Shurima's Legacy STATIC COOLDOWN: 180 (starting after his Sun Disc perishes)
WILL OF THE EMPEROR: Azir gains 1.25% bonus attack speed for every 1% of his cooldown reduction.
DISC OF THE SUN: Azir places a marker above the ruins of destroyed turrets (both allied and enemy). Once within 400 units of the ruins, Azir can click on the marker to conjure a Sun Disc, which functions like a standard turret but grants Azir any gold it earns. A Sun Disc's health decays over 1 minute and will lose its armor if Azir dies or moves too far away. Azir cannot conjure Sun Discs within the enemy base.
ACTIVE: Azir orders all Sand Soldiers to rush toward the target location, dealing magic damage and slowing all enemies they pass through by 25% for 1 second. Enemies can be hit by multiple soldiers, but each soldier beyond the first will deal only 25% damage. The slow stacks additively.
ACTIVE: Azir summons an untargetable Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir - dealing 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 / 95 / 100 / 110 / 120 / 130 / 140 / 150 / 160 / 170 (45 + 5 / 10 at each level) (+ 70% AP) magic damage to all enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage, and the soldiers can't attack structures.
Azir can store up to 2 Sand Soldiers at a time, but there is no hard limit on the number of Sand Soldiers that can be active on the field at once. Sand Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.
If Azir summons a Sand Soldier directly on top of an enemy turret, the soldier will sacrifice itself to deal 80 + (25 × Azir's level) (+ 70% AP) magic damage to the turret.
ACTIVE: Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking back and damaging enemies. When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes. Allies can pass through the wall and gain 20% bonus movement speed when they do. These soldiers cannot be ordered to move or attack. MAGIC DAMAGE: 150 / 225 / 300 (+ 60% AP) WALL DURATION: 5 / 6 / 7 WIDTH: 4 / 5 / 6 soldiers
Your early laning phase is pretty weak in all aspects, but after first back you should be stronger than most of the mid laners (aside from some champions that I'll go over later), regardless if you go full AP or CD/AS. It is wise to concentrate on safe positioning over aggressive, unless you're baiting and your team ready to assist you, because if you get jumped by the enemy team and they'll body block your E ability and you don't have an ultimate ready, you are screwed. In lane try to poke your opponent starting with W into AA then Q and AA again, it'll make him afraid even to come near minions, denying his farm, but be cautious while you zone out your opponent as you can over extend and get yourself killed pretty easy.
This is when fun starts, as you get your first items the damage that you deal will be insane. This is when you should decide, ether you want to farm or push, just be sure to ward the river and buffs, if you're pushing with your team as Azir you think one step ahead of your opponent and you really need to know when to retreat. If there is an opportunity to engage a fight in the jungle, go for it, a teamfight against Azir in tight space is extremely dangerous as stated earlier, if you properly use your ultimate and position yourself, you will obliterate enemy team in the matter of seconds, hitting as much as possible opponents in a single hit and Q is a key to success, even if some one flashes over your ultimate, just run back through it, that'll show him. Do not spam your passive every time it goes off the cooldown, one turret=100g, use it to hold lane only if you needed somewhere else and if you are sieging their base, it'll help you if things go terribly wrong, remember that your turret can see invisible units making it even more efficient.
This is the time when you'll ask yourself "Why go full AP and no AS, this late in the game AS Azir will be more potent than this crap!" and...you'll be absolutely right...but the reason behind full AP Azir is to utilize his sustain damage in more "traditional" way, by packing all power in one punch, imagine that someone miss stepped a little and you would be AS Azir you would deal reliable amount of damage in one or even couple of hits, full AP Azir on the other hand, would hit only once, but it'll be enough to get the target low enough even to start a fight. Full AP Azir is more potent in zoning as well, considering that one AA and Q will do 1/3 of the targets hp if not more. This late in the game don't forget to ward your jungle and try to fight in jungle, if you are certain where all enemy team members are and you can handle them, only then you're safe to use ultimate, otherwise you can get jumped and there is not much you can do other than use Zhonya's and pray to bird god. If all enemy team is in sight and you can flank them, try to block their path with your ultimate, that way you can help your team to collapse on them, but safety first, don't put yourself in harms way. Keep in mind what champions and abilities can go thru your ultimate and if they're used that ability, it'll help you lock them with your ultimate. You can even cut their team members off assuming you know they can't go thru.
Regardless of how you build Azir (with some exceptions) he can outlane most of the casters with great ease, but later in the game champions that he counters in lane can be and will be a major threat later in the game.
Your only one concern is not to get hit by her Q and even if she puts a wall you can easily dash through it, assuming you saved one soldier for situation like this.
As Azir's abilities doesn't get blocked by minions you can safely stand behind and farm dodging Brands abilities, if he missed his W and goes for E +Q stun just stay away from him and kite with your soldiers, he could hit you with just one Q , that's as bad as it gets.
Try to stay away from full ap build and in this situation go for standard build with some HP like Rylai’s. Laning phase depends on how much you can poke him and deny his Q stacking.
Usually Vel'Koz throws all of his abilities and then ult, just E to the side and punish him. In lane it's simple, just stay behind minions and poke him.
You've got bigger range as Azir with your soldiers, even if you get caught by his W just dash away and punish him if you can.
You can easily outlane her early game, but be cautious for later ganks as she can catch up to you pretty easily.
Same goes for Lulu, keep an eye out for her E +Q on a minion and you'll be just fine.
Don't get him stack up his shield, widdle him down and harass as much as possible.
Rumble doesn't have the range to outlane you, but don't let your guard down if he'll run up to you with his W you can be in trouble.
Only thing that TF can do is hit his gold/red(on minion) on you or get lucky to hit you with Q , if he "bluffs" to much by running up to you with his W not chosen and just zone you, punish him immediately, there is nothing he can do after that, but he can bait you so be careful!
Again, just poke and harass this little bastard, his Q doesn't work against your soldiers.
His E is slow enough to dodge without using anything, engage afterwards.
Her AA range is pretty big but cast range is really low making your laning phase not that complicated, but be careful as she can flash +R .
Her plants doesn't really do anything against you, just farm and poke.
Poke her when she uses her Q +W on minions and try to establish lane control.
As Azir champions that have gap closers can be a real problem as they'll block your E forcing at least your ultimate or flash, assuming they don't kill you later. Funny enough, most of champions that he struggle against in lane and in general will be countered later in the game, most of them, it's like a coin flip.
Easy laning phase is calm before the storm, much like anyone that have gap closer. Her W will help her to get last hits in some way, but you can hit her by hitting a minion with your W .
Same case here but you should be cautious with her positioning, as she can Spirit rush around your R in the lane and some places in jungle.
His E +Q into W spam is pretty nightmarish, try to harass him as much as possible early game and establish some lane control.
With his passive regen he take a good bit of harass and be just fine, his E can be blocked by minions but try not to get cocky.
Jarvan IV opposes a great threat to Azir, as he can not only E +Q him with a slow on top of it but lock you down with his ultimate. Be really cautious against him as he can screw you in more than one way.
He can out poke you with ease by spamming E +Q in range form and get you in trouble with Q in melee form.
Same case as against Akali, if she gets on your face, you are in trouble.
He can deal more damage in one swoop, if he'll utilize the fact that you used your Q or E and use that window of vulnerability.
Xerath have good mana sustain and great range making your strengths not so good.
Poke him first couple of levels but then try not to push your lane and your luck.
Can just R to you over your wall and say hello with a great grin on his face. Position yourself as safe as possible, as he can use any window of opportunity.
with her speed buff and W she can easily outmaneuver you and deal damage at the same time, just stay safe and farm.
That fact that you can use your W +E and R to stop her ultimate doesn’t make her weak against you, she can just wait it out and strike at the right moment. And remember that she can E over your wall.
Early aggression is not a good idea against him, as he can run up to you pretty fast and punish you.
Not only she can body block your E but put a snare on you, making her even more dangerous.
He can just farm to his heart content and ignore you most of the time.
His Aegis Protection does not block your soldiers AA, but he can do massive damage if he jumps to you.
Azir's nightmare train in lane, she have dash and shield, stun, knock up and good damage, this is a recipe for disaster for you.
Stay out of range of his E , although it's not a silence anymore and you can R him away, he still can deal massive damage to you.
Not only she can jump to you but ult you out of position at all if didn't react in time.
Both of his E jumps can jump over your wall, so be careful when ulting him away, his Q can put you in harms way as well. He will mainly try to Q you instead of E +Q , so you have SOME "safe zone".
Again her W doesn't block your soldiers AA, but 2 Lunges is more then enough to catch up to you, try to farm and poke from time to time if you have opportunity.
Ezreal can harass you without putting himself in harms way, just try to farm and don't get cocky.
This guy...ugh...you know what I mean, he can dash around and completely avoid your soldiers, as well as dashing to you and cutting you into a nice sushi, although you are not a fish.
Goes even with:
Easy early game but potential disaster lvl6 as he can supRyze you with fast engage, just stay away at safe range.
Surprisingly but your laning phase is pretty ok against Galio, the only way he can engage on you is to land his Q or flash R .
Laning phase is ok but don't get overzealous, her shield can absorb one or two hits, just enough for her to get in range and lock you down with W+Q + .
Her range is pretty poor but she doesn’t really struggle against you, try not to get overzealous with her and remember that her E can go through your wall.
Depends on how you handle her in lane, overall you can hide behind your minions or just dodge her spears if you feel lucky.
Both of you can punish an initiation, if he puts his W on you - E to him and punish, if you get lucky he'll miss his E , if you initiate with E - he'll put W and look who’s in a cage.
You know where this is going, he can't get to you and you can't get him down because of his Q , it's just farming for Morellonomicon.
He is pretty annoying in lane, but you can handle him by slowing him in time with you Q when he uses Chrono Shift or just E away.
Her shield can absorb a lot of damage making your poke pretty weak, but she can't really catch you that easily.
If he tries to walk up to you to use his W just E away and poke him, nothing tricky here.
Thanks for reading this guide so far! I wanted to write a guide for him for a long time, since there is not many of guides for him, hope you enjoyed and have fun on the fields of justice!
Great job, dude. Nice guide. As for me, I don't play on mid, I prefer the jungle. But, I admire people who know how to play Azir. If I'am playing on mid in a rank mode, I always ban Azir, because I don't know how to play against him. Now, after reading your guide, I will try to pick Fizz or Kata, because I play pretty well on these champions. I will keep you informed