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Azir Build Guide by VoYbody

Middle [13.24] ✧Ascended emperor✧

Middle [13.24] ✧Ascended emperor✧

Updated on December 31, 2023
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League of Legends Build Guide Author VoYbody Build Guide By VoYbody 286 29 566,817 Views 15 Comments
286 29 566,817 Views 15 Comments League of Legends Build Guide Author VoYbody Azir Build Guide By VoYbody Updated on December 31, 2023
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Runes: Ascended Emperor / Cursed Sands

1 2 3 4
Precision
Conqueror
Presence of Mind
Legend: Alacrity
Last Stand

Sorcery
Transcendence
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None


TABLE OF CONTENT




GUIDE DETAILS








CHAMPION





PRE/IN-GAME






At the outset, before I introduce myself, I would like to tell you that

The Emperor of Shurima has returned!


You don't have to be a pro in the game with this champion, with my setup, learning will become more enjoyable because that's what you are looking for - the perfect setup for Azir.
I guarantee that playing with this build will bring you a lot of fun and satisfaction, which is the most important thing. The same thought drove me from the very idea of ​​this tutorial up to this point.





Hello, I am VoYbody [EUW].
I OTP Azir for more than 3 years
(Currently almost 200,000 mastery score on EUNE).

There is no doubt that this is my favorite character and I do not get bored of playing it. I enjoy creating Azir builds as much as I enjoy the game itself.
In this guide, you'll get some tips for playing Azir and I promise you will be surprised by how well the list of runes and items works.

There are three main options of runes in my build.
Conqueror, Arcane comet and First Strike.

The main option leading up to this guide is "Ascended emperor"
whose keystone is Conqueror.
This build provides high damage from start to finish, equivalent attack speed, and enough ability haste
to outclass your opponents.

"Catseye" is an optional version under Arcane Comet, This is an easier build for Azir beginners, it provides good sustain and a stable laning phase.
The last build "Initiator" I would say is more aggressive, but it don't work well in this meta.

PROS

Long range
Big damage potential
Escape opportunities
Situational ultitmate and passive
Powerful mid and late game
Hard to counter
Very good teamfights
Interesting and fascinating gameplay
Many possibilities of combo


CONS

Squishy
Hard to master
Requires wise use of mana
Requires good positioning
Not strong early game
Need time to scale
It's hard to get back into the game when you're behind


FLASH

IGNITE

TELEPORT

EXHAUST

CLEANSE
The most versatile spell in game as it allows you to dodge skills, chase enemies,
reposition and perform flashy combos. Flash is essential in any game.


_____________________________________________________________________________________________________

In my opinion, this is the best choice for a second summoner spell.
Gives more kill pressure in the laning phase, so it can help secure kills
and snowball the game out of control.

_____________________________________________________________________________________________________

Teleport can be taken, but it depends on the matchup. Mostly useful when playing against a long range opponent like Xerath, Ziggsa, Brand or especially if you know you will have a harder early game than your opponent.

_____________________________________________________________________________________________________

This is not a summoner you will be using often but it can be a good choice against team comps built around bursting down the targets, so mainly against assassins.

_____________________________________________________________________________________________________

You can take it if the opposing team has multiple CC characters like: Fiddlesticks, Morgana, Ashe, Varus, Amumu, Lissandra, Lillia, Lux, Maokai, Seraphine, Sona, Twisted Fate, Zoe, Sejuani, Leona, Galio and Rammus. Keep in mind that Cleanse removes any summoner spell debuff, such as Ignite and Exhaust.

I
Ascended Emperor

Each conqueror stack grants additional AP, where 12 stacks grant up to 54 AP, with Azir also healing for 8% of the damage dealt. Currently the best rune for the sand emperor.


PRECISION













The path of precision has 2 runes that work well for Azir, the first is the guiding principle of this chapter and the second is Lethal Tempo, which only guarantees attack speed is not good enough at the moment.



Bonus AP per Conqueror stack, at 12 stacks heal for 8% of damage dealt.






Each kill restores 10% of missing HP and grants 20 gold.





Base bonus 3% attack speed. In addition, each stack guarantees another 1.5%.






Additional 8% damage when attacking low HP enemies.




+10% Attack Speed
+9 Adaptive 9 AP
+8 Magic Resist



MINOR PATH




  • Shorter skill cooldowns.



  • Every 10 seconds, an enemy hit deals an additional 20-40 magic damage depending on the level.




II
Option Catseye

This configuration gives you strong and frequent poke, a lot of damage in normal fight and additionally your AP is scaling during the game so you have guaranted strong late game. It's really good.


SORCERY














The sorcery track is typical for mages and we have 2 corresponding keystons on it.
At the moment Arcane Comet is a better choice than Summon Aery because it deals more damage.

Phase Rush is not taken into account.



Hitting an enemy sends a comet towards them, dealing damage. Attacking speeds up the cooldown.






Maximum mana threshold increased as game progresses.





Shorter skill cooldowns.







Scaling AP during the game.






+10% Attack Speed
+9 Adaptive 9 AP
+8 Magic Resist



MINOR PATH





  • Additional AP as the game progresses.




III
Option Initiator

First Strike have a lot of potential because they give extra damage when you start a fight and allow you to quickly collect gold and give yourself an advantage over your rivals. These runes to work require you to attack first.


INSPIRATION













On the path of Inspiration, only First Strike is a suitable rune for Azir.




Extra gold and damage when you start a fight with an enemy hero.






Your shoes give you extra movement speed.






Increased maximum mana threshold and easier mana management in the early game.






Shortened cooldowns of items and summoner spells.





+10% Attack Speed
+9 Adaptive 9 AP
+6 Armor



MINOR PATH


  • Scaling AP during the game.



  • Shorter skill cooldowns.


MYTHIC ITEMS




Luden's Tempest is undoubtedly the best item for mages. A large amount of AP, magic penetration, mana and ability haste is what each of them needs.
In addition, unique passive is very useful in the case of Azir, because during its activation, we deal a large amount of bonus magic damage to up to three enemies, which gives an additional chance to get a kill, to make it even better, we also receive 15% movement speed for 2 seconds.

______________________________________________________________________________________________



Liandry's Torment is the second best mythic item for azir. Stats similar to Luden's Tempest. However, it does not guarantee magic penetration, its power lies in the unique passive, which burns the enemies we hit, in addition, thanks to this item, we deal up to 12% more magic damage to enemies, depending on their additional HP.
Item effective especially in matchup vs tanks and very durable opponents, but it's not a rule.

______________________________________________________________________________________________



Rod of Ages maxed out grants 100 AP, 600 bonus mana and HP, you also level up.
Which makes it a noteworthy item for Azir as it makes him a lot more durable while still having the potential to deal a lot of damage. His passive also allows you to heal by casting skills, it's not a lot of HP, but it can save your life. Rod of Ages works well especially with Seraph's Embrace, you can find a ready build with both items in my guide (I would like to emphasize that this is a prototype).





LEGENDARY ITEMS




This will be either your 3rd or 4th item. It is the strongest mid-late game item on mages
as it adds 35% to total AP which is a great power spike.
If the enemies have a lot of magic resistance, it's better to buy Void Staff.

______________________________________________________________________________________________



50% attack speed and 100 AP determines the utility of Nashor's Tooth. With this item, you can harass your opponent with quick attacks.
______________________________________________________________________________________________



A good item for Azir because it guarantees 100 AP and 200 HP and up to 20 magic penetration depending on the enemy's HP. Very useful when enemies have a lot of shields.
______________________________________________________________________________________________



Especially good against enemies with a lot of magic resistance. It guarantees 40% magic penetration, which will help in their elimination.
______________________________________________________________________________________________



The passive of this item will save your life in many situations and negates a lot of ults in the game. Especially good against AD enemies because it grants extra armor.
______________________________________________________________________________________________



Build it especially against enemies that heal a lot like Yasuo, Yone, Darius.
Inflicts grevious wounds on enemies and reduces their healing by 40%.

______________________________________________________________________________________________



If you got Tear of the Goddess during laning phase or early you should have hit max stacks by the time you've built Archangel's Staff. 2.5% more AP from extra mana and low HP shield can save your life in close combat. Again, this item is crucial when paired with Rod of Ages.




SHOES




They guarantee magic penetration, which makes them a great choice (even for the first item when opponents are weak or to avoid attacks).
______________________________________________________________________________________________



After the rework in patch 13.5, it's a good choice against mobile or tanky opponents. Of course, you can always use them if you prefer fast attacks.
PASSIVE ABILITY
Shurima's Legacy
Allows you to create your own tower on the site of one of the previously destroyed (apart from enemy inhibitor and nexus towers). Kills by your tower are counted on your account! the same goes for the farm.

It has a big damage, so you can look for easy shurima shuffle when you use it. Very useful in defense and in ensuring when pushing.
______________________________________________________________________________________________
Q
Conquering Sands
Charge all summoned soldiers anywhere within your skill range. Enemies hit by soldiers are slowed by 25% for 1 second.

It costs a lot of mana, remember that especially during early game.
Hint: It has a long range and allows you to steal objects (dragons, baron, etc.)
______________________________________________________________________________________________
W
Arise!
Summons one soldier to perform attacks for you. The skill has two charges, but there is no limit to the maximum number of soldiers summoned. After summoning 3 soldiers, Azir gains a bonus to attack speed.
Use this skill more than Q as it costs less mana and soldiers' attacks do more damage.
______________________________________________________________________________________________
E
Shifting Sands
Allows you to pull yourself to any sand soldier within skill range. If you stop on an enemy hero while pulling in, you deal damage to him and summon a new soldier at the point of collision.
It is an important skill, it is used for both escape and pursuit, but it costs a lot of mana and has a lot of cooldown, so don't use it too lightly.
If there's no need, don't use it. The enemy jungler is just waiting for you to use it.
______________________________________________________________________________________________
R
Emperor's divide
Azir summons shielded soldiers who slide from behind him in front of him, knocking back enemies and launching them into the air for a brief moment.
Very situational ult, useful in defense and attack. With its help, we can start a team fight in a very satisfying way (Shurima Shuffle).

Overall


Azir is not a character that is difficult to kill, as long as the enemy manages to get close enough.
So the first rule is to:
*keep your distance and stay safe, remember and follow that.

Poking when your opponent tries to approach is a great way to maintain distance as well as dominate the line.
But if the enemy is approaching, use Arise! Then AA and Q. You can always drift E> Q and move away to a safe place.


Early Game


We don't have much mana at the beginning of the game, so we need to use it wisely.
The most mana is lost using Q Conquering Sands, try to limit this skill and try to farm with W Arise! Or AA alone.

However, if the enemy lets you keep hitting him and loses some HP,
wait for a good moment when he gets closer,
put W at once by performing AA then E> Q, being face to face with the enemy, use all W charges and finally use Ignite.
First blood will make it easier for you to continue the game, but do not lose focus and control your mana.
Watch out for ganks and don't forget to ward (trinkets give you extra AP upon expiration if you chose Summon Aery runes).


Teamfights


During team fights, stick to the backline somewhere near your ADC.
It is very important that you stay alive and help the team regardless of the damage you control.
If any of the enemies decides to attack you or ADC directly, use R to save yourself and your friend, or use Zhonya as an option (If the enemies are focusing on you, you should buy it earlier).


Finally, I will add a few words about our emperor of Shurima.
Remember that Azir is one of the most difficult characters, it takes time, practice and patience to play him effectively. Don't try to learn everything at once, it's better to focus on each element individually.
If you've already started playing Azir, then ask yourself, how should the emperor behave on the summoners rift?
That should help you a little bit ahead of this long journey.
Know that it's worth it!

The guide is constantly being developed, I try to expand its content to convey as much knowledge as possible.

If you have reached this point, I would like to thank you for reading my guide!
I really encourage you to test my build. Remember to vote if you like it,
you can also comment if you would like to learn more or share your insights.
This really motivates me to keep working.
See you on summoners rift! Good Luck!



10/02/2022 - Guide created
24/05/2022 - Update for patch 12.10

08/09/2022 - Update for patch 12.17

05/03/2023 - Update for patch 13.04

08/03/2023 - Update for patch 13.05

12/04/2023 - Update for patch 13.07

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VoYbody Azir Guide
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[13.24] ✧Ascended emperor✧

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