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, gains 15% APbonus attack damage, and grants its kill credit to Azir. The Sun Disc'shealth decays over 60 seconds and loses 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.
Passive:Azir periodically stocks a Sand Soldier, up to a maximum of 2. Azir also gains 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:Azirsummons an untargetableSand Soldier at the target location that lasts 10 seconds and grants sight of its surroundings, expiring twice as fast while within range of an enemy 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.
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 crowd control effects that disable attacking, such as disarm, do not allow him to order his soldiers to attack in his stead.
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.
6 / 7 / 8 soldiers
620 / 720 / 820
Width (impassable wall):
750 / 850 / 950
Enemies impacted by the charge are dealt magic damage and knocked away over 1 second to a line 650 units in front of Azir.
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 of their surroundings. Azir and his allies can move through these soldiers.
The soldier units are spawned only 175 units behind Azir, but do not control the 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 / Unbreakable / 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.(note)
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 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, Dredge Line, Heroic Charge). This will only affect enemies, allies will pass through the wall in all circumstances, even if knocked into it by an enemy.
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.
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.