizon Focus, Rabadon's Deathcap
Alternate Build(slower games): Luden's Tempest, Horizon Focus, Rylai's Crystal Scepter, Nashor's Tooth.
Hope you enjoy
Azir's strongest 1 item powerspike in terms of DPS, ever since his rework is Nashor's Tooth.
The main thing I like about this build is that it sets you up to be able to 1v1 virtually anyone very early on.
It gives that old 3-soldier-steroid-statcheck vibe.
Gameplay Guide
Summoners of Choice: Flash Ignite/ Exhaust
Already on Blasting Wand + Berserker's Greaves you're literally running over any ADC or APC if you catch them lacking (missed/wasted their CC/mobility on CD). Brusier junglers such as Hecarim or Jarvan IV and other Tank junglers such as Maokai are a breeze aswell at this specific point in the game. Elise? No problem.
Yone-Style statcheck-fashion. They just cannot fight back. Abuse this power for early skirmishes or run over your laner and snowball off the face of Summoners Rift.
I'm really looking for blood and snowballing here.
For Goomba stomping go Rabadon's Deathcap 2nd though most of the time
you'll probably end up buying Zhonya's Hourglass 2nd and D-Cap 3rd.
Zhonya's Hourglass built-in outplay button just provides too much value and will more often than not have you snowball even harder and provide you with even more money. Rounding up the Build with Luden's Tempest 4th as the passive pen will amp up your DMG immensely. It's the passive pen I care about and less it's echo effect.
Theory/Philosophy/Logic
Limittesting is the name of the game here.
The focal point when going this Build is to play your games with a focus on practicing your spacing, kiting and Cooldown-punishment Skills aka Knowledge of other champions cooldowns and their ranges of each of their abilites. In order to see the most success and improvement in your skill on Azir you will need to be creative and smart in finding ways during duels and skirmishes in order to squeeze out as many AA's as possible for MAX DPS and total conquer, in true Emperor fashion.
The mana-regen mid-fight Presence of Mind provides in combination with an increased manapool
of 250 through Manaflow Band eliminates any mana-issues you could encounter while delaying a mana-mythic.
This sets you up to build literally anything you need in order to win and outplay your opponents.
Because of this, you can feel free to experiment with builds of your own style! The provided Buildpath for this Build is simply what I commit to on my main or on a smurf and doesn't need to be copied, just know this is how I do it and what I recommend to players who seek to level-up their skill on Azir.
The best Part about this Build is that it leaves you incredibly fexible compared to other Builds while leaving you still with the most amount of DPS due to Nashor's Tooth 1st compared to other Mythic rush builds.
This runepage provides you the most flexibility in terms of Build-crafting your own style.
After 3 or 4 items you can swap out Berserker's Greaves for Sorcerer's Shoes. Only do this if you feel like your stabs feel still weak even after Luden's Tempest 4th.
Originally I've built Nash, Sorcs with Lethal tempo.
However Conqueror with Berserker's Greaves + Blasting Wand puts that to shame and is a whole different level of powercurve.
4 Item Core: Nashor's Tooth, Berserker's Greaves, Zhonya's Hourglass, Rabadon's Deathcap, Luden's Tempest.
Have fun going crazy :)
The NPC Azir Build is there if you're feeling like taking it slower, playing correct League of Legends and focus more on macro and correct decision making while leaving the game with the least amount of deaths.
Gameplay Guide
Summoners of Choice: Flash Teleport
2ndary Rune Options:
Ghost Poro + Ingenious Hunter / Ultimate Hunter
Overgrowth + Conditioning / Second Wind / Bone Plating / Demolish
Magical Footwear/ Minion Dematerializer+ Cosmic Insight
Transcendence / Absolute Focus + Gathering Storm
We just want to scale.
Your buildpath and playstyle is going to be in a Fashion that you're probably already used to.
Farm for Lost chapter, get our Mythic Item, keep on farming Gold and XP untill our powerspike at 2 items.
My decision-making as I'm piloting this Build is heavily influenced by the underlying goal of acquiring Rabadon's Deathcap as a 2nd item.
In order to maximize my scaling and powerspike at 2 Items im seeking to die as little as possible and only commit to low risk high rewards situations. You are going to 1v9 your game most of the time no matter the state of the game once you've gotten there in a smooth fashion.
Again the Mantra of the game is proper clean gameplay, Backline-Carry á la challenjour.
The more time you spend dead the less xp you're getting and making you fall behind.
Levels play indeed a big role when it comes to taking over a game.
Theory/Philosophy/Logic
My personal priority is to acquire Rabadon's Deathcap as a 2nd item.
In more difficult games where there's Karthus, Malphite or Vi depending on the rest of the enemy comp you can grab Zhonya's Hourglass 2nd and Rabadon's Deathcap 3rd.
You don't need to necessarrily snowball in order to grab Rabadon's Deathcap 2nd as you might think.
As with this build you're intuitively not constantly seeking for trades and skirmishes you'll find yourself more often than not longing to just farm and scale up, kind of in old Azir fashion, leading you as the player into an overall safer playstyle and keeping yourself most of the time rather healthy.
Thus allowing you stay and farm for the 1250g for each Needlessly Large Rod more consistently.
The enemy ADC can be 25 and 0, all they do is deal damage. Once they've gotten struck by 1 or 2 stabs of ours on this spike they'll start to reconsider their choices.
In a similar fashion however, depending on the tunnel-vision of your opponent and depending on how little you've interacted with your opponents by this time, your opponents might not realize how much DMG you're dealing with each stab and they might just die before they even realize it.
Acquiring the hat this early boosts you to a crazy amount of AP, and will massively increase the value of each AP you'll buy moving forward.
Each stab will feel slow but it's going to chonk.
This is going to make Itemization very pleasant aswell.
Now you can Grab literally any item you want from here on out as you're sitting on the 2 best AP items available to mages: Your Mythic Item and Rabadon's Deathcapp.
Zhonya's Hourglass(Probably your purchase 80% of the time): If the enemy team has any crucial ability that is too difficult to mechanically avoid. I.e:
Vi's R Cease and Desist
Rylai's Crystal Scepter: Makes frontliners life miserable. I like grabbing it if I see lots of immoible champs in the enemy team especially if the enemy carries are immobile such as Xayah, Jinx or Aphelios.
Another good reason to purchase Rylai's Crystal Scepter is if there is lots of splash dmg for instance through the likes of
Ziggs or Zyra. Seeing this ahead of time and grabbing Overgrowth + Conditioning is going to set you apart in terms of build decision-making :).
Azir's insane HP growth per lvl coupled with the HP from this item by the time you finnish it is going to leave you with a very chonky Bird.
Shadowflame: Great alternative for max dmg against squishy targets.
Horizon Focus: Personally I'll be building this every time over Shadowflame whenever I end up playing NPC Azir.
The reveal passive + AH is just way more valuable than the little bit of extra DMG provided by SF. Potentially alongside SF even, in games in which I don't need Zhonya's Hourglass.
Banshee's Veil: I've literally built this item 3 times ever since I'm playing again. Zhonya's Hourglass usually does the Job you want Banshee to accomplish.
Generally Banshee's is built to block/hinder pick-making champs from their Job. IMO this item serves it's best use in way higher ELO's.
Nashor's Tooth: One of Azirs best items and will often feel necessarry as a 5th/6th slot.
Void Staff: Build this if A] Enemy carries are building MR or B] Enemy tanks are getting out of hand.
Pro tip: Track your opponents components. You want to be building Void as they're building their MR items. You do not want to start building Vodstaff AFTER the enemy already finnished their MR item.
Sorcery
Manaflow Band: Allows Azir Specifically to skip out on Lost chapter / Mana mythic. This is for all you theory crafters out there. If you're rushing a Mana-mythic this rune becomes redundant.
Transcendence: is just wonderful to have, really nice in builds that lack AH or augment you in stacking even more AH.
Gathering Storm: Is ATM really good since the meta has slowed down and games go 30+mins. even in higher elos.
Absolute Focus: For pure Backline gameplay and added dmg for a Full HP Kamikaze dive.
Scorch: Please dont go this Rune if you're below 400LP Masters. Embrace gleefully that you are not forced to pick this rune. I Envy you from the bottom of my heart. It's DMG is dealt over-time, Second Wind and Doran's Shield are laughing at this rune. In higher elo's this is primarily picked to fight for prio and due to the fact that BOTH laners are taking the most aggressive trading and laning runes. If the other one skips out on it, he's trolling. This is the only reason u see scorch and biscuits in every runes for ap midlane champions if you look runes up online.
Precision
Presence of Mind: Feels necessarry often times in combination with other Mana-sources.
Especially when one is playing a bit more aggressive and spammy.
Manaflow alone, or Manamythic alone sometimes got me going oom.
If you can mana-manage well however you might want to try out Triumph instead
Triumph: Not even melee users like taking it a lot anymore ever since its nerfs. Personally havn't really tested much around with it. Might do that in the future, especially on my more combat cheesy builds.
Legend: Alacrity: If you're in the Precision tree grab it. It makes Azir feel less clunky and provide you an overall smoother gaming and kiting experience. AS = DMG. Trumps tenacity in the same row. Can potentially outvalue Coup de grace if you have Precision as your 2ndary tree.
Coup de Grace: Most consistent option out of the 3, sadly overnerfed and due to that made room for other pages to be viable.
Cut Down: Take this vs 3+ Tanks if you want to itemize against tanks.
Last Stand: It's pretty neat to provide u some extra DMG especially in early 100-0 battles. As we deal consistent dmg due to us being AA based, Azir can cheese out kills with this rune. However when snowballing this rune often turns out to go dormant, as you'll try to avoid dying when being the carry. Seraphs embrace was fun with this rune. Nice synergy there.
Domination
Cheap Shot: 4s CD aligns perfectly with Azirs 4-ish s CD on Q during midgame.
In earlier stages of the game the extra 10-30 dmg are very noticeable and happen instantly, comapared to scorch, and it acts as a mini-ludens. 10/10 Rune.
Taste of Blood: 20s cd for a little bit of healing is by a long shot never worth taking over Cheapshot. Yes, mature advice would be: take this if you're struggling in certain lanes. But so far I rather advice people to take Cheap Shot, and get to improving your mechanics and match-up understanding. No pain, no gain.
Sudden Impact: Be creative with the free pen it provides lol, idk. Maybe one day when we get our mini knock-up on E back I'll be playing some aftershock azir with sudden impact.
Ghost Poro: is the most consistence choice here. You can have this rune stacked consistently by 16-22mins depending on if you have ingenious hunter and on how many of your wards get killed. Furthermore it provides you with prolonged vision from your trinkets. Consistency is key. Place your wards with caution if you're not running Ingenious Hunter as your trinkets killed by opponent do not spawn a Ghost Poro and will not provide any AP.
Zombie Ward/ Eyeball Collection: Zombie requires u to grab a red trinket which no long-range carry wants to do in the early game and Eyeball requires you to get 10KP worth of Kills and Assists. Both are either Suboptimal nor consistent to ever take over Ghost Poro
Ultimate Hunter: vs champs that have an easy time jumping on you who also have low ULT CD.
If I'm in the Domination Tree and know I won't be building Luden's Tempest nor Zhonya's Hourglass I'm taking this rune.
Ingenious Hunter: Reduces items Cooldowns.
Stackless it provides a 20s cd refund on Zhonyas for instance.
Reduces the CD of Trinkets aswell as of Items such as Seraph's Embrace.
Resolve
Overgrowth + Conditioning are the best 2ndary rune combinations for lategame hypercarries such as Zeri, Kog'maw, since they scale into oblivion due to their kit. Adding a tremendous amount of resiliance through this Combination for free is lovely. Armor/MR to HP is what pen does to AP. Also grab this Combination vs lots of Splash DMG.
Second Wind: vs Poke Match-ups. For max efficiency pair up with Doran's Shield
Bone Plating: vs all-ins who lack poke
Demolish: The smack is pretty weak on Hp-less Azir. I also noticed that I often baited myself into trying to proc Demolish when I saw the opportunity. Most of the time it just baited me into overstaying or dying. Deffo need HP in your build if you wanna try it.
Inspiration
Magical Footwear: For scaling (through economy) and extra agility
Cosmic Insight: Is overall default option and primarily there to reduce TP'S cd by 55s and Flash's CD by 46s
Minion Dematerializer: Give Azir a very nice boost in Waveclear especially for the midgame.
Challenger 1200LP peak NA Azir OTP "Kendy XO" favors this rune a lot.
Mid: 2 Materialisers on melee, 1 on Cannon.
Top: 1 Mat on melee, 2 on Cannon.
Biscuit Delivery: Only good vs trade heavy match ups such as current Orianna or Viktor IMO.
Approach Velocity: For the lulz but can be good if your jungle is Zac, Sejuani, etc. or if you're looking to build Rylai.
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