watch 02:39
The Loop (Games)
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Azir
Abilities
- Notes
- No additional notes.
Ascension differences
- Azir can summon a Sun Disc in the center of the map provided the is dead. The Sun Disc will be destroyed if the Ancient Ascended respawns while active.
- Notes
- Sand Soldiers will stop their movement upon colliding with but not with .
- Notes
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
crowd control effects that disable attacking, such as
disarm, do not allow him to order his soldiers to attack in his stead.
Spell shield will block a single attack from the soldiers.
- Attacking with the soldiers will trigger .
- Sand Soldiers will attack the closest enemy to Azir when using attack move (or A + RMB / Shift + RMB) or
auto-attack.

An exclamation mark (!) will appear above the Sand Soldier's head when within the range of an enemy turret.
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.
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.
- Notes
- If Azir casts Shifting Sands on a Sand Soldier moving from , Azir will follow the soldier along the way.
- Notes
- The charge is intended to start 325 units behind Azir at 0.25 seconds into the cast time, but due to a bug can spawn at a slightly different offset, based on the current ground height.
- 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 / / or upon colliding with terrain that they cannot charge through.
- 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.
- 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.
- This means enemies that are immune to
- The wall will count as terrain for the purposes of 'into terrain' effects (e.g. , , ). This will only affect enemies, allies will pass through the wall in all circumstances, even if knocked into it by an enemy.
Summoned Units
Control type | Turret AI |
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Target type | Structure |
Spell effects | Applies effects as ![]() |
Protection |
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Abilities
Contrary to traditional
If Azir is not within ~2000 units, the turret loses 100 Armor.
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Control type | Controlled by Azir's attack commands |
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Target type | Untargetable |
On-hit effects | Do not apply ![]() ![]() ![]() ![]() |
Spell effects | Deals ![]() ![]() |
Protection |
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Abilities
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Patch history
- See here for the complete patch history.
- Soldier base damage reduced to 50 − 150 (based on level) from 60 − 160 (based on level).
- Cooldown reduced to 14 / 12 / 10 / 8 / 6 seconds from 15 / 13 / 11 / 9 / 7.
- Bug Fix: Soldiers now properly stack Mana Charge.
- Stats
- Base armor reduced to 19 from 19.04.
- Bonus attack speed reduced to 15 / 25 / 35 / 45 / 55% from 20 / 30 / 40 / 50 / 60%.
- General
- New voice lines from Ascension added.
- V10.7 - April 1st Hotfix
- Bug Fix: Sun Disc now properly targets enemies standing within it's range.
- 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.
- Stats
- Base mana increased to 480 from 438.
- Soldier count increased to 6 / 7 / 8 from 5 / 6 / 7.
- Base damage increased to 175 / 325 / 475 from 150 / 250 / 450.
- Wall duration increased to 5 seconds from 3.
- Cooldown increased to 15 / 13 / 11 / 9 / 7 seconds from 15 / 12.5 / 10 / 7.5 / 5.
- V9.14 - July 24th Hotfix
- Bug Fix: Turrets now deal the proper amount of damage to targets.
- V9.14 - July 19th Hotfix
- Bug Fix: Disc of the Sun turrets now properly use its full damage, both base and scaling, against enemies.
- Stats
- Health regeneration growth increased to 0.75 from 0.55.
- Base damage increased to 70 / 90 / 110 / 130 / 150 from 60 / 80 / 100 / 120 / 140.
- Stats
- Attack speed growth increased to 3% from 1.5%.
- Bug Fix: Soldiers no longer play their respective champion's death audio instead of their own.
- Stats
- Base mana increased to 438 from 350.56.
- Mana growth reduced to 21 from 42.
- Base mana regeneration increased to 8 from 6.
- Bug Fix: Is no longer missing VO lines.
- Bug Fix: VO lines have been added that are now consistent on all skins and base.
- Damage to secondary targets reduced to 25 / 50 / 75 / 100% (based on level) from 40 / 70 / 100% (based on level).
- Base damage reduced to 60 / 80 / 100 / 120 / 140 from 70 / 95 / 120 / 145 / 170.
- Stats
- Base health regeneration increased to 7 from 6.9.
- Cooldown increased to 15 / 12.5 / 10 / 7.5 / 5 seconds from 11 / 9.5 / 8 / 6.5 / 5.
- New Effect: Soldier attacks now draw minion aggro to Azir.
- Soldier base damage reduced to 60 − 160 (based on level) from 60 − 180 (based on level).
- Bug Fix: Champion-created units with ward-style health (ex. ) can now properly be attacked by his soldiers.
- Stats
- Base health increased to 552 from 540.
- Health growth increased to 92 from 80.
- Base damage reduced to 70 / 95 / 120 / 145 / 170 from 70 / 100 / 130 / 160 / 190.
- Soldier damage reduced to 60 − 180 (based on level) from 60 − 185 (based on level).
- General
- VFX for his attack speed bonus upon summoning a third soldier have been improved for Azir's base and all skins.
- 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.
- 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.
- 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.
- 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 .
- 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.
- Base damage increased to 150 / 250 / 450 from 150 / 225 / 300.
- Soldier base damage increased to 50 − 195 (based on level) from 50 − 170 (based on level).
-
- Bug Fix: Restored death animation audio.
- V7.9 May 5th Hotfix
- Bug Fix: Fixed a bug that could cause Sand Soldier attacks to sometimes not deal damage.
- Stats
- Magic resistance growth increased to 0.5 from 0.
- General
- Bug Fix: Azir now correctly has a shadow during his death animation.
- Bug Fix: Fixed a bug where it was missing on-hit particles upon killing an enemy unit.
- 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
- Soldier base damage changed to 50 − 170 (based on level) from 50 − 170 (based on level). Formula changed.
- Soldier recharge time reduced to 10 / 9 / 8 / 7 / 6 seconds from 12 / 11 / 10 / 9 / 8.
- General
- Bug Fix: Buff particles (such as shield) now properly rise with Gravelord Azir during his recall animation.
- 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.
- Removed: Casting on top of turrets to damage them.
- Wall duration reduced to 3 seconds from 5 / 6 / 7.
- Removed: Bonus movement speed to allies or Azir on pass-through.
- General
- Bug Fix: Azir would automatically start moving after issuing a Sand Soldier attack command.
- Removed: Sand Soldiers applying (removed in V6.5)
- 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.
- 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.
- Bug Fix: Now properly triggers a 1.5 second internal cooldown when used on turrets.
- 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.
- Azir will now move with soldiers to their endpoint even if he catches up to them while traveling.
- General
- Azir's spellcasting smoothed out when rapidly chaining abilities together.
- Attack-moving will now interact with Azir's soldiers.
- 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 couldn't using the phalanx.
- Fixed a bug where an allied couldn't through the phalanx.
- Soldier starting position increased to 325 units behind Azir from 175.
- No longer pushes back/damages s
- Stats
- Movement speed reduced to 325 from 335.
- Removed: Additional damage per soldier. The slow is still reapplied.
- Removed: will no longer cause a phantom attack to occur alongside his soldier attacks.
- New Effect: 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.
- Fixed a bug where Azir would stop dashing upon collision with the soldier even if the soldier was still moving.
- 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.
- General
- Fixed a bug where and could not move their Azir clones.
- 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.
- 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.
- Range reduced to 1100 from global.
- Collision radius reduced to 150 from 200.
- Fixed a bug where enemy champions sometimes wouldn't be knocked back.
- Fixed a bug where cloned champions ignored the wall.
- Removed: Attack speed gain from cooldown reduction (Will of the Emperor)
- New Effect: Azir passively gains 20 / 30 / 40 / 50 / 60% bonus attack speed.
- No longer knocks up the first champion hit.
- 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.
- Fixed a bug where killing Azir's Sun Disc would result in a registered turret death in Spectator mode.
- Base damage reduced to 65 / 85 / 105 / 125 / 145 from 75 / 105 / 135 / 165 / 195.
- Soldier range decreased to ~325 from 400.
- Tooltip corrected to (+ 70% AP) from (+ 60% AP)
- Damage to tower reduced to (50 + (10 × level) (+ 40% AP)) from (90 + (15 × level) (+ 70% AP))
- 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.
- Adjusted targeting indicator to properly display the spell's actual range (875 from 800).
- Fixed a bug where a Sand Soldier would appear to attack but fail to do damage.
- 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.
- 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.
- Fixed a bug where the speed boost wasn't granting assists.
- Base damage increased to 75 / 105 / 135 / 165 / 195 from 60 / 90 / 120 / 150 / 180.
- AP ratio reduced to (+ 60% AP) from (+ 70% AP).
- Shield increased to 80 / 120 / 160 / 200 / 240 from 60 / 100 / 140 / 180 / 220.
- Fixed a bug where the damage from Azir's Sun Disc would not ramp up properly like a tower.
- 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.
- Stats
- Base attack damage increased to 47 from 43.
- Base attack speed increased to 0.6 from 0.556
- 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%
- 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.
- 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.
- Azir now follows his Sand Soldiers if they are currently moving via .
- Fixed a bug where Azir would dash to the wrong soldier in certain situations.
- Fixed a bug where using Shifting Shands right after using would not work.
- 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
- Bug fixes so it will no longer:
- Added
See also
Cancelled Champions |
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References
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