VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Azir

the Emperor of the Sands

Azir is a ranged damage dealer who needs safe spacing and time to keep attacking. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

MidMostly magic damageRanged attacks
Usual roleMid
ClassMage · Marksman
DifficultyHigh · 9/10
Basic attacksRangedRanged basic attacks · 525 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Azir does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Can maintain ranged damage when positioning and target access remain safe.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Loses reliable output when forced away, controlled or reached before creating distance.

Riot ally tips

Use these while learning the champion
1

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.

2

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.

3

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.

Riot opponent tips

What an opponent is told to watch for
1

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.

2

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.

3

Try to think of Sand Soldiers as fire. Don't stand in the fire.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Azir in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Maintain safe, repeatable damage

Target access and survival time usually matter more than one ambitious hit. Reposition between attacks and avoid giving up the safe damage line.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Azir?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
DisplacementSlowsShields
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Azir fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopUnestablished route

Historical reference. Recommendation review pending. Azir is normally played Mid and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
JungleUnestablished route

Historical reference. Recommendation review pending. Azir is normally played Mid and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Azir is normally played Mid and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Azir is normally played Mid and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Azir abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Shurima's Legacy

What it doesAzir can summon the Disc of the Sun from the ruins of allied or enemy turrets.

Practical readShurima's Legacy is the always-on rule shaping Azir's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Conquering Sands

What it doesAzir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second.

Practical readConquering Sands contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown14/12/10/8/6 secCost70/80/90/100/110Listed range740 units
W
W ability

Arise!

What it doesAzir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line.

Practical readArise! contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cost40/35/30/25/20Listed range525 units
E
E ability

Shifting Sands

What it doesAzir shields himself briefly and dashes to one of his Sand Soldiers, damaging enemies. If he hits an enemy champion, he instantly readies a new Sand Soldier for deployment and halts his dash.

Practical readShifting Sands contributes movement or repositioning. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown22/20.5/19/17.5/16 secCost60Listed range1100 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Emperor's Divide

What it doesAzir summons a wall of soldiers which charge forward, knocking back and damaging enemies.

Practical readEmperor's Divide contributes movement or repositioning. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/105/90 secCost100Listed range250 units

Levels 1–18

Azir · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1575 Health320 Mana
Level 3734 Health379 Mana
Level 61,002 Health478 Mana
Level 111,523 Health671 Mana
Level 162,138 Health899 Mana
Level 182,411 Health1,000 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityConquering Sands

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 114 secRank 212 secRank 310 secRank 48 secRank 56 sec
W
Basic abilityArise!

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
E
Basic abilityShifting Sands

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 220.5 secRank 319 secRank 417.5 secRank 516 sec
R
UltimateEmperor's Divide

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2105 secRank 390 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1575320 ManaChoose the first basic ability
2653349 ManaAdd another basic ability or rank
3734379 ManaAdd another basic ability or rank
4820411 ManaSpend one ability point
5909444 ManaSpend one ability point
61,002478 ManaFirst ultimate rank normally available
71,098514 ManaSpend one ability point
81,199551 ManaSpend one ability point
91,303590 ManaSpend one ability point
101,411630 ManaSpend one ability point
111,523671 ManaSecond ultimate rank normally available
121,638714 ManaSpend one ability point
131,758758 ManaSpend one ability point
141,881804 ManaSpend one ability point
152,008851 ManaSpend one ability point
162,138899 ManaFinal ultimate rank normally available
172,273949 ManaSpend one ability point
182,4111,000 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

Open Azir buildsPrepare a matchupBrowse champions