Azir
Damage: | 52 (+2.8/level) |
Attack Range: | 525 |
Movement Speed: | 335 |
Armor: | 19 (+3/level) |
Magic Resistance: | 30 (+0.5/level) |
Health Points: | 552 (+92/level) |
Mana Points: | 480 (+21/level) |
Attack Speed: | 0.638 (+3%/level) |
Counter Information
1/9Azir's kit relies heavily on positioning - high mobility champions are a good counter to this. Azir's E is his only escape ability and has a hefty cooldown. If he uses it to enter a fight, he can't use it to exit. Azir's dash, Shifting Sands, can only go towards his sand soldiers, often making his movement highly predictable. Azir's Sun Discs lose a lot of armour when their emperor isn't nearby, making them significantly easier to destroy. Try to avoid forming lines with other team members in order to reduce the impact of Azir's sand soldiers. Azir's dash halts when he collides with an enemy champion. You can use this to prevent him from escaping. Azir's sand soldiers are his main source of damage. Attack speed reduction can help reduce their impact. Azir must start the game with his 'Arise!' ability, leaving his soldiers immobile and him without an escape. As Azir is dependent on AP, building magic resistance may prove effective.
Shurima's Legacy Video
×Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Conquering Sands Video
×14/12/10/8/6s Cooldown70 Mana
Azir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second.
Arise! Video
×1.5s Cooldown40 Mana
Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line. Arise! also passively grants attack speed to Azir and his Sand Soldiers.