Champion Rotation
azir

Azir

the Emperor of the Sands
Armor:19.04(+3 per level)
Health:524.4 (+80 per level)
Magic Resist:30 (+0 per level)
Health Regen:6.92 (+0.55 per level)
Attack Damage:52 (+2.8 per level)
MP:350.56 (+42 per level)
Attack Speed:0.638 (+1.5% per level)
MP Regen:6 (+0.8 per level)
Movement:325

Abilities

Shurima's Legacy

Shurima's Legacy

Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Conquering Sands

Conquering Sands

Cost: 70 ManaCooldown: 0 secondsRange: 875
Azir sends all Sand Soldiers towards a location. Sand Soldiers deal 65/85/105/125/145 (+50% Ability Power) magic damage to enemies they pass through and apply a 25% slow for 1 second.

Enemies hit by multiple Sand Soldiers will not take additional damage.
Arise!

Arise!

Cost: 40 ManaCooldown: 0 secondsRange: 450
Passive: Gains 20/30/40/50/60% attack speed.

Active: Azir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir, dealing 0 (+60% Ability Power) magic damage to enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage.

Azir can store up to {{ maxammo }} Sand Soldiers at a time. A new soldier becomes available every 0 seconds.

Sand Soldiers can attack targets outside of Azir's basic attack range.
Sand Soldiers deactivate if they are too far away from Azir.
Sand Soldiers expire twice as fast when near an enemy turret.
Shifting Sands

Shifting Sands

Cost: 60 ManaCooldown: 0 secondsRange: 1100
Azir dashes to one of his Sand Soldiers, damaging enemies hit for 60/90/120/150/180 (+40% Ability Power) magic damage.

If Azir hits an enemy champion, his dash stops and he gains a shield for 4 seconds that absorbs up to 80/120/160/200/240 (+ 0) [15% of bonus Health] damage.
Emperor's Divide

Emperor's Divide

Cost: 100 ManaCooldown: 140/120/100 secondsRange: 250
Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing 150/225/300 (+60% Ability Power) magic damage. The soldiers then remain as a wall for 3 seconds.

Enemies will be stopped by Emperor's Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely through it.

Emperor's Divide does not interact with Azir's basic attacks or spells.

Tips for Allies

  • Be careful about putting down both of the soldiers stored by Arise! Unless you're going all-in, always have a soldier in your back pocket if you need to escape over a wall or if you misposition your other soldier and need damage now.
  • In the lane, try to position your soldiers between the enemy's minions and the enemy champion. This way you can use them both to last hit and to project threat onto your lane opponent.
  • Think of Emperor's Divide as a defensive ability first and foremost. Use it when the enemy engages on you or your allies. Remember that your team can walk through the soldiers summoned by Emperor's Divide and use this to your advantage when enemy melee champions engage on you.
  • Be a bird!

Tips for Enemies

  • Azir relies on his soldiers to deal damage and can only move them so often. Try to capitalize on windows of time when his soldiers are stationary.
  • Azir has immense damage over a prolonged amount of time but lacks the upfront burst of other mages. Try to burst him out before he can turn a confrontation around.
  • Try to think of Sand Soldiers as fire. Don't stand in the fire.

Lore

''Shurima was once the glory of Runeterra. I will make it so again.''

Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory.

Links