Azir is a champion in League of Legends primarily played in the middle lane position, classified as a Specialist. This Emperor of the Sands uses Mana (320 – 1106.6 at max level) and deals Magic damage. Azir was released on September 16, 2014, and is currently in patch V26.03.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 575 | 2915.14 |
| Mana (MP) | 320 | 1106.6 |
| Attack Damage (AD) | 56 | 124.83 |
| Movement Speed (MS) | 330 | 330 (fixed) |
| Attack Range | 525 (Ranged) | 525 (fixed) |
💡 Sand Soldier Mechanic: Azir’s attacks are NON-PROJECTILE! Sand Soldiers attack in his stead dealing 0-55 base + 50-110 + up to 62.5% AP magic damage. Position soldiers for max DPS!
🏜️ Passive: Shurima’s Legacy
Static Cooldown: 90s | Target Range: 700 | Tether Radius: 2000
INNATE: Whenever a turret outside the enemy team’s base is destroyed, a marker is placed above its ruins which can be targeted by Azir.
INNATE – DISC OF THE SUN: Azir can select a marker to construct the Sun Disc above the ruins after a 0.5-second cast time. The Sun Disc will activate after being assembled over 5 seconds.
The Sun Disc functions the same as a standard inner turret but deals magic damage, gains 40% AP bonus attack damage, and grants its kill credit to Azir. The Sun Disc’s health decays over 45 seconds and loses 100 armor and 100 magic resistance while Azir is not alive or is too far away.
⚔️ W: Arise!
Cost: 40 / 35 / 30 / 25 / 20 Mana + 1 Sand Soldier | Cooldown: 1.5s | Recharge: 12 / 10.5 / 9 / 7.5 / 6s
ACTIVE: Azir summons a Sand Soldier at the target location that is untargetable, lasts 10 seconds, and grants sight of its surroundings. The Sand Soldier expires twice as fast while within range of an enemy turret.
Azir periodically stocks a Sand Soldier, up to a maximum of 2.
When Azir declares a basic attack against an enemy in a soldier’s attack range, the Sand Soldier attacks in his stead, thrusting their spear in the target’s direction to deal magic damage to enemies struck in a line, applying on-hit effects to the primary target, with on-hit damage reduced to 50% effectiveness, and triggering on-attack effects once. Targets hit beyond the closest take 20% – 100% (based on level) damage. Subsequent Sand Soldiers against the same target deal 25% damage.
| Parameter | Value |
| Magic Damage | 0-55 (based on level) + 50/65/80/95/110 (+ 32.5-62.5% AP) |
| Soldier Duration | 10 seconds |
🏹 Q: Conquering Sands
Cost: 70 / 80 / 90 / 100 / 110 Mana | Cooldown: 14 / 12 / 10 / 8 / 6s | Cast Time: 0.25s
ACTIVE: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through as well as those in front of them upon arrival, and slowing them by 25% for 1 second.
| Parameter | Value |
| Magic Damage | 60 / 80 / 100 / 120 / 140 (+ 35% AP) |
| Slow | 25% per soldier (1 second) |
🛡️ E: Shifting Sands
Cost: 60 Mana | Cooldown: 22 / 20.5 / 19 / 17.5 / 16s | Cast Time: NONE
ACTIVE: Azir grants himself a shield for 1.5 seconds and dashes to the Sand Soldier closest to the cursor, dealing magic damage to enemies within his path.
If Azir dashes into an enemy champion, he stops and gains a charge of Arise!.
| Parameter | Value |
| Shield Strength | 70 / 110 / 150 / 190 / 230 (+ 60% AP) |
| Magic Damage | 70 / 110 / 150 / 190 / 230 (+ 60% AP) |
👑 R: Emperor’s Divide (Ultimate)
Cost: 100 Mana | Cooldown: 120 / 105 / 90s | Cast Time: 0.5s
ACTIVE: Azir calls forth a phalanx of soldiers from 175 units behind him, catching enemies from up to 325 units behind him and charging forward 575 units in the target direction.
Enemies impacted by the charge are dealt magic damage and knocked away over 1 second to a line 650 units in front of Azir.
Upon finishing their charge, the soldiers stand as a wall for 5 seconds, acting as impassable terrain against enemies and granting sight of their surroundings. Azir and his allies can move through these soldiers.
| Parameter | Value |
| Magic Damage | 200 / 400 / 600 (+ 75% AP) |
| Wall Duration | 5 seconds |
| Width | 6 / 7 / 8 soldiers |
💡 Pro Tip: Use R wall to divide enemy team! The wall lasts 5s and is impassable terrain. Allies walk through – enemies don’t!
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-6)
- Soldier Positioning: Place W soldiers to zone enemies. Soldiers last 10s! Use them to control space and poke!
- Q Poke: Dash soldiers with Q for 60-140 damage + 25% slow. Position soldiers behind minions, then Q!
- Mana Management: W costs 20-40 mana + soldier charge. Don’t spam early – manage charges!
Mid Game (Levels 7-13)
- E Engage: Dash to soldier for 70-230 shield! Hit champion = free W charge! Use E → W → Q combo!
- Zone Control: Maintain 2 soldiers on field. 10s duration means constant pressure. Rotate soldiers strategically!
- R Positioning: Use Emperor’s Divide to divide teams! 5s wall + knockback wins fights!
Late Game (Level 14+)
- DPS Maximization: Position 2 soldiers for max DPS (0-55 + 50-110 + 62.5% AP per soldier!)
- Wall Mastery: R wall is impassable terrain! Use to peel, engage, or zone baron/dragon!
❌ Common Mistakes and How to Avoid Them
- Poor Soldier Placement: Place W strategically! Soldiers last 10s – position for zone control, not random spam!
- Wasting E: E has 16-22s cooldown! Don’t dash randomly – save for engages or escapes!
- Bad R Direction: R pushes enemies FORWARD! Don’t push enemies TO your team – push them AWAY!
- Not Using Passive: Build Sun Disc on destroyed turrets! Free turret = map pressure!
⚙️ Recommended Build and Itemization
Core Items
- Nashor’s Tooth: ESSENTIAL for Azir. Attack speed + AP synergizes with soldier attacks!
- Sorcerer’s Shoes: Magic penetration for soldier damage.
- Shadowflame: Burst damage + magic penetration. Great for soldier poke!
Situational Items
- Zhonya’s Hourglass: Essential for survival. Invulnerability after diving!
- Rabadon’s Deathcap: Massive AP boost. Scales soldier damage (up to 62.5% AP!)
- Void Staff: Against MR-stacking tanks.
⚔️ Counter Picks & Matchups
✅ Azir Counters
1. Lux
Why: Soldiers outrange Lux. Q dash soldiers dodge her skillshots. R wall blocks her engage. Zone control dominates.
2. Twisted Fate
Why: Soldiers zone TF from CS. R wall stops his engage. Outscales his utility. DPS through soldiers!
3. Veigar
Why: Soldiers attack from range – avoid Veigar cage. DPS outscales his burst. R wall zones him.
❌ Azir is Countered By
1. Yasuo
Why: Wind Wall blocks soldier attacks! Mobility dodges Q. Dives you with no counterplay. Azir = immobile!
2. Zed
Why: Death Mark one-shots you. No mobility to escape. Soldiers can’t stop his burst.
3. Fizz
Why: Fizz E dodges soldiers + Q. Mobility chases through E dash. Burst kills before soldier DPS matters.
FAQ
Q: How do Sand Soldiers work?
A: W summons soldiers (10s, 2 charges). When you auto in their range, THEY attack instead dealing magic damage!
Q: How do I maximize DPS?
A: Maintain 2 soldiers on field. Position both to hit same target. Build Nashor’s Tooth for attack speed!
Q: When should I use passive Sun Disc?
A: Build on destroyed turrets outside enemy base. Creates map pressure! 90s cooldown – use strategically!
Q: Is Azir good for beginners?
A: NO. Azir requires excellent soldier positioning, charge management, and E→W→Q combos. Practice in normals!