[center][img=http://media.blizzard.com/sc2/media/wallpapers/wall010/wall010-1920x1080.jpg][/center] [center][i]Starcraft? Azir you are in the wrong game again![/i][/center] Entaro Adun Executor, Jaffa Kree! Azir is the mutant offspring of Orianna and Kayle, in the sense that he's a mage with abilities that are reliant on his soldiers(like Ori is her ball) but his damage is reliant on autoattacking despite being a mage(like Kayle). End result is Azir a hard to pick up, high skill cap and unique champion with incredible scaling(but a weak early game). The high skill required thing really has to be emphasized, this champion is NOT easy to pick up and has a unique playstyle so that knowing other champions except maybe Orianna won't really help you here, don't expect to wreck face the moment you get into a game with him. Infact you have my permission to feed for at least 5 games before you get any real results. [highlight][center]Season 3 Stats[/center][/highlight] [center][imgext=http://i.imgur.com/3AFLZO0.png][/center] [center][imgext=http://i.imgur.com/p1T7PUL.png][/center] [center][b]Season 4[/b][/center] [center][img=http://i.imgur.com/kUml2hA.png][/center] [center][b]Season 5[/b][/center] [center][img=http://i.imgur.com/4gjpW2E.jpg][/center] [center]My [highlight]LoLKing[/highlight]: http://www.lolking.net/summoner/euw/25277585[/center] [center][b]Pros[/b][/center] [center][.]Hes unique, something new for you[/center] [center][.]Incredible scaling[/center] [center][.]Massive play making ultimate[/center] [center][.]Long range and fast gapcloser on a mage[/center] [center][.]Amazing sustained damage output[/center] [center][.]Can create towers for free![/center] [center][.]Very quick and crisp autoattack animation[/center] [center][.]Huge playmaker, can insec an entire team[/center] [center][.]Probably the fastest tower pushing mage in the game[/center] [center][b]Cons[/b][/center] [center][.]Lackluster early game[/center] [center][.]Awkward wave clear[/center] [center][.]Extremely difficult to pick up, and still difficult to play[/center] [center][.]Really bad early game, will lose duels and 2vs2's to almost anyone[/center] [center][.]Low base attack speed, makes it difficult to last hit every minion, along with the AoE attack on soldiers often messing last hits up[/center] [center][.]Mobility is a massive counter to him[/center] [center][.]His only escape move can be body blocked[/center] [center][.]His tower creating passive can often just end up as a source of free gold for the enemy[/center]
If you feel like risking it, you can go W>Q>Q for the first 3 levels for better harass at the risk of no escape move from an early gank. [center][img=skills/azir/q.png][/center] Azir's Q is the first ability you should max as it is his soldier relocating spell, it gains a little bit of damage to add to his burst but it is primarily about getting the cooldown from 10 seconds to 6 as it allows Azir to relocate his soldiers as often as possible which he will need to do as no one sticks around when his soldiers are close. The location of his soldiers also dictates how his E will be used. [center]--------------------------------[/center] [center][img=skills/azir/w.png][/center] This comes next for the attack speed scaling per level, with your DPS being largely dependent on your autoattacks the free extra 40% you get from this is worth too much to skip, and that isn't even mentioning the lower soldier cooldown. [center]--------------------------------[/center] [center][img=skills/azir/e.png][/center] This comes last since it is mostly just a dash/relocation move, rarely will it be used for the damage or the shield and the dash itself doesn't scale with level.
[center]General Build[/center] [center][img=items/nashors-tooth.png][img=items/rylais-crystal-scepter.png][img=items/zhonyas-hourglass.png][img=items/rabadons-deathcap.png][img=items/void-staff.png][img=items/sorcerers-shoes.png][/center] [center][img=items/nashors-tooth.png][/center] Azir needs a 20% CDR item and with the options Nashor's comes out on top due to the attack speed it also offers since Azir is an autoattack based mage. The passive goes to waste most of the time as the soldiers don't apply it. The biggest deal is how it interacts with Rylai's, the extra AS + the 40% slow means you can get 3x as many autoattacks as you normally would on a target tagged by Q. [center]-----------------------------------[/center] [center][img=items/rabadons-deathcap.png][img=items/void-staff.png][/center] These 2 are the items every mage wants and needs, Azir is no different. Once he gets his hands on these he is at his late game damage output where people will fear even 1 autoattack from his soldiers. Once you get your key items you will want these ASAP to get that damage amplifier, both items are 100% must haves in any build you do and I mean 100%. [center]-----------------------------------[/center] [center][img=items/zhonyas-hourglass.png][/center] Hourglass is invaluable for Azir. The 100 AP is great and the armour is nice but you get this item for its active, Azir benefits from the active more than most mages since he doesn't just use it to save himself from someone diving on him or to buy time if he's in trouble. Azir is a diving mage at times, having Hourglass allows him to make the plays and dive right into the enemy team to ult them and split them up, without an Hourglass he will probably immediately die if he does this but the Hourglass will keep him safe while his team can act on his play while the enemy are in panic. [center]-----------------------------------[/center] [center][img=items/rylais-crystal-scepter.png][/center] Rylai's is an excellent item on Azir due to how he uses the slow on it. The stats are fine with the 100 AP but the slow is the main bit, your soldiers apply a 40% slow with each autoattack allowing you to get multiple extra autos in on a target compared to Azir without a Rylai's. As a second item this gives you a much needed boost in fighting power with the extra durability/utility whilst also being a high damage item. [center]-----------------------------------[/center] [center][img=items/sorcerers-shoes.png][/center] Magic pen boots are the standard for most mages, nothing other than Merc Treads[img=items/mercurys-treads.png] to help against CC can actually compete. [center]-----------------------------------[/center] [center][b]Other Options[/b][/center] [center][img=items/banshees-veil.png][/center] If you feel you need or simply just want a defensive item Banshee's Veil is the unrivaled champion when it comes to protecting squishy champions. On someone where 1 ability can be your end Banshee's is there for you. It is the cockblock item of late game that will discourage engages on you until the bubble is gone and it will seriously annoy and complicate assassins attempts on your life. [center]-----------------------------------[/center] [center][img=items/liandrys-torment.png][/center] In the situation where your enemy team seems to be made of a brick wall, a bunch of massive tanky beasts that refuse to fall over Liandry's can be the answer for you. Your soldiers will maintain the DoT pretty much permanently so it will add up to a pretty impressive amount of damage if your enemy are those tanks with high health pools, this 1 item will provide quite a lot when it comes to burning them down. [center]-----------------------------------[/center] [center][b]Sub-optimal Items[/b][/center] [center][img=items/ludens-echo.png][/center] Low value item, this is a niche item for mages who value the movement speed highly since it makes up a large portion of the price tag. Azir does not care for movement speed as he spends most of his time standing still. [center]-----------------------------------[/center] [center][img=items/morellonomicon.png][img=items/athenes-unholy-grail.png][/center] [center]With Nashor's being the core 20% CDR item, theres no room for these since they would throw you over the cap.[/center] [center]-----------------------------------[/center] [center][img=items/will-of-the-ancients.png][/center] As far as mages go for spellvamp Azir is actually one of the better users of it since he is a sustained damage dealer but that still doesn't make it good. It has an awkward 10% CDR on it which can be really difficult to fit in Azir's build, infact you would have to alter your build entirely to fit it in and even then his soldiers deal AoE damage, all of his damage is AoE so he will only gain 1/3 of the the spell vamp from his abilities. [center]-----------------------------------[/center] [center][img=items/banner-of-command.png][/center] A item that some might by mistakenly thinking the Banner passive will amplify the soldiers damage by 15%, it doesn't as the soldiers are not minions. [center]-----------------------------------[/center] [center][img=items/abyssal-scepter.png][/center] If you need an MR item, Banshee's trumps all for Azir. Abyssal can't compete since it doesn't provide as much defence and the 70 AP isn't worth that cost, the aura is also not utilized since most of Azir's fighting will occur where he is at a safe distance from the enemy and won't be in range with the aura. [center]-----------------------------------[/center] [center][img=items/rod-of-ages.png][img=items/seraphs-embrace.png][/center] These 2 are not necessarily bad on Azir it is just rather than spending money on mana you should spend it on damage and just learn to manage your mana! [center]-----------------------------------[/center] [center][img=items/deathfire-grasp.png][/center] [center]RIP[/center]
[img=http://na.leagueoflegends.com/sites/default/files/styles/scale_xlarge/public/upload/aan-banner.jpg?itok=4FvJSgzu] Azir's laning phase is an uneventful one, he doesn't have any kill potential on his laner since his damage is over time(so it will never take someone by surprise and burst them down) and he is about scaling so his damage is also pretty weak as well. The first thing to do playing Azir is get use to last hitting on him, it isn't easy. His autoattack is extremely quick with no travel time which actually makes it an amazing autoattack but last hitting with his soldiers which you will probably be doing the other half of the time is entirely different, they have a slow animation that hits hard but due to their AoE nature they can mess up other minions health and cause you to lose last hits that way instead. Last hitting as Azir is easily 1 of the more difficult champions for it since his kit is fighting you as you do it. Laning obviously isn't just last hitting but interacting with your opponent. Azir isn't going to kill anyone in a straight up fight but he is very good at poking them down, zoning them and in general irritating them since his W>Q poke has impunity, as long as you avoid any of their harass Azir wins all trades thanks to his range. Q+W isn't the best damage but the range means its a safe trade so against [i]most[/i] midlaners you won't take any damage in return for doing it. One thing about Azir is getting ganked on him can be a really punishing thing if you are forced to W>Q>E to escape since that combo costs 170 mana which could be enough to force you to back on it's own, you should try to avoid being forced into that and just rely on W>E or Q'ing an already existing soldier then E'ing to him instead of using all 3 to escape. When using the latter(Q > E) wait for your soldier to reach his destination since if you use E before the soldier arrives you will dash to the location the soldier is at at the time you push it which can end up placing you closer to your enemies.
[b]Tower Pushing[/b] - Since it's midlane you are going to want your enemy tower down ASAP, whenever you get the opportunity to attack the thing. Azir's W has a nice use to it since you can use it to deal extra damage to towers at the cost of 1 charge. The damage isn't that high early on but it is something, regardless you should only use it for damage when your opponent isn't in lane, this way you are safe as you don't need to have both soldiers available should something happen. Additionally never use both charges instantly in case something does happen(like a jungler), use 1 charge and then wait for it to recharge before you do it again, this way you will always have at least 1 soldier available to either escape or fight depending on the situation. If you want to push even deeper after taking the tower, you can use your passive[img=skills/azir/p.png] on the tower you just took to grant yourself some safety while being extra aggressive although don't get too cocky as the tower doesn't make you immortal and a strong jungler can dive you in the midgame. [b]Roaming[/b] - This is a champion guide, not a midlane guide so I'm not going to tell you how and when to roam here but just know that when you do, Azir is good at it! The long range of his WQE combo allows him to cover a lot of distance when going into a gank and his wall is one of the best ganking tools in the game. If you gank a lane ALWAYS come from behind your enemy and if you have to, don't be afraid to use your basic kit to get into position rather than for damage since a well placed wall knocking the enemy laner/s into your laner/s is huge throwing them into a fight they don't want to be part of and will most of the time force summoners if not result in their deaths. [b]Dragon[/b] - If your team is doing dragon, you should be there. Azir has amazing value when a dragon fight is going down for 3 reasons, 1. His soldiers deal massive damage to the thing, he is by far 1 of the best objective taking mages in the game. 2. His soldiers provide excellent zoning potential against people who try contest it, not many people are keen to walk through them. Not only that but he is great for fighting over walls so if the enemy jungler is on blue team and hanging around the wall you can bully him from the dragon pit sending your soldiers over the wall. 3. The wall can just straight up deny the ability for fights to happen if you don't want them to. When contesting a dragon fight Azir is still really good, being able to poke people doing it from a distance and forcing them to move around the soldiers(maybe deeper into the pit) can make them uncomfortable. If their dragon attempt is just to try bait your team into a fight your ultimate serves as a strong disengage or rather counter engage since it can deny them the chance to even try engage in the first place.
[img=http://i.imgur.com/f66YWkQ.jpg] When in a late game siege or defending from one, the big 5 vs 5 stalemate until an engage is a lot like lane. You should be using your W>Q for poke on anyone that you can hit in range safely, although you do need to be a lot more careful since even with your range poking like this will put you on the frontlines which is very dangerous against champions that can counter poke or engage on you([img=champ/xerath.png][img=champ/ziggs.png][img=champ/velkoz.png] and [img=champ/ahri.png][img=champ/veigar.png][img=champ/malphite.png][img=champ/ashe.png]) You should also be looking for an opportunity to engage yourself if you have Hourglass or Flash available(preferably both). If you can get a soldier behind the enemy frontline just enough so that you can E into them and then ult whoever is close into your team that is a strong engage most of the time since the wall will separate the enemy front and backlines from each other allowing your team to deal with whoever was thrown into them while the rest panic trying to get round the wall in time. [b]Baron[/b] - If your team is doing Baron, you should be there. Azir has amazing value when a Baron fight is going down for 3 reasons, 1. His soldiers deal massive damage to the thing, he is by far 1 of the best objective taking mages in the game. 2. His soldiers provide excellent zoning potential against people who try contest it, not many people are keen to walk through them. Not only that but he is great for fighting over walls so if the enemy jungler is on blue team and hanging around the wall you can bully him from the dragon pit sending your soldiers over the wall. 3. The wall can just straight up deny the ability for fights to happen if you don't want them to. 4. Sound familiar? That's because I copypasta'd the Dragon section since literally nothing is different here! [center][b]Teamfights[/b][/center] When a teamfight breaks out Azir plays like a long range marksman combined with Orianna. You are going to want to stay back as a backliner should using your Q+W whenever possible while autoattacking whoever you can with the soldiers, generally following one of your frontline teamfights with the soldiers and laying down sustained damage on whoever they are on. As teamfights go on if you stay alive it will get to the point where you are using 3 soldiers at any one time and every Q relocation will cause a wave of soldiers to effectively sweep over the battlefield and deal insane damage(270+105% AP with 3 soldiers at level 18) to their victims once they start attacking. [img=skills/azir/e.png] - Azir's E is a spell you have to make a choice with in teamfights, typically you should keep it up as it is your mobility move. But many situations can arise(heh) that will require you to use it whether it be someone jumping on you and you need it to create a gap between the 2 of your or you might need it for its damage/shield/CC on someone to insure the kill or to just buy time. Whatever it is use it wisely and be sure to not just dive into the enemy team like a psycho at the start if you don't have an answer to what happens next. The cooldown is only 9 seconds once maxed with 40% CDR so it isn't the end of the world if you misuse it as long as you don't die within those 9 seconds. [img=skills/azir/r.png] - Like the wall there are many uses for this in teamfights, which you use it for is as usual dependent on your unique situation and I hope you use it for the right one when you have to, here's a list of uses for it; 1. Disengage, sometimes your team just isn't ready for a fight and the enemy try engage. Even the most dedicated engages can struggle to keep their momentum if you just react by placing the wall down between your team and the enemy. If the enemy engagers go too deep and their team can't follow over the wall you might have a perfect opportunity for a counter engage. 2. Damage, not ideal but the wall does have decent damage on it which it can be used for to help nuke down someone that might otherwise live without that damage. 3. CC, just like every other AoE CC ability you can simply throw this down in a teamfight to hit as many people as possible since the knock up/push is pretty strong CC and it will complicate the lives of those it hits. 4. Splitting, I don't mean split pushing! With the wall being unpassable without a porting ability[img=summoners/flash.png][img=skills/kassadin/r.png][img=skills/talon/e.png][img=skills/lissandra/e.png][img=skills/katarina/e.png] you use this to force 1 or more out of the fight depending on where you are while you deal with the rest. 5. Peeling, if the enemy are on your dick or someone elses in your team and the victim is in need of help you don't get much better peeling than a wall that throws them away and then gets in their way should they try return. 6. Insec'ing, as covered in the ultimate section you can use this as part of the [img=skills/azir/w.png][img=skills/azir/q.png][img=skills/azir/e.png][img=skills/azir/r.png] combo, jumping into the enemy team and throwing 1 or more of them into your team whilst blocking their retreat. This is by far the highest risk use of the utility but it arguably also has the highest potential reward.
Thanks for checking out my Azir guide, hopefully it helps you with picking up and enjoying Azir who is no doubt a very difficult champion to do so on but every little helps. Check out my other guides! [imgsmall=champ/ahri.png]Ahri - http://www.solomid.net/guide/view/34307 [img=champ/velkoz.png]Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-support-by-varph [imgsmall=champ/zyra.png]Zyra - http://www.solomid.net/guide/view/64057 [imgsmall=champ/brand.png]Brand - http://www.solomid.net/guide/view/64059 [imgsmall=champ/syndra.png]Syndra - http://www.solomid.net/guide/view/43301 [imgsmall=champ/lissandra.png]Lissandra - http://www.solomid.net/guide/view/120925 [imgsmall=champ/veigar.png]Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph [imgsmall=champ/morgana.png]Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph [imgsmall=champ/anivia.png]Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph [imgsmall=champ/xerath.png]Xerath - http://www.solomid.net/guide/view/122384-xerath-build-guide-apc-by-varph [imgsmall=champ/ziggs.png]Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph [img=champ/viktor.png]Viktor - http://www.solomid.net/guide/view/130949-viktor-build-guide-apc-by-varph [img=champ/leblanc.png]LeBlanc - http://www.solomid.net/guide/view/130580-leblanc-build-guide-apc-by-varph [img=champ/gragas.png]Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph [img=champ/janna.png]Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph [img=champ/maokai.png]Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph [img=champ/amumu.png]Amumu Jungle - http://www.solomid.net/guide/view/127310-amumu-build-guide-jungle-by-varph [img=champ/nautilus.png]Nautilus Jungle - http://www.solomid.net/guide/view/128847-nautilus-build-guide-jungle-by-varph [img=champ/sion.png]Sion Jungle - http://www.solomid.net/guide/view/130673-sion-build-guide-jungle-by-varph [img=champ/bard.png]Bard Support - http://www.solomid.net/guide/view/133672-bard-build-guide-support-by-varph