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Azir OriginalCentered.jpg
Azir
Azir (Universe)Azir (Universe)
Azir (League of Legends)Azir (League of Legends)
Azir (Teamfight Tactics)Azir (Teamfight Tactics)
Azir (Legends of Runeterra)Azir (Legends of Runeterra)
Azir (Development)Azir (Development)

Azir is a champion in League of Legends.[1]

Abilities

Edit

Shurima's Legacy

Innate: Whenever a Turret icon.png turret outside the enemy team's base is destroyed, a marker is placed above its ruins which can be targeted by Azir.

Azir Shurima's Legacy.png

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, gains 15% AP Attack damage icon.png bonus attack damage, and grants its kill credit to Azir. The Sun Disc's Health icon.png health decays over 60 seconds and loses Armor icon.png 100 armor while Azir is not alive or is too far away.

Azir cannot construct a Sun Disc with the marker while he is unable to cast abilities.

 
   Return!

Info
  • 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

Edit

Conquering Sands

Azir 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

Video

Edit

Arise!

Passive: Azir periodically stocks a Sand Soldier, up to a maximum of 2. Azir 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%
Azir Arise!.png

Active: Azir summons an Fizz Playful.png untargetable Sand Soldier at the target location that lasts 10 seconds and grants Sight icon.png sight of its surroundings, expiring twice as fast while within range of an enemy Turret icon.png turret, and expiring instantly if Azir moves too far away.

When Azir selects an enemy in a soldier's attack range, the Sand Soldier attacks in his stead, dealing 50 − 150 (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 Teemo Noxious Trap.png traps.

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

Info
  • Nearsight icon.png Nearsighting effects will only allow Azir to perform attacks from soldiers within his own sight radius.
  • Azir must rank Arise! as his first ability, and will do so automatically if he reaches level 2 before ranking an ability.
  • 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.
  • Sivir Spell Shield.png Spell shield will block a single attack from the soldiers.
  • Damage to enemy champions from Sand Soldier stabs will draw minion aggro even if the enemy champion was not the primary target.(bug)
  • Attacking with the soldiers will trigger Hail of Blades Hail of Blades.
  • Commanding soldiers within Azir's attack range will trigger Runaan's Hurricane's Runaan's Hurricane's Wind's Fury.
  • 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 edit
  • 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 edit
  • Limited to 3 Sand Soldiers active.
  • Charge cooldown set to 4.8 / 4.4 / 4 / 3.6 / 3.2 seconds.

Video

Edit

Shifting Sands

Azir Shifting Sands.png

Active: Azir Hybrid resistances icon.png shields himself for 1.5 seconds and Dash.png dashes to the target Sand Soldier, 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 dashes into an enemy Champion icon.png champion, he stops and gains a charge of Arise! Arise!.

Azir is not locked out of casting any other spells during the dash.

Info
  • Azir will track the Sand Soldier if they change locations, such as by Conquering Sands Conquering Sands.

Video

Edit

Emperor's Divide

Azir Emperor's Divide.png

Active: Azir calls forth a phalanx of soldiers from 175 units behind him, picking up enemies from up to 325 units behind him, charging forward 575 units in the target direction.

Width:
6 / 7 / 8 soldiers
Width (charge):
Range model.png 620 / 720 / 820
Width (impassable wall):
Pathing radius.png 750 / 850 / 950

Enemies impacted by the charge are dealt magic damage and Airborne icon.png knocked away over 1 second to a line 650 units in front of Azir.

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 and granting Sight icon.png sight of their surroundings. Azir and his allies can move through these soldiers.

 
   My soldiers march on!

Info
  • The soldier units are spawned only 175 units behind Azir, but do not control the Airborne icon.png knock back directly. Each comes with a missile that travels the same path and conveys the damage and knockback effect.
    • The furthest area (from 325 to 175 units behind Azir) is covered by a separate set of missiles with the same effects.
    • All of the soldiers and their missiles will end the charge prematurely when one encounters Wind Wall Wind Wall / Unbreakable Unbreakable / Blade Whirl Blade Whirl or upon colliding with terrain that they cannot charge through.
  • The charge starts at 0.25 seconds into the cast time.
    • If Azir dies before this point, the soldiers will still form the wall but the missiles will not spawn, therefore not dealing damage or knocking back.(bug)
  • Emperor's Divide will fire from wherever Azir was at the start of the cast time.
  • When the dash of the soldiers comes to a halt, all not-yet-affected enemies on top of the soldiers' landing locations (125 radius) are also knocked back.
  • Emperor's Divide will not be canceled if Azir dies during the cast time.
  • While the soldiers are charging forward, the wall 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, Fizz Playful.png Untargetability and Taric 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 Fizz 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 Jax Counter Strike.png dodging and Shen 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 Katarina Death Lotus.png area damage.
Protection

Sivir 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.



Patch history

For the expanded patch notes, see here.
V11.11
V11.5 - March 4th Hotfix
  • Emperor's Divide Emperor's Divide
    • Bug Fix: Fixed a bug where the ability would fail to hit the champions behind him, even if they are visually in the ability's range
      • Back missiles restored.
V11.5
  • Arise! Arise!
    • Soldier base damage reduced to 50 − 150 (based on level) from 60 − 160 (based on level).
  • Emperor's Divide Emperor's Divide
    • Undocumented: No longer spawns the missiles that hit targets in the area between 325 and 175 units behind Azir.(bug)
    • Undocumented: No longer stops short of its normal range if cast very close to Azir's own location.
V11.2
V11.1
  • Stats
    • Base armor reduced to 19 from 19.04.
V10.19
  • Arise! Arise!
    • Bonus attack speed reduced to 15 / 25 / 35 / 45 / 55% from 20 / 30 / 40 / 50 / 60%.
V10.9
  • General
    • New voice lines from Ascension added.
V10.7 - April 1st Hotfix
  • Shurima's Legacy Shurima's Legacy
    • Bug Fix: Sun Disc now properly targets enemies standing within it's range.
V10.5
  • Shifting Sands Shifting Sands
    • Bug Fix: Now reliably detects collision with enemies it passes through.
    • New Effect: If cast while hovering your cursor over a soldier out of cast range but another soldier is within cast range, Azir will now walk in range of the hovered soldier to dash towards.
V10.3
  • Stats
    • Base mana increased to 480 from 438.
  • Emperor's Divide Emperor's Divide
    • Soldier count increased to 6 / 7 / 8 from 5 / 6 / 7.
V10.1
  • Emperor's Divide Emperor's Divide
    • Base damage increased to 175 / 325 / 475 from 150 / 250 / 450.
    • Wall duration increased to 5 seconds from 3.
V9.16
  • Conquering Sands Conquering Sands
    • Cooldown increased to 15 / 13 / 11 / 9 / 7 seconds from 15 / 12.5 / 10 / 7.5 / 5.
V9.14 - July 24th Hotfix
  • Shurima's Legacy Shurima's Legacy
    • Bug Fix: Turrets now deal the proper amount of damage to targets.
V9.14 - July 19th Hotfix
  • Shurima's Legacy Shurima's Legacy
    • Bug Fix: Disc of the Sun turrets now properly use its full damage, both base and scaling, against enemies.
V9.7
  • Stats
    • Health regeneration growth increased to 0.75 from 0.55.
  • Conquering Sands Conquering Sands
    • Base damage increased to 70 / 90 / 110 / 130 / 150 from 60 / 80 / 100 / 120 / 140.
V9.4
  • Stats
    • Attack speed growth increased to 3% from 1.5%.
V8.22
  • Arise! Arise!
    • Bug Fix: Soldiers no longer play their respective champion's death audio instead of their own.
V8.9
  • Stats
    • Base mana increased to 438 from 350.56.
    • Mana growth reduced to 21 from 42.
    • Base mana regeneration increased to 8 from 6.
  • Emperor's Divide Emperor's Divide
    • Bug Fix: Is no longer missing VO lines.
    • Bug Fix: VO lines have been added that are now consistent on all skins and base.
V8.8
  • Arise! Arise!
    • Damage to secondary targets reduced to 25 / 50 / 75 / 100% (based on level) from 40 / 70 / 100% (based on level).
V8.5
  • Conquering Sands Conquering Sands
    • Base damage reduced to 60 / 80 / 100 / 120 / 140 from 70 / 95 / 120 / 145 / 170.
V8.3
  • Stats
    • Base health regeneration increased to 7 from 6.9.
  • Conquering Sands Conquering Sands
    • Cooldown increased to 15 / 12.5 / 10 / 7.5 / 5 seconds from 11 / 9.5 / 8 / 6.5 / 5.
  • Arise! Arise!
    • New Effect: Soldier attacks now draw minion aggro to Azir.
V7.24b
  • Arise! Arise!
    • Soldier base damage reduced to 60 − 160 (based on level) from 60 − 180 (based on level).
V7.23
  • Arise! Arise!
    • Bug Fix: Champion-created units with ward-style health (ex. Gangplank's Gangplank's Powder Keg Powder Keg) can now properly be attacked by his soldiers.
V7.22
  • Stats
    • Base health increased to 552 from 540.
    • Health growth increased to 92 from 80.
V7.21
  • Conquering Sands Conquering Sands
    • Base damage reduced to 70 / 95 / 120 / 145 / 170 from 70 / 100 / 130 / 160 / 190.
  • Arise! Arise!
    • Soldier damage reduced to 60 − 180 (based on level) from 60 − 185 (based on level).
V7.20
  • General
    • VFX for his attack speed bonus upon summoning a third soldier have been improved for Azir's base and all skins.
V7.19
  • Stats
    • Base health increased to 540 from 524.4.
    • Base movement speed increased to 335 from 325.
    • Base health regeneration reduced to 6.9 from 6.924.
  • Conquering Sands Conquering Sands
    • Cast range reduced to 720 from 875.
    • Spear length increased to 370 from 300.
    • Cooldown changed to 11 / 9.5 / 8 / 6.5 / 5 seconds from 10 / 9 / 8 / 7 / 6.
    • Base damage increased to 70 / 100 / 130 / 160 / 190 from 65 / 85 / 105 / 125 / 145.
    • AP ratio reduced to 30% AP from 50% AP.
    • New Effect: Soldiers clump closer together upon arrival.
  • Arise! Arise!
    • Soldier command range reduced to 660 from 800.
    • Cast range increased to 500 from 450.
    • Removed: Soldiers being able to attack wards or trinkets.
    • Soldier stab base damage changed to 60 − 185 (based on level) from 50 − 195 (based on level).
    • New Effect: Passive attack speed is now doubled to 40 / 60 / 80 / 100 / 120% while Azir has 3 soldiers active, which falls off after 5 seconds.
    • Recharge time reduced to 8 / 7.5 / 7 / 6.5 / 6 seconds from 10 / 9 / 8 / 7 / 6.
    • New Effect: Stabs deal 40 / 70 / 100% (based on level) damage to secondary targets.
  • Shifting Sands Shifting Sands
    • New Effect: Shield now scales with 70% AP.
    • Shield duration reduced to 1.5 seconds from 4.
    • New Effect: Shield is now granted instantly instead of only upon colliding with a champion.
    • New Effect: If Azir hits an enemy champion, he gains a charge of Arise! Arise!.
  • Emperor's Divide Emperor's Divide
    • Removed: The wall no longer knocks back any enemy who attempts to pass through once stationary, although still functions as impassable terrain. Still knocks back during the charge.
    • Wall size increased to 5 / 6 / 7 soldiers from 4 / 5 / 6.
    • Cooldown reduced to 120 / 105 / 90 seconds from 140 / 120 / 100.
V7.18
  • Emperor's Divide Emperor's Divide
    • Base damage increased to 150 / 250 / 450 from 150 / 225 / 300.
V7.15
  • Arise! Arise!
    • Soldier base damage increased to 50 − 195 (based on level) from 50 − 170 (based on level).
V7.11
V7.9 May 5th Hotfix
  • Arise! Arise!
    • Bug Fix: Fixed a bug that could cause Sand Soldier attacks to sometimes not deal damage.
V7.9
  • Stats
    • Magic resistance growth increased to 0.5 from 0.
V7.3
  • General
    • Bug Fix: Azir now correctly has a shadow during his death animation.
  • Shifting Sands Shifting Sands
    • Bug Fix: Fixed a bug where it was missing on-hit particles upon killing an enemy unit.
V7.2
  • General
    • Bug Fix: When an Azir kills another Azir with a different skin, the dying Azir no longer steals his killer's skin's death animation particles.
V6.24 December 14th Hotfix
  • Arise! Arise!
    • Soldier base damage changed to 50 − 170 (based on level) from 50 − 170 (based on level). Formula changed.
V6.24
  • Shurima's Legacy Shurima's Legacy
    • Turret AD per minute increased to 4 from 3.
    • Gold reward for enemies killing Azir's turret reduced to 50 Gold 50 from 100 Gold 100.
  • Arise! Arise!
    • Soldier recharge time reduced to 10 / 9 / 8 / 7 / 6 seconds from 12 / 11 / 10 / 9 / 8.
V6.16
  • General
    • Bug Fix: Buff particles (such as Banshee's Veil Banshee's Veil shield) now properly rise with Gravelord Azir during his recall animation.
V6.14
  • Arise! Arise!
    • Soldier base damage changed to 50 − 170 (based on level) from 50 − 170 (based on level). Formula changed.
    • Soldier vision range reduced to 350 from 575.
V6.11
  • Arise! Arise!
    • Removed: Casting on top of turrets to damage them.
  • Emperor's Divide Emperor's Divide
    • Wall duration reduced to 3 seconds from 5 / 6 / 7.
    • Removed: Bonus movement speed to allies or Azir on pass-through.
V6.6
  • General
    • Bug Fix: Azir would automatically start moving after issuing a Sand Soldier attack command.
  • Arise! Arise!
March 11th Hotfix
  • Arise! Arise!
    • Bug Fix: Sand Soldiers beyond the first now properly deal less damage when attacking the same target.
    • Bug Fix: Sand Soldiers' attacks will no longer fail to deal damage to their original target if Azir directs his soldiers to switch to an out-of-range target during their in-progress attack (targets that move out of range will still avoid damage)
    • Bug Fix: Azir is no longer briefly locked out of his abilities if a Sand Soldier's target dies mid-attack.
V6.5
  • General
    • Bug Fix: Fixed a bug that allowed Azir to queue up basic ability combos without sufficient mana for all involved abilities.
    • Bug Fix: Fixed various cases where Azir could unintentionally cancel or be entirely locked out of his basic attack.
    • Bug Fix: Azir's abilities can now be queued during basic attacks.
    • Bug Fix: Sun Discs now appear on the minimap.
  • Arise! Arise!
    • Bug Fix: Now properly triggers a 1.5 second internal cooldown when used on turrets.
V5.24
  • Arise! Arise!
    • Bug Fix: Azir would perform his attack command before his soldiers had finished spawning.
    • Bug Fix: Soldiers that hadn't finished spawning would perform an attack.
  • Shifting Sands Shifting Sands
    • Azir will now move with soldiers to their endpoint even if he catches up to them while traveling.
V5.23
  • General
    • Azir's spellcasting smoothed out when rapidly chaining abilities together.
  • Arise! Arise!
    • Attack-moving will now interact with Azir's soldiers.
V5.22
  • Emperor's Divide Emperor's Divide
    • Fixed a bug where Azir and his allies could be pinned to his wall as a result of abilities that collided with terrain.
    • Fixed a similar bug where an allied Gnar Gnar couldn't wall-stun wall-stun using the phalanx.
    • Fixed a bug where an allied Sion Sion couldn't charge charge through the phalanx.
V5.20
  • Emperor's Divide Emperor's Divide
    • Soldier starting position increased to 325 units behind Azir from 175.
V5.18
V5.17
  • Stats
    • Movement speed reduced to 325 from 335.
  • Conquering Sands Conquering Sands
    • Removed: Additional damage per soldier. The slow is still reapplied.
  • Arise! Arise!
    • Removed: Sated Devourer Sated Devourer will no longer cause a phantom attack to occur alongside his soldier attacks.
    • New Effect: Sated Devourer Sated Devourer will now cause his soldiers to attack twice.
    • Fixed a bug where two soldiers attacking slightly out of sync would each deal full damage, even on a single attack.
  • Shifting Sands Shifting Sands
    • Fixed a bug where Azir would stop dashing upon collision with the soldier even if the soldier was still moving.
  • Emperor's Divide Emperor's Divide
    • Fixed a bug where units would sometimes be knocked back too far.
    • The wall is now more forgiving to units that appear inside the wall when attempting to blink over it.
    • Soldiers not connected to the formation due to terrain causing them to be pushed to the side will now dissolve upon the wall being fully formed.
V5.16
  • General
  • Conquering Sands Conquering Sands
    • The target of Shifting Sands will now always move to the middle position.
    • Sand Soldiers will now always attempt to move the closest possible position within the formation from their current position, regardless of whether another soldier is also attempting to move there.
  • Arise! Arise!
    • Fixed a bug where Sand Soldiers would sometimes spawn when cast on a turret and viceversa.
    • Fixed a bug where Arise! could target turrets from a much further range than intended.
  • Shifting Sands Shifting Sands
    • Range reduced to 1100 from global.
    • Collision radius reduced to 150 from 200.
  • Emperor's Divide Emperor's Divide
    • Fixed a bug where enemy champions sometimes wouldn't be knocked back.
    • Fixed a bug where cloned champions ignored the wall.
V5.14
  • Shurima's Legacy Shurima's Legacy
    • Removed: Attack speed gain from cooldown reduction (Will of the Emperor)
  • Arise! Arise!
    • New Effect: Azir passively gains 20 / 30 / 40 / 50 / 60% bonus attack speed.
  • Shifting Sands Shifting Sands
    • No longer knocks up the first champion hit.
V5.5
  • General
    • Attack speed increased to 0.625 from 0.6.
    • Soldier attack range increased to 375 from 325.
      • Spear pass-through range decreased to 50 from 100. Total range unchanged.
V5.4
  • Shurima's Legacy Shurima's Legacy
    • Fixed a bug where killing Azir's Sun Disc would result in a registered turret death in Spectator mode.
V5.3
  • Stats
    • Base attack damage increased to 52 from 49.704.
  • Conquering Sands Conquering Sands
    • Base damage reduced to 65 / 85 / 105 / 125 / 145 from 75 / 105 / 135 / 165 / 195.
  • Arise! Arise!
    • Sand Soldier auto-attack range reduced to 325 from 400.
    • Damage to turrets reduced:
      • Base damage reduced to 60 from 90.
      • Scaling per level reduced to 10 from 15.
      • AP scaling reduced to (+ 40% AP) from (+ 60% AP).
V5.2
  • Conquering Sands Conquering Sands
    • Adjusted targeting indicator to properly display the spell's actual range (875 from 800).
      • No functional changes have been made.
    • When there are 3 soldiers already out, Conquering Sands will always move the nearest soldier to where the player clicks.
V5.1
  • Arise! Arise!
    • Fixed a bug where a Sand Soldier would appear to attack but fail to do damage.
V4.21
  • Arise! Arise!
    • Fixed a bug where a soldier's attack was dealing no damage if the target moved out of range. It should now correctly deal damage to all enemies still in range.
  • Shifting Sands Shifting Sands
    • Fixed a bug where casting Shifting Sands outside of cast range would cause Azir to walk in range even if there was a soldier in range. It should now correctly use the soldiers for determining the range, not the cursor.
    • Shifting Sands will now detect soldiers in the process of being summoned and will instantly dash to them.
    • Cast range increased to Global from 1100. You can now dash to any soldier regardless of how far away it is.
  • Emperor's Divide Emperor's Divide
    • Fixed a bug where the speed boost wasn't granting assists.
V4.20
  • Conquering Sands Conquering Sands
    • Base damage increased to 75 / 105 / 135 / 165 / 195 from 60 / 90 / 120 / 150 / 180.
  • Arise! Arise!
    • AP ratio reduced to (+ 60% AP) from (+ 70% AP).
  • Shifting Sands Shifting Sands
    • Shield increased to 80 / 120 / 160 / 200 / 240 from 60 / 100 / 140 / 180 / 220.
V4.19
  • Shurima's Legacy Shurima's Legacy
    • Fixed a bug where the damage from Azir's Sun Disc would not ramp up properly like a tower.
  • Emperor's Divide Emperor's Divide
    • Fixed a number of bugs around detecting enemies that are behind Azir at cast time.
    • Fixed a number of double bounce bugs.
    • Fixed a number of bugs that allowed enemies to dash through the wall if they timed their dash correctly.
V4.18
  • Stats
    • Base attack damage increased to 47 from 43.
    • Base attack speed increased to 0.6 from 0.556
  • Shurima's Legacy Shurima's Legacy
    • Fixed a bug where two Azir could each summon a Sun Disc from the same interactive clicker.
    • Fixed a bug where some champions could use abilities on the interactive clickers.
    • Clickable size of the interactive clickers reduced by 20%
  • Conquering Sands Conquering Sands
    • Fixed a bug where Conquering Sands would make Sand Soldier attacks deal no damage.
    • Fixed a bug where Sand Soldiers would fail to pass through a wall if the dash range was a little short.
  • Arise! Arise!
    • Fixed a bug where multiple soldiers attacking multiple targets would incorrectly apply reduced damage.
    • Fixed a bug where dancing would break the soldier's basic attacks.
  • Shifting Sands Shifting Sands
    • Azir now follows his Sand Soldiers if they are currently moving via Conquering Sands Conquering Sands.
    • Fixed a bug where Azir would dash to the wrong soldier in certain situations.
    • Fixed a bug where using Shifting Shands right after using Arise! Arise! would not work.
  • Emperor's Divide Emperor's Divide
    • Bug fixes so it will no longer:
      • Deal damage multiple times
      • Multi-bounce
      • Pin targets to walls
      • Fail to bounce targets to the far side of the wall
      • Not break channels
      • Break spell shields and still knock enemies back
V4.16
  • Added

See also

References

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