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Azir OriginalCentered.jpg
Azir
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Abilities

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Shurima's Legacy
TARGET RANGE: 400
TETHER RADIUS: 2000
STATIC COOLDOWN: 180
Shurima's Legacy.png

Innate: Azir periodically places a marker above the ruins of all destroyed Turret icon.png turrets outside the enemy base.

Innate - Disc of the Sun: Azir can target a marker to construct the Sun Disc above the ruins, which functions like a standard inner turret but gains (15% AP) Attack damage icon.png bonus attack damage and grants Azir any kill it does. The Sun Disc's Health icon.png health decays over 60 seconds and loses Armor icon.png 100 armor if Azir dies or moves too far away.

 
Return!

Info
Notes
  • No additional notes.

Map-Specific Differences
Shuriman Ascendant profileicon.png Ascension differences
  • Azir can summon a Sun Disc in the center of the map provided the Ancient Ascended Ancient Ascended is dead. The Sun Disc will be destroyed if the Ancient Ascended respawns while active.

Video

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Conquering Sands
TARGET RANGE: 740
EFFECT RADIUS: 370
CAST TIME: 0.25
COST: 70 mana
COOLDOWN: 15 / 13 / 11 / 9 / 7
Conquering Sands.png

Active: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and Slow icon.png slowing them by 25% for 1 second.

Magic Damage:
70 / 90 / 110 / 130 / 150 (+ 30% AP)

Enemies hit by subsequent soldiers are instead Slow icon.png slowed by an additional 25% per soldier.

Conquering Sands will cast at max range if cast beyond that.

Info
Notes

Video

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Arise!
TARGET RANGE: 500
TETHER RADIUS: 660
CAST TIME: 0.25
COST: 40 mana + 1 Sand Soldier
COOLDOWN: 1.5
RECHARGE: 8 / 7.5 / 7 / 6.5 / 6
Arise!.png

Passive: Azir periodically stocks a Sand Soldier, up to a maximum of 2. He also gains Attack speed icon.png bonus attack speed, doubled for 5 seconds if he summons a third concurrent soldier.

Bonus Attack Speed:
15 / 25 / 35 / 45 / 55%
Increased Attack Speed:
30 / 50 / 70 / 90 / 110%

Active: Azir summons an Playful.png untargetable Sand Soldier at the target location that lasts 10 seconds, expiring twice as fast while within range of an enemy Turret icon.png turret, and expiring instantly if Azir is not in control range.

When Azir selects an enemy in a soldier's attack range, the Sand Soldier attacks in his stead, dealing 60 − 160 (based on level) (+ 60% AP) magic damage in a line. Targets beyond the closest take 25 / 50 / 75 / 100% (based on level) damage. Subsequent Sand Soldiers beyond the first deal 25% damage.

Sand Soldiers cannot attack Turret icon.png structures, Ward icon.png wards, and Noxious Trap.png traps.

Arise! will cast at max range if cast beyond that.

Info
Notes
  • Nearsight icon.png Nearsighting effects will only allow Azir to perform attacks from soldiers within his own sight radius.
  • Azir must rank Arise! first.
  • Azir can only command his soldiers to attack if he is able to declare basic attack commands himself, meaning Stun icon.png crowd control effects that disable attacking, such as Disarm icon.png disarm, do not allow him to order his soldiers to attack in his stead.
  • Spell Shield.png Spell shield will block a single attack from the soldiers.
  • Attacking with the soldiers will trigger Hail of Blades Hail of Blades.
  • Sand Soldiers will attack the closest enemy to Azir when using attack move (or A + RMB / Shift + RMB) or Acquisition range.png auto-attack.

An exclamation mark (!) will appear above the Sand Soldier's head when within the range of an enemy Turret icon.png turret.

Map-Specific Differences
Howling Abyss icon.png Howling Abyss differences
  • Azir will start the game with one point already ranked in Arise!, allowing him to allocate the other two to his other abilities.
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Limited to 3 Sand Soldiers active.
  • Charge cooldown set to 4.8 / 4.4 / 4 / 3.6 / 3.2 seconds.

Video

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Shifting Sands
TARGET RANGE: 1100
CAST TIME: none
COST: 60 mana
COOLDOWN: 19 / 18 / 17 / 16 / 15
Shifting Sands.png

Active: Azir Hybrid resistances icon.png shields himself for 1.5 seconds and Dash.png dashes to the target Sand Soldiers, dealing magic damage to enemies he passes through.

Shield Strength:
80 / 120 / 160 / 200 / 240 (+ 70% AP)
Magic Damage:
60 / 90 / 120 / 150 / 180 (+ 40% AP)

If Azir hits an enemy champion, he stops dashing and gains a charge of Arise! Arise!.

Info
Notes
  • If Azir casts Shifting Sands on a Sand Soldier moving from Conquering Sands Conquering Sands, Azir will follow the soldier along the way.

Video

Edit
Emperor's Divide
TARGET RANGE: 250
CAST TIME: 0.5
COST: 100 mana
COOLDOWN: 120 / 105 / 90
Emperor's Divide.png

Active: Azir calls forth a phalanx of soldiers from behind him, charging forward in the target direction.

Width:
6 / 7 / 8 soldiers

Enemies impacted by the charge are dealt magic damage and Airborne icon.png knocked back.

Magic Damage:
175 / 325 / 475 (+ 60% AP)

When the soldiers finish their charge, they stand as a wall for 5 seconds, acting as impassible terrain against enemies. Azir and his allies can move through the wall.

 
My soldiers march on!

Info
Notes
  • The charge begins slightly behind Azir.
    • The soldiers will stop charging when encountering Wind Wall Wind Wall and Unbreakable Unbreakable or upon colliding with a wall that they cannot charge through.
  • The wall, while the soldiers are charging forward, is not impassable terrain.
    • This means enemies that are immune to Airborne icon.png airborne effects can pass through the wall while its moving.
  • The wall will count as terrain for the purposes of 'into terrain' effects (e.g. Condemn Condemn, Dredge Line Dredge Line, Heroic Charge Heroic Charge) This will only affect enemies, allies will pass through the wall in all circumstances, even if knocked into it by an enemy.

Video

Summoned Units

Control type Turret AI
Target type Structure
Spell effects Applies effects as Attack damage.png physical damage, such as Death's Dance Death's Dance and The Black Cleaver The Black Cleaver.
Protection

Armor icon.png Armor, most sources of Damage Reduction, Playful.png Untargetability and Cosmic Radiance.png Invulnerability.

Abilities

Will of the Emperor

Contrary to traditional Turret icon.png Turrets, the stats of Sun Discs do not have an upper limit based on game time. Additionally, the stats and effects of Sun Discs are irrelevant to its spawn location.

Penetrating Bullets
  • +30% Armor penetration icon.png Armor Penetration
  • Passive: Attacks cannot be dodged except through Playful.png untargetability.
  • Passive: Turrets gain 40% increased damage each time they attack a Champion icon.png champion, stacking up to 3 times.
Warden's Eye
Deserter

If Azir is not within ~2000 units, the turret loses 100 Armor.

Additional Notes

Control type Controlled by Azir's attack commands
Target type Untargetable
On-hit effects Do not apply On-hit icon.png on-hit effects; bypasses Counter Strike.png dodging and Spirit's Refuge.png blocking effects. Attacks are unaffected while Azir is Blind icon.png blinded.
Spell effects Deals Magic damage.png magic damage as Death Lotus.png area damage.
Protection

Spell Shield.png Spell shield will block an attack.

Abilities

  • Their basic attacks:
    • Are linear area of effect, meaning they will affect all enemies in the same line as the primary target across their full range (spear pass-through range: 50)
    • Dodgeable since there is a brief delay between the command and the actual attack.
Imperative
  • Whenever Azir declares an attack on a target within 375 units of one of his soldiers, he instead commands all soldiers in range to attack.



References

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