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Azir
General Information
TitleThe Emperor of the Sands
Real NameAzir Omah
PronounsHe/Him
Release DateSeptember 16, 2014
Cost4800 BE 880 RP
PrimaryMage
SecondaryMarksman
Statistics

HP
550 (+ 119)

HPR
7 (+ 0.75)

MP
320 (+ 40)

MPR
8 (+ 0.8)

MS
335

AD
56 (+ 3.5)

AS
0.625 (+ 6%)

RNG
525

AR
25 (+ 5)

MR
30 (+ 1.3)
Developer Info
DDragon KeyAzir
Integer Key268
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikiwiki.leagueoflegends.com

Azir is a champion in League of Legends.

Lore

  • Biography
  • Story
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.

Thousands of years ago, the Shuriman empire was a sprawling realm of vassal states conquered by powerful armies led by all but invincible warriors known as the Ascended. Ruled by an ambitious and power hungry emperor, Shurima was the greatest realm of its day; a fertile land blessed by the power of the sun that shone from a great golden disc floating atop the temple at the heart of its capital.

The youngest and least-favored son of the emperor, Azir was never destined for greatness. With so many siblings ahead of him, he would never be emperor. Most likely he would take up a position in the priesthood or as governor of some backwater province. He was a slender, studious boy who spent more time perusing the texts collected in the Great Library of Nasus than training to fight under the stern tutelage of the Ascended hero, Renekton.

Amid the twisting shelves of scrolls, books and tablets, Azir met a young slave boy who visited the library almost every day in search of texts desired by his master. Slaves in Shurima were forbidden to take names, but as the two boys became friends, Azir broke that law and called his new friend Xerath, which means ‘one who shares.’ He appointed Xerath - though he was careful never to endanger him by naming him publicly - as his personal slave and the two boys shared their love of history by learning all they could of Shurima’s past and its long legacy of Ascended heroes.

While traveling with his father, brothers and Renekton on the yearly tour of the empire, the royal caravan stopped at a well-known oasis for the night. Azir and Xerath stole away in the middle of the night to draw the stars and add their own celestial maps to those they had studied in the Great Library. While they drew the patterns of constellations, the royal caravan was attacked by a cabal of assassins sent by the emperor’s enemies. One of the assassins found the two boys out in the desert and was poised to cut Azir’s throat when Xerath intervened, throwing himself upon the assassin’s back. In the ensuing melee, Azir freed his dagger and plunged it into his attacker’s throat.

Azir took up the dead man’s sword and rushed back to the oasis, but by the time he returned, the assassins were already defeated. Renekton had protected the emperor and slain the attackers, but Azir’s brothers were all dead. Azir told his father of Xerath’s courage and asked him to reward the slave boy, but his words fell on deaf ears. In the emperor’s eyes, the boy was a slave and beneath his notice, but Azir swore that one day he and Xerath would be brothers.

The emperor returned to his capital, with the fifteen year old Azir now his heir, and unleashed a merciless campaign of bloodshed against those he believed had sent the assassins. Shurima descended into years of paranoia and murder as the emperor took revenge on any he suspected of treason. Though he was now heir to the throne, Azir’s life yet hung by a thread. His father hated him - wishing he had died instead of his brothers - and the queen was still young enough to bear sons.

Azir trained in combat, for the attack at the oasis had revealed how little he knew of the deadly arts. Renekton took up the task of teaching the growing prince, and under his aegis, Azir learned to wield sword and spear, to command warriors, and to read the ebb and flow of battle. The young heir elevated Xerath, his only trusted confidant, and made him his right hand man. To better counsel him, Azir tasked Xerath with seeking out knowledge wherever he could find it.

Years passed, but the queen was never able to carry a child to term, every conceived infant perishing before it could be born. So long as the queen remained barren, Azir’s life was relatively safe. Some around the court believed a curse was at work and a few even whispered the young heir’s name in connection with this – though Azir claimed innocence and even executed some who dared voice such accusations openly.

Eventually, the queen bore a healthy son, but on the night of his birth a terrible storm engulfed Shurima. The queen’s chambers were struck again and again by powerful bolts of lightning, and in the subsequent blaze, both the queen and her newborn son were killed. It was said the emperor went mad with grief and took his own life upon hearing the news, but tales soon spread of how he and his guards had been found lying in pieces on the palace floor, their bodies little more than charred skeletons.

Azir was shocked by their deaths, but the empire needed a leader, and with Xerath at his side he took control of Shurima as its emperor. Over the next decade, he expanded Shurima’s borders and ruled with a harsh, but just hand. He instituted reforms to better the lives of slaves and privately developed a plan to overturn millennia of tradition and eventually free them all. He kept his plans secret, even from Xerath, and the issue of slavery would prove to be a continual bone of contention between them. The empire had been built on the back of slavery, and many of the great noble houses depended on enforced labor for their vast wealth and power. Such monolithic institutions could not be overturned overnight, and Azir’s plans would be undone were they to become common knowledge. Despite Azir’s desire to name Xerath his brother, he could not do so until all Shurima’s slaves were free.

Through these years, Xerath protected Azir from his political rivals and guided the expansion of the empire. Azir married and fathered numerous children, some by wedlock, others by ill-advised liaisons with slaves and harem girls. Xerath stoked the emperor’s grand vision of an empire greater than any the world had ever known. But to stand as ruler over the entire world, Xerath convinced Azir that he would need to be all but invincible, a god amongst men – an Ascended being.

As the kingdom reached the zenith of its power, Azir announced he would undertake the Ascension ritual, that the time was right for him to take his place alongside Nasus and Renekton and their glorious forebears. Many questioned this decision; the Ascension ritual was highly dangerous and intended only for those near the end of their lives, those who had devoted their lives to Shurima and whose service was to be honored with Ascension. It was for the Sun Priests to decree who would be blessed with Ascension, not the hubris of an emperor to bestow it upon himself. Azir would not be dissuaded from his rash course of action, for his arrogance had grown along with his empire, and he ordered them to comply on pain of death.

The day of the ritual finally came and Azir marched toward the Dais of Ascension, flanked by thousands of his warriors and tens of thousands of his subjects. The brothers Renekton and Nasus were absent, having been dispatched by Xerath to deal with an emergent threat, but still Azir would not turn from what he saw as his great destiny. He climbed to the great golden disc atop the temple at the heart of the city and in the moments before the sun priests began the ritual, he turned to Xerath and finally freed him. And not just him, but all slaves…

Xerath was stunned into speechlessness, but Azir was not yet done. He embraced Xerath and named him his eternal brother, as he had promised he would all those years ago. Azir turned as the priests began the ritual to bring down the awesome power of the sun. Azir was unaware that Xerath had studied more than just history and philosophy in his quest for knowledge. He had learned the dark arts of sorcery, all the while nursing a desire for freedom that had grown like a cancer into a burning hatred.

At the height of the ritual, the former slave unleashed his powers and Azir was blasted from his place on the dais. Without the protection of the runic circle, Azir was consumed by the sun’s fire as Xerath took his place. The light filled Xerath with power, and he roared as his mortal body began to transform.

But the magic of the ritual was not intended for Xerath, and such awesomely powerful celestial energies could not be diverted without dire consequence. The power of the Ascension ritual exploded outward, devastating Shurima and laying waste to the city. Its people burned to ash and its towering palaces fell to ruin as the desert sands rose up to swallow the city. The sun disc sank from the sky and what had taken centuries to build was brought to ruin in an instant by one man’s ambition and another’s misplaced hate. All that remained of Azir’s city were sunken ruins and echoes of its people’s screams on the night winds.

Azir saw none of this. For him, all was nothingness. His last memories were of pain and fire; he knew nothing of what befell him atop the temple, nor what became of his empire. He remained lost in timeless oblivion until, thousands of years after Shurima’s doom, the blood of his last descendant spilled onto the temple ruins and resurrected him. Azir was reborn, but was yet incomplete; his body little more than animate dust given form, held together by the last vestiges of his indomitable will.

Gradually resuming his corporeal form, Azir stumbled through the ruins and came across the corpse of a woman with a treacherous knife wound in her back. He did not know her, but saw in her features the distant echo of his bloodline. All thoughts of empires and power were forgotten as he lifted this daughter of Shurima and bore her to what had once been the Oasis of the Dawn. The oasis was empty and dry, but with every step Azir took, clear water began filling the rocky basin. Azir immersed the woman’s body in the restorative waters of the oasis and as the blood washed away, only a faint scar remained where the blade had pierced her.

And with that act of selflessness, Azir was lifted up in a column of fire as the magic of Shurima renewed him, remaking him as the Ascended being he was meant to become. The sun’s immortal radiance poured into him, crafting his magnificent, hawk-armored form and granting him the power to command the very sand itself. Azir lifted his arms and his ruined city shrugged off the dust of centuries spent beneath the desert to rise anew. The sun disc lifted into the sky once more, and healing waters flowed between temples heaving themselves back into the light at the emperor’s command.

Azir climbed the steps of the newly-risen sun temple, weaving the desert winds to recreate the city’s last moments. Ghosts formed of sand relived his city’s last moments from long ago, and Azir watched in horror as Xerath’s treachery unfolded. He wept as he saw his family murdered, his empire fall and his power stolen. Only now, millennia too late, did he finally understand the depths of hatred harbored by his former friend and ally. With the power and prescience of an Ascended being, Azir sensed Xerath somewhere abroad in the world and summoned an army of sand warriors to march alongside their reborn emperor. As the sun blazed from the golden disc above him, Azir swore a mighty oath.

I will reclaim my lands and take back what was mine!

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

- Azir

ARISEN

Azir walked the gold-paved Emperor’s Way. The immense statues of Shurima’s earliest rulers – his ancestors – watched his progress.

The soft, shadowy light of predawn seeped through his city. The brightest stars still shone overhead, though they would soon be snuffed out by the rising sun. The night sky was not as Azir remembered it; the stars and the constellations were misaligned. Millennia had passed.

With every step, Azir’s heavy staff of office struck a lonely note, echoing through the capital’s empty streets.

When last he had walked this path, an honor guard of 10,000 elite warriors had marched in his wake, and the cheers of the crowd had shaken the city. It was to have been his moment of glory – yet it had been stolen from him.

Now, it was a city of ghosts. What had become of his people?

With an imperious gesture, Azir commanded the sands beside the roadway to rise, creating living statues. This was a vision of the past, the echoes of Shurima given form.

The sand figures looked forward, heads tilted toward the immense Sun Disc hanging above the Dais of Ascension half a league ahead. It hung there still, declaring the glory and power of Azir’s empire, though no one remained to see it. The daughter of Shurima who awakened him, she who bore his lineage, was gone. He sensed her out in the desert. Blood bound them together.

As Azir walked the Emperor’s Way, the sand-echoes of his people pointed up at the Sun Disc, their joyful expressions turning to horror. Mouths opened wide in silent screams. They turned to run, stumbling and falling. Azir watched this all in despairing silence, bearing witness to the last moments of his people.

They were obliterated by a wave of unseen energy, reduced to dust and cast to the winds. What had gone wrong with his Ascension to unleash this catastrophe?

Azir's focus narrowed. His march became more resolute. He reached the base of the Stairs of Ascension and began to climb, taking them five at a time.

Only his most trusted soldiers, the priesthood, and those of the royal bloodline were allowed to step foot upon the Stairs. Sand versions of these most favored subjects lined his path, faces upturned, grimacing and wailing in silence before they too were swept away by the winds.

He ran, taking the steps faster than any man could, talons digging into the stonework, carving furrows where they caught. Sand figures rose, and were then destroyed, to either side of him as he climbed.

He reached the top. Here, he saw the final circle of onlookers: his closest aides, his advisers, the high priests. His family.

Azir dropped to his knees. His family was before him, rendered in perfect, heartbreaking detail. His wife, heavy with child. His shy daughter, clutching his wife's hand. His son, standing tall, on the brink of becoming a man.

In horror, Azir saw their expressions change. Though he knew what was to come, he could not look away. His daughter hid her face in the folds of his wife's dress; his son reached for his sword, shouting in defiance. His wife... her eyes widened, sorrow and despair writ within.

The unseen event blasted them to nothingness.

It was too much, but no tears welled in Azir’s eyes. His Ascended form rendered that simple act of grief forever lost to him. With a heavy heart, he pushed himself to his feet. The question remained as to how his bloodline survived, for it most assuredly had.

The final echo awaited.

He advanced, halting one step below the dais, and watched as it all played out before him, reenacted in the sand.

He saw himself, in his mortal form, rise up into the air beneath the Sun Disc, arms wide and back arched. He remembered this moment. The power coursed through him, infusing his being, filling him with its divine strength.

A newcomer formed in the sand. His trusted bondsman, his magus, Xerath.

His friend uttered a silent word. Azir watched himself shatter like glass, exploding into motes of sand.

“Xerath” breathed Azir.

The traitor’s expression was unknowable, but Azir could see nothing but the face of a murderer.

Where did such hate come from? Azir had never been aware of it.

The sand image of Xerath rose higher into the air as the Sun Disc's energies focused into his being. A cadre of elite guards rushed toward him, but they were all far too late.

A brutal shockwave of sand flared out, disintegrating the final moment of Shurima. Azir stood alone among the dying echoes of his past.

This is what killed his people.

Azir turned away, just as the first rays of the new dawn struck the Sun Disc overhead. He'd seen enough. The sand image of the transformed Xerath collapsed behind him.

The dawn sun reflected blindingly off Azir's flawless golden armor. In that instant, he knew that the traitor still lived. He sensed the magus’s essence in the air that he breathed.

Azir lifted a hand, and an army of his elite warriors rose from the sands at the base of the Stairs of Ascension.

“Xerath” he said, his voice tinged with rage. “Your crimes will not go unpunished.”

Abilities

Shurima's Legacy [Passive]
Cooldown: 90 seconds Range: 700 Area of Effect: 2000

Disc of the Sun: Azir can summon the Sun Disc from the ruins of a turret. The Sun Disc behaves like a normal turret but gains bonus attack damage and disintegrates over 45 seconds. Click the ruins of a turret to activate Disc of the Sun. The ruins of enemy Nexus and Inhibitor turrets are immune to this Ability. The Sun Disc's resistances are reduced by 100 if Azir is either dead or away from it. Turret Damage: 230 − 410 (based on level) (+40%)
Turret Resistances: 30 − 90 (based on level)
Conquering Sands [Q]
Cost: 70 / 80 / 90 / 100 / 110 Mana Cooldown: 14 / 12 / 10 / 8 / 6 seconds Range: 740 Area of Effect: 300

Active: Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal magic damage to all enemies they pass through and apply a 25% slow for 1 second.

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

Magic Damage: 60 / 80 / 100 / 120 / 140 (+35%)
Arise! [W]
Cost: 40 / 35 / 30 / 25 / 20 Mana + 1 Sand Soldier Cooldown: 1.5 seconds Range: 525 Area of Effect: 660

Sand Solder's can attack targets outside of Azir's basic attack range.
Sand Soldier's expire twice as fast when near an enemy turret.
Active: Azir summons a Sand Soldier for 10 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks in his stead, stabbing the target for magic damage. Other enemies caught in the soldier's attack take reduced damage.

Azir store up to 2 Sand Soldiers at a time.

Recharge Time: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 0 − 45 (based on level) (+50 / 65 / 80 / 95 / 110) (+40 / 45 / 50 / 55 / 60%)
Damage to Non-primary Targets: 25 / 50 / 75 / 100%
Shifting Sands [E]
Cost: 60 Mana Cooldown: 22 / 20.5 / 19 / 17.5 / 16 seconds Range: 1100

Active: Azir shields himself for 1.5 seconds, blocking damage and dashes to one of his Sand Soldiers, damaging enemies hit for magic damage.

If Azir hits an enemy champion, he halts his dash and instantly prepares a new Sand Soldier.

Shield: 70 / 110 / 150 / 190 / 230 (+60%)
Magic Damage: 60 / 100 / 140 / 180 / 220 (+40%)
Emperor's Divide [R]
Cost: 100 Mana Cooldown: 120 / 105 / 90 seconds Range: 400

Active: Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds.

Azir and his allies can pass freely through Emperor's Divide.

Magic Damage: 200 / 400 / 600 (+75%)
Length: 6 / 7 / 8 soldiers

Patch History

Patch 14.23

W AP ratio increased

We've recently walked back several Azir nerfs that didn't have the effects we wanted and since he's still got some room for additional power we're delivering some more straightforward buffs. There's nothing too fancy here, just an increase of damage that mostly skews toward the late game in order to give him the carry potential that he wants.

W - Arise!

  • Damage: 50/65/80/95/110 (+35/40/45/50/55% AP) (+0-45 based on level) ⇒ 50/65/80/95/110 (+40/45/50/55/60% AP) (+0-45 based on level)


Patch 14.21 Health Regen and AD increased.

Azir is overall a bit weaker than he’s meant to be. This does not mean he’s supposed to have a 50% win rate at all levels of play, as he’s rather difficult and doesn’t have that many mains, but he’s still weak even when measuring highly practiced players. We’re delivering some simple buffs aimed at making his failure cases gentler.

Base Stats

  • Health Regen: 5 ⇒ 7
  • Attack Damage: 52 ⇒ 56


Patch 14.18 W damage decreased.

It’s Worlds, so you know what that means, it’s time for Azir balance changes! This time it’s nerfs. We’re pro-skewing these nerfs so that he can keep a reasonable win rate for normal players without taking over the mid lane game champion pool in Pro. We’re taking down some of his early laning power as pros currently manage to squeak out of laning phases with a very small farm deficit, which we’re hoping to grow. And for the late game damage, the average solo queue game doesn’t go nearly as long as pro games do, so we hope that both of these changes disproportionately hit Pro play.

W - Arise!

  • Damage: 50/65/80/95/110 + 0-77 (based on level) (+55% AP) ⇒ 50/65/80/95/110 + 0-45 (based on level) (+35/40/45/50/55% AP)


Patch 14.16 Base Health Regeneration and Armor increased.

We have some relatively straightforward changes for Azir this patch, giving him some more resilience, particularly against physical damage opponents. Our last round of Pro-focused nerfs mainly affected him in solo queue, so we're rolling them back.

Base Stats

  • Health Regeneration: 3.5 ⇒ 5
  • Base Armor: 22 ⇒ 25


Patch 14.8 Base health regen decreased. W damage decreased.

Azir has been a Pro play staple for an incredibly long time thanks to his passable laning phase paired with an incredible late game and playmaking potential. We'll be adjusting his early game safety by lowering his base health regeneration, and lowering the early damage of his W with a goal to give his counter picks a better opportunity to beat him in lane.

Base Stats

  • Health Regeneration per 5 Seconds: 5 ⇒ 3.5
W - Arise!
  • Magic Damage: 0-77 (based on level) (+50/67/84/101/118) (+55% AP) ⇒ 0-77 (based on level) (+50/65/80/95/110) (+55% AP)


Patch 14.3 Base health regeneration decreased.

Now that Azir’s soldiers apply on-hit effects, he has fully moved over to Fleet Footwork as his main rune of choice. Now, thanks to his newfound sustain, he’s become nearly impossible to push out of lane. As a result, we’re taking a crack at his overall durability, particularly his early health regeneration which is currently too high thanks to Fleet.

Base Stats

  • Base Health Regeneration: 7 ⇒ 5


Patch 13.24 W damage increased.

We're happy that Azir has a new suite of items to consider and that Nashor's Tooth finally functions as many players expect it should. Looking into his builds, Liandry's-Nashor's, Luden's-Nashor's, and Crown-Nashor's are all performing a little bit worse than they were in the last patch so we'll be walking back one of the smaller nerfs he received in 13.23.

W - Arise!

  • Magic Damage: Damage: 2-77 (levels 10-18) (+50/65/80/95/110) (+55% AP) ⇒ 2-77 (levels 10-18) (+50/67/84/101/118) (+55% AP)


Patch 13.23 W damage decreased, soldiers now apply on-hit effects on their primary target.

Azir's lack of interaction with on-hit items has been a source of confusion and disappointment for players newer to this champion. This was recently highlighted again when Arena released, as there were several Augments that could be really cool for Azir but actually didn't work and baited players into taking them. After exploring allowing his soldiers to proc on-hit items we believe this a nice win for the Emperor of the Sands that will enhance his fantasy on both Summoner’s Rift and Arena! As this will increase his item scaling potential, we did need to pair it with some proactive nerfs so that he doesn’t go too crazy with this newfound power.

W - Arise!

  • Magic Damage: 2-92 (levels 10-18) (+50/67/84/101/118) (+60% AP) ⇒ 2-77 (levels 10-18) (+50/65/80/95/110) (+55% AP)
  • Magic Damage: W Attacks on the primary target (aka whichever target you clicked on) now trigger on-hit effects at 50% damage value (100% in Arena). This includes on-attack effects such as Rageblade's Phantom Hit, Runaan's Hurricane, and Kraken Slayer.


Patch 13.19 Q cooldown increased.

Last patch we changed Crown of the Shattered Queen in hopes of nerfing the item for Pro play while maintaining its power level in solo queue. That said, we still want to be cautious around Azir taking an overly dominant position at Worlds this year. Here's a light nerf to his early laning to open up more counterplay against him. This will make an Azir pick a dedication to late game power without smooth sailing through the laning phase.

Q - Conquering Sands

  • Cooldown: 12/10.5/9/7.5/6 seconds ⇒ 14/12/10/8/6 seconds


Patch 13.11 Q cooldown decreased. W summon range increased, AP ratio increased.

Azir's skill bracket skew has flattened significantly and he isn't seeing any Pro play, which means there’s some room for smaller buffs. This time around, we're aiming for changes that have been specifically requested by live Azir players, so the goal here is that he'll be a much more satisfying champion without breaking the Pro play bank.

Q - Conquering Sands

  • Cooldown: 14/12/10/8/6 seconds ⇒ 12/10.5/9/7.5/6 seconds
W - Arise!
  • Summon Range: 500 ⇒ 525
  • Magic Damage: 0-92 (based on level) (+50/67/84/101/118) (+55% AP) ⇒ 0-92 (based on level) (+50/67/84/101/118)(+60% AP)


Patch 13.7 Base armor increased, attack speed growth increased. Passive duration and cast range increased. Q mana cost increased, stab range decreased. W damage increased, mana cost now decreases with rank. New recommended skill order.

Please max W now. There are three goals with these changes: First, strongly signal to players that W max is the way to go. Seriously, W max is currently the overall stronger build for Azir and makes for a much easier to balance champion long term. If he's not forced to be balanced around pro play with unending poke in lane, then he has room for a lot more power in the hands of a lot more players. This patch contains that power.
Please max W now. Second, there are a few edges to sand off: Currently Azir Q can hit an enemy while still being out of auto-attack range, meaning right clicking after Q can make him walk forward. This is still a direct nerf, of course, but a pretty small one as the ability currently has around 1200 units of reach, which is going down about 4%. His passive Sun Disc summoning range is being increased to match his would-be attack range against a living turret and the duration of that Sun Disc is going up to keep it from falling over quite so quickly while he's still standing beside it. Also, please max W now. Third, there are some direct buffs: A modicum of armor should help him in a very AD-heavy solo queue environment… provided he doesn’t take over top lane, which we’ll be keeping an eye on. The attack speed growth allows him to match his prior levels of attacks per second from W's passive stats, while still enjoying the higher damage per hit from 13.5. This should make Azir a great high-DPS soldier commander while retaining the gains made from taking away his poke identity. The goal of these changes is to add more power to his W max build. If this list overshoots that goal, there are likely to be some nerfs coming his way.

In summary, please max W now.

Base Stats

  • Base Armor: 19 ⇒ 22
  • Attack Speed Growth: 5% ⇒ 6%
Passive - Shurima's Legacy
  • Duration: 30 seconds ⇒ 45 seconds
  • Cast Range: 500 ⇒ 700
Q - Conquering Sands
  • Mana Cost: 65/70/75/80/85 ⇒ 70/80/90/100/110
  • Stab Range: 370 ⇒ 325
W - Arise!
  • Magic Damage: 0-110 (based on level) (+50/60/70/80/90) (+55% AP) ⇒ 0-92 (based on level) (+50/67/84/101/118) (+55% AP) (Note: Assuming W max, this is a damage per hit buff that scales from +0 to +10 by level 11 and then stays there.)
  • Mana Cost: 40 at all ranks ⇒ 40/35/30/25/20
Miscellaneous
  •  NEW  Recommended Skill Order: The game will now recommend maxing W first.


Patch 13.5 Base stats, passive, Q, W, and E all adjusted.

Azir is a pretty nifty champion and is exciting to watch. However, the vast majority of players, even in Challenger, don’t find appropriate success with him. Here's the rationale behind these changes: First, weaken his early game and give him compensation in the late game. Second, push him away from early Q poke and awkward soldier spam and raise his overall DPS otherwise. Third, update his base stats to bring back Nashor's Tooth as a viable option. Fourth, buff tools that especially help fledgling Azir players: more auto-attack damage in case his soldiers aren't in range and a stronger passive turret that's up more frequently so that Shurima's Legacy itself can protect him.

Base Stats

  • Base Health: 622 ⇒ 550
  • Armor Growth: 4.2 ⇒ 5
  • Base Mana: 380 ⇒ 320
  • Mana Growth: 36 ⇒ 40
  • Attack Damage Growth: 2.8 ⇒ 3.5
  • Base Attack Speed: 0.625 (Note: Unchanged)
  • Attack Speed Ratio: 0.625 ⇒ 0.694
  • Attack Speed Growth: 3% ⇒ 5%
Passive - Shurima's Legacy
  • Duration: 60 seconds ⇒ 30 seconds
  • Damage: 150 (+4 per minute) (+15% AP) physical damage ⇒ 230-410 (based on level) (+40% AP) magic damage
  • Bonus Damage to Champions: 37.5% bonus damage ⇒ 0% bonus damage
  • Spell-cial Effects: Azir’s Sun Disc will now apply Azir’s spell effects as a single-target spell
  • Sun Disc Health: 2550 ⇒ 3000
  • Sun Disc Armor: 60 (+1 per minute) ⇒ 30-90 (based on level)
  • Sun Disc Magic Resist: 100 (+1 per minute) ⇒ 30-90 (based on level)
  • Sun Disc Debuff: Loses 100 armor while Azir is far away or dead ⇒ Loses 100 armor and magic resist while Azir is far away or dead
  • Cooldown: 180 seconds ⇒ 90 seconds (Note: Cooldown begins after the Sun Disc falls.)
  • Bugfix: Azir’s Sun Disc will no longer lose Armor and Magic Resist while Azir is untargetable
Q - Conquering Sands
  • Magic Damage: 70/90/110/130/150 (+30% AP) ⇒ 60/80/100/120/140 (+35% AP) (Note: this will be a buff at 200 AP and above.)
  • Mana Cost : 55 ⇒ 65/70/75/80/85
W - Arise!
  • Slower Soldiers: 15/25/35/45/55% passive attack speed ⇒ 50/60/70/80/90 additional magic damage
  • Total Magic Damage: 50-150 (based on level) (+55% AP) ⇒ 50-200 (based on level and W rank) (+55% AP)
  • Three’s NOT a Party: Bonus attack speed granted while Azir has 3 soldiers spawned has been removed
E - Shifting Sands
  • Magic Damage: 60/100/140/180/220 (+ 55% AP) ⇒ 60/100/140/180/220 (+ 40% AP)


Patch 13.4 Mana adjusted. W soldier recharge time increased. E damage increased. R damage increased.

After Kassadin and Ryze received nerfs earlier this year, Azir has become the go-to mid laner in pro play (imagine that), which is a throne the emperor has resided upon comfortably for years. These changes are meant to lower his oppressive early lane pressure and give him compensation that likely results in overall buffs in the hands of non-pros.

Base Stats

  • Base Mana: 480 ⇒ 380
  • Mana Growth: 21 ⇒ 36
W - Arise!
  • Soldier Recharge Time: 9/8.25/7.5/6.75/6 seconds ⇒ 10/9/8/7/6 seconds
E - Shifting Sands
  • Magic Damage: 60/90/120/150/180 (+ 40% AP) ⇒ 60/100/140/180/220 (+ 55% AP)
R - Emperor's Divide
  • Magic Damage: 175/325/475 (+ 60% AP) ⇒ 200/400/600 (+75% AP)


Patch 12.17 W AP scaling decreased, cooldown increased early. E cooldown increased.

The Emperor of the Sands can quickly become the Emperor of the Mid Lane in Pro play when he's too powerful. We're reducing the safety of his laning phase and bringing down his late game scaling so that he maintains his identity as a hyper scaler, but without scaling too hard.

W - Arise!

SAND SOLDIER DAMAGE : [50-150 (based on level) (+60% AP)] 50-150 (based on level) (+55% AP)
COOLDOWN : [8/7.5/7/6.5/6 seconds] 9/8.25/7.5/6.75/6 seconds

E - Shifting Sands

COOLDOWN : [19/18/17/16/15 seconds] 22/20.5/19/17.5/16 seconds


Patch 12.10

E - SHIELD : [80/120/160/200/240 (+70% AP)] 70/110/150/190/230 (+60% AP)


Patch 12.6 Health growth increased.

A little birdy told us that Azir's been weak, and the numbers told us the birdy was right. His lack of Pro presence in a scaling meta that should favor him was the final confirmation, so we're giving him some base stat power that should help the Emperor of Shurima in all skill brackets.

Base Stats

HEALTH GROWTH : [92] 105
HEALTH AT LEVEL 18 : [2116] 2337


Patch 11.11 Q cost decreased.

Azir was soaring too high in Pro play, so we lowered his altitude with the 11.5 nerf. Now that he’s in calmer skies, we’re making his laning phase feel a bit more forgiving.

Q - Conquering Sands

COST : [70 mana] 55 mana


Patch 10.3 Base mana increased. R number of soldiers increased.

The emperor has seen better days but has the risk of power-tripping, so we're cautiously buffing him.

Base Stats

MANA : [438] 480

R - Emperor's Divide

WALL LENGTH : [5/6/7 soldiers]
6/7/8 soldiers


Patch 10.1 R base damage and wall duration increased.

With Conqueror nerfed and the fact that he's had low presence in pro play last year, we are being cautiously optimistic and giving Azir some buffs.

R - Emperor's Divide

BASE DAMAGE : [150/250/450]
175/325/475
WALL DURATION : [3] 5 seconds


Patch 9.16
Q cooldown increased late.

We're opening up late game windows of opportunity for Azir's enemies so he and his soldiers can't just chase them relentlessly.

Q - Conquering Sands

COOLDOWN : [15/12.5/10/7.5/5]
15/13/11/9/7


Patch 9.7
Health regen growth increased. Q damage increased.

Even with 9.4's attack speed buff, Azir still has room to grow without becoming a pro play nightmare. Probably.

Base Stats

HEALTH REGEN GROWTH : [0.55] 0.75

Q - Conquering Sands

DAMAGE : [60/80/100/120/140]
70/90/110/130/150


Patch 9.4
Base attack speed growth increased.

Increasing Azir's late game damage.

Base Stats

ATTACK SPEED GROWTH : [1.5%] 3%


v8.9

25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.


v8.8
Soldier damage to non-primary targets decreased at earlier levels.

Azir's ranged waveclear allows him to avoid punishment in his tougher matchups, while giving him more time to harass in his stronger matchups. Less waveclear should force him to make harder decisions about when to trade.

W - Arise!

DAMAGE TO NONPRIMARY TARGETS : [40/70/100% (at levels 1/6/11)]
25/50/75/100% (at levels 1/6/11/16)


v8.5
Q damage decreased.

Azir has a strong laning phase and a strong late game. Lowering the base damage of Conquering Sands gives enemies more time to deal with the Emperor before his late-game AP scaling kicks in.

Q - Conquering Sands

DAMAGE : [70/95/120/145/170]
60/80/100/120/140


v8.3
Q cooldown increased at early ranks.

Azir's early laning strength is keeping other mid laners from having enough early game agency, especially at higher levels of play.

Q - Conquering Sands

COOLDOWN : [11/9.5/8/6.5/5]
15/12.5/10/7.5/5

W - Arise!

CUT OFF THE HEAD Azir's soldier attacks now draw minion aggro to Azir.


v7.24b

W - Arise!

SOLDIER DAMAGE, LV 1-6 : 60/62/64/66/68/70 (unchanged)
SOLDIER DAMAGE, LV 7-12 : [75/80/90/100/110/120]
72/75/80/85/90/100
SOLDIER DAMAGE, LV 13-18 : [130/140/150/160/170/180]
110/120/130/140/150/160


v7.22

BASE HEALTH : [540] 552
HEALTH GROWTH STAT : [80] 92


v7.21
Q damage reduced at later ranks. Soldier damage reduced at later levels.

We’re happy seeing Azir succeed across a wider skill range than “only the best,” but now that everyone’s had time to acclimate to the Emperor’s new moves, it’s apparent his damage is a bit high.

Q - Conquering Sands

DAMAGE : [70/100/130/160/190]
70/95/120/145/170

W - Arise!
Soldier damage unchanged from levels 1-5, reduced by 5 thereafter.

SOLDIER DAMAGE : [60/62/64/66/68/75/80/85/95/105/115/125/135/145 /155/165/175/185]
60/62/64/66/68/70/75/80/90/100/110/120/130/140 /150/160/170/180


v7.20

Azir’s update seems to have landed well. We’re continuing to keep an eye on how things settle in for the long term, but in the meantime we’ve got improved visuals for Arise!’s new attack speed buff.

General

SANDY VISUALS VFX : for Azir’s attack speed bonus upon summoning a third soldier have been improved for Azir’s base and all skins


v7.19
Ability update; check out the below context and prior dev blog for more information.

Azir has been a League balance problem for awhile. Rather than tweak him patch after patch, we sidelined Shurima’s Emperor for a little while, choosing instead to focus on his eventual mini-update. This is that mini-update. For a deep dive into his changes, check out our dev blog.
Here’s the TL;DR, though. Azir—unlike most long-ranged champions—is hard to kill even when you do manage to get on him, and if you get tooclose, he can even counter-initiate with a timely Shurima Shuffle. As a result, experienced Azir players were really hard to punish. Azir’s mobility, and playmaking potential are super cool, but to keep those and allow players to fight back, we needed to bring his range down to not-artillery levels and focus on his identity as a mobile, sustained damage dealer.

Base stats

BASE HEALTH : [524.4] 540
BASE MOVEMENT SPEED : [325] 335

Q - Conquering Sands
Range down on soldier repositioning. Balance tweaks.

CAST RANGE : [875] 720
SPEAR LENGTH : [300] 370
COOLDOWN : [10/9/8/7/6]
11/9.5/8/6.5/5 seconds
BASE DAMAGE : [65/85/105/125/145]
70/100/130/160/190
RATIO : [0.5 ] 0.3 ability power
BUDDY SYSTEM : Soldiers clump closer together upon arrival

W - Arise!
Attack range decreased (summoning range increased slightly). Soldier attack damage increased'

SOLDIER COMMAND RANGE : [800] 660
CAST RANGE : [450] 500
WARD KILLERS Azir’s Soldiers can no longer attack wards or trinkets.
BASE DAMAGE : [50/52/54/56/58/60/63/66/70/84/98/112/126/139/153/167/181/195]
60/62/64/66/68/75/80/85/95/105/115/125/135/145/155/165 /175/185
STRENGTH IN NUMBERS Azir gains an additional 20/30/40/50/60% attack speed for 5 seconds whenever he summons a soldier while he already has two on the field.
AMMO RECHARGE : [10/9/8/7/6]
8/7.5/7/6.5/6 seconds
STABBING IS HARD WORK Stabs deal 40/70/100% damage to secondary targets (at levels 1/6/11)

E - Shifting Sands

SHIELD AP RATIO 0.7 ability power
SHIELD DURATION : [4] 1.5 seconds
SHIELD UPFRONT Azir now gains his shield upon casting E, not after hitting an enemy champion.
TO BATTLE : If Azir hits an enemy champion, he immediately gains a W charge.

R - Emperor's Divide

SHURIMA’S BUMPER CARS Wall soldiers now only interrupt enemy dashes over them while the soldiers themselves are moving. After reaching their final destination, Wall soldiers now behave as normal terrain.
WALL SIZE : [4/5/6]
5/6/7 soldiers
COOLDOWN : [140/120/100]
120/105/90 seconds


v7.18
R base damage increased

As a fragile damage dealer, Azir subjects himself to a ton of risk in the late game when attempting flashy ult plays against the enemy backline. His reward for landing those late-game shuffles should be worthy of that risk.

On a forward-facing note, expect to hear a lot more about Azir in the near future. We’ll keep you posted!

R - Emperor's Divide

BASE DAMAGE : [150/225/300]
150/250/450


v7.15
Late-game soldier damage up.

Making Azir a more attractive option as a late game hypercarry against many of the current midlane picks (specifically those that don’t wreck him in lane).

W - Arise!

SOLDIER STAB DAMAGE : [50-170]
50-195 (at levels 1-18)


v7.9

With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level


v6.24 (Mid-Patch Updates)

Azir’s buffs this patch were outweighed by how hard he was hit by the Rylai’s changes. We’re giving his soldier damage a mid-game boost to help mitigate that loss of strength.

W - Arise!

SOLDIER STAB DAMAGE, LV 1-8 : 50~66 (unchanged)
SOLDIER STAB DAMAGE, LV 9-15 : [69/72/75/85/95/110/125] 70/80/90/100/110/120/130
SOLDIER STAB DAMAGE, LV 16-18 : 140~170 (unchanged)


v6.24
W cooldown reduced. Sun Discs deal more damage and give enemies less gold.

We haven’t talked much about Azir since he fell out of the spotlight about half a year ago. To quickly summarize, Azir’s got too many strengths and not enough weaknesses. This makes balance an extremely finnicky task: with no clear vulnerabilities to exploit, it’s hard to bring Azir back down once he starts picking up a lead.

This patch, we’re raising Azir’s baseline effectiveness without substantially raising his poke potential. He’ll be able to reach and maintain three soldiers more quickly when going all-in on a fight, and faster soldier charges also means better access to Shifting Sands (whether for slick getaways or the Shurima Shuffle). We’re also giving some love to the Sun Disc - “temporary replacement turret” is a cool strategic strength only Azir brings to the table, but it felt a bit bad to use since it could end up as quick gold for the enemy team.

Passive - Shurima's Legacy

ATTACK DAMAGE SCALING : [3] 4 per minute
ENEMY REWARD WHEN DESTROYED : [100] 50 gold

W - Arise!

CHARGE COOLDOWN : [12/11/10/9/8] 10/9/8/7/6 seconds


v6.14
Soldiers deal less damage while Azir levels up but are unchanged at level 18. They also grant less vision.

The Emperor of Shurima is a champion that needs no introduction - especially when it comes to why he’s back here in the patch notes. Azir’s problems are many, but can be oversimplified as ‘too many pros, not enough cons’. Amazing sustained damage, long-ranged initiation, really cool armor - he’s got it all. This patch, we’re taking a crack at his damage progression over the course of the game.

Azir’s a champion with game-ending potential, but while champions with similar strength (hypercarries) are gated behind difficult early-games (Vayne) or steep item requirements (Kog’Maw), Azir doesn’t really have a period of weakness to exploit. He just sort of pokes you from afar, leaning on the generous base damage of his soldiers while he gathers enough ability power to dominate late-game. We’re altering soldier damage progression to dip significantly as Azir approaches mid-game, meaning his posse of sand-clad scallywags can no longer bail him out if he falls behind early. This period of weakness presents an actual hurdle for Azir to overcome. Should he make it through that dry spell, however, his soldiers’ damage evens back out at max level. This means the Emperor will still crush 50-minute teamfights like you’d expect.

W - Arise!

SOLDIER DAMAGE : Still 50-170 (at levels 1-18), but scales worse from levels 1-11. Scaling increased from levels 14-18 to catch back up.
GROSS NUMBERS : [50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 / 95 / 100 / 110 / 120 / 130 / 140 / 150 / 160 / 170 ] 50 / 52 / 54 / 56 / 58 / 60 / 63 / 66 / 69 / 72 / 75 / 85 / 95 / 110 / 125 / 140 / 155 / 170
SOLDIER VISION RANGE : [575] 350 (matching their attack range indicator)


v6.11
W is no longer usable on turrets. R duration down and no longer grants speed to allies.

Azir’s been a priority pick for a while now, reclaiming his throne as the top-tier midlaner across the globe. With Midseason’s waters still relatively untested as pro play resumes (where Azir primarily sees the most play), we’re focusing on culling some of the Emperor’s more extraneous power. Azir’s signature strengths lie in his high sustained damage as well as his ‘Shurima Shuffle’ to turn the tables on opponents with a flashy initiation. By leaving these intact, we can get a better look at how Azir fares against newer challengers to his midlane throne while still addressing his dominance.

W - Arise!

SAND CASTLES Can no longer spend charges to directly damage turrets

R - Emperor's Divide

DURATION : [5/6/7 seconds] 3 seconds at all ranks
HOW DID THIS WORK No longer gives bonus movement speed to allies that pass through the wall


v6.9
R no longer pins targets to walls

The flashy playmaking nature of Azir's ult befits his status as ruler of an empire, but Emperor's Divide becomes oppressive when it pins enemies against terrain for 5+ seconds. We're removing the abuse case to keep Azir honest.

R - Emperor's Divide

LET ME OUT : Emperor's Divide is less likely to pin enemies to terrain, instead pushing them over narrow walls or dropping them behind the phalanx if the wall is too thick


v6.6
Soldiers no longer apply Fervor of Battle.

So this interaction was removed in 6.5, but slipped our patch notes. While Azir’s soldiers look like they’re basic attacking, they’re not applying on-hits. Sand Soldier attacks are treated as spells, and as such, apply spell effects like Liandry’s Torment or Rylai’s Crystal Scepter. For people that knew how this interaction worked (for as long as it did), Azir could actually be dealing more physical damage than magic. That’s not a particular can of ascended worms we’re willing to balance around - on top of the fact that this shouldn’t work anyways - so it’s gone.

General

SETTLE DOWN : Sand Soldiers no longer apply Fervor of Battle (removed in 6.5)
HOLD YOUR GROUND : Fixed a bug where Azir would automatically start moving after issuing a Sand Soldier attack command


v6.5
Just some birdfixes for our most glorious emperor.

General

CAN’T CAST THAT YET : Fixed a bug that allowed Azir to queue up basic ability combos without sufficient mana for all involved abilities
DONT GIVE UP : Fixed various cases where Azir could unintentionally cancel or be entirely locked out of his basic attack
ONE FRAME LINK : Azir’s abilities can now be queued during basic attacks
PRAISE THE SUN : Sun Discs now appear on the minimap

W - Arise!

OOPS : Now properly triggers a 1.5 second internal cooldown when used on turrets


v5.24

Another patch, another set of bugfixes for Azir.

W - Arise!

EARLY TO RISE  : Fixed a bug where Azir would command attacks before soldiers could attack
THEY MEAN WELL : Soldiers no longer cheat attacks if they weren't able to attack when commanded

E - Shifting Sands

WITH YOU ALL THE WAY : Azir now moves with soldiers to their endpoint even if he catches up to them while traveling


v5.23
Attack-Move now works with Azir's soldiers and cleaned up some of his spell-buffer combos.

Not in the shop for bugfixes this time, our year-long war against Azir's code continues with some new tech to smooth his ability buffering. What this means is Azir should be able to Shurima Shuffle (or whatever the preferred combo name is) much easier, as well as playing better with attack-move inputs.

General

SAVE THE FRAMES : Smoothed out Azir's spellcasting when rapidly chaining abilities together

W - Arise!

NO SLACKING OFF : Attack moving to a position near an active soldier will check for the closest valid target by the soldier


v5.22
THE BUGFIX IS GIVEN

We've been here before, so we'll be short. Bugfixes. Done.

R - Emperor's Divide

NOT HELPING : Fixed a bug where Azir and his allies could be pinned to his wall as a result of abilities that collided with terrain
THE EMPEROR'S BOUNCE-CASTLE : Fixed a similar bug where allied Gnar couldn't wall-stun using Azir's phalanx
*BONK* : Fixed a heartbreaking, yet funny bug where Azir's phalanx would stop allied Sions from being able to charge through it with R - Unstoppable Onslaught


v5.20
R starts further behind Azir.

As part of our rescripting efforts for Azir, a change in code to Emperor’s Divide had the unfortunate side-effect of spawning the Phalanx closer to his body, reducing its effective range. We’ve tweaked the ultimate back to its original range, so you’ll have the benefit of smoother wall interactions while still scooping the assassins and back-line threats like you used to.

R - Emperor's Divide

SOLDIER STARTING POSITION : [175 units behind Azir] 325 units behind Azir


v5.17
Movement speed down. Q no longer deals additional damage beyond the first soldier.

As you’ll see throughout this patch, we’re really buckling down on narrowing strengths and weaknesses for champions, leading to more fleshed-out identities and less extraneous power overall. Azir’s a good example of extraneous power, so let’s start with him (also because he’s alphabetically first. That too).

The emperor’s great at a few things, but chief among them are the persistent zones of threat he can manipulate from long range, often deciding fights on foreign fronts from behind the safety of his line of soldiers. Instead of trading off his safety for lack of mobility or sustained damage for a lack of burst, Azir’s having his cake and eating it too. In an effort to preserve his reach and damage output, we’re going harder on establishing weaknesses, making it easier to close on him or avoid his damage without proper command of his forces.

General

BASE MOVEMENT SPEED : [335] 325

Q - Conquering Sands

Enemies no longer take additional damage for being hit by soldiers beyond the first

IT'S REFACTORIN' TIME! part 2

Just like last patch, we’ve got the second round of Azir re-scripting and bugfixing. If you want more context on what that’s all about, you can read up on it in his section from 5.16 here.

W - Arise!

SANDLUST : Azir's Sand Soldiers now work with Sated Devourer
BACK IN FORMATION : Fixed a bug where multiple desynced soldiers could deal full damage

R - Emperor's Divide

I DIDN’T MEAN TO PUSH YOU AWAY : Fixed a bug where units would be knocked back too far


v5.16
IT'S REFACTORIN' TIME! Begone, spaghetti code.

For a while now, we've been working behind the scenes on a lot of our code-base to find cleaner ways to implement our champion code and improve behaviour for some of our more… complicated (read: buggy) champions. Our first pass at this was our script review for Syndra's E->Q combo back in 5.13. This patch contains the first batches of fixes to Azir, improving the AI for his soldiers. As we move forward, you can expect more updates like these - script refactoring that result in fewer bugs, but not a ton of power shift one way or the other.

Back to Azir. Being one of our more complex champions, the emperor demands a lot of attention - however, balancing him can be costly due to the scripting issues we just talked about. Our intention with the fixes below is to make Azir flow more naturally, thereby removing some unintentional barriers to learning the Emperor.

General

JUST SPOOKY ENOUGH : Fixed a bug where Mordekaiser and Yorick were unable to issue movement commands to Azir ghosts/revenants
AIN’T AFRAID OF NO GHOSTS : Azir can no longer spawn Sun Discs on top of active turrets after being turned into a ghost by Mordekaiser’s or Yorick’s ults

Q - Conquering Sands

BATTLE STATIONS : All Sand Soldiers now move to the closest available position, prioritizing rows closest to Azir
COPY, GOLD LEADER : The Sand Soldier targeted by E - Shifting Sands will always be centered in the formation

W - Arise!

SORRY, WRONG NUMBER : Fixed a bug where Sand Soldiers would sometimes spawn when Arise! was cast on a turret and vice-versa
KEEP YOUR SOLDIERS TO YOURSELF : Fixed a bug where Arise! could target turrets from a much further range than intended

E - Shifting Sands

WHEN THE TIME IS RIGHT : Can no longer be cast unless within range of a Sand Soldier
IS THAT INSEC : Azir now collides with enemies at a distance of 200 ⇒ 150

R - Emperor's Divide

YOU DON'T KNOW ME LIKE THAT : [Reduction] Fixed a bug where enemy champions sometimes wouldn't be knocked back
CLONE PARITY : Fixed a bug where Emperor’s Divide was ignoring champion clones


v5.14
Passive's attack speed portion shifted to W. E no longer knocks up.

"THE CONTEXT IS GIVEN. True to his nature as emperor, Azir has a habit of making everything about himself. Specifically in professional play where his massive range of threat and ability to single-handedly control battles of any shape or size necessitates the game be played around him. From champion select to laning to teamfights, Azir's dominating position makes it difficult for his enemies to interact.
Our changes this patch are all in the name of giving his opponents a way to play around Azir's almost impenetrable posturing. The approach here is twofold; removing his ability to turn the tables onto assassins and divers alike broadens his champion-specific counter-picks, while shuffling around his Attack Speed to ensure his explosive mid-game is kept down for a little longer before his ascendancy to god-hood takes hold."
  • Passive - Shurima's Legacy
    • [REMOVED] WILL OF THE EMPEROR : No longer gains attack speed based on Azir's Cooldown Reduction
  • W - Arise!
    • [NEW] DROP AND GIVE ME 20 TO 60 : Now passively gains 20/30/40/50/60% Attack Speed
  • E - Shifting Sands
    • [REMOVED] SHIFTING POWER : No longer knocks up the first enemy champion hit

v5.5
Increased the range at which soldiers can attack and spears 'pass through' to hit things further. Also base attack speed up.

"Recent balance changes haven't been kind to Azir, so we're giving the Emperor some love targeted at his early-game feel when it comes to commanding soldiers. While these buffs don't solve all of Azir's problems, strengthening his sustained damage should ensure he isn't totally mummified."
  • General
    • BASE ATTACK SPEED : 0.600 0.625
    • SOLDIER ATTACK RANGE : 325 375
    • SPEAR PASSTHROUGH RANGE : 100 50 (total range unchanged)

v5.4

Did you know we were manually correcting LCS stats in the post-game roundup every time? We take fantasy stats seriously, man.
  • Passive - Shurima's Legacy
    • DON'T WORRY ABOUT FANTASY STATS : Fixed a bug where killing Azir's Sun Disc would result in a registered turret death in Spectator mode. Fantasy LCS stats were being manually corrected until now, so this fix is primarily for in-game spectating. In other words, you can't blame this bug for your fantasy LCS team losing. SORRY.

v5.3

Q's base damage is down (particularly at later levels), W's range is lower, and W's crazy tower bomb damage is much lower. Less crazy.

"Hyper-carries are often defined by a weaker early to mid-game (think Tristana, Jax) as they 'ramp up' into their core items and ability scaling. Lane bullies are the reverse - powerful up-front until their less-than-impressive late-games (like Renekton or Quinn).
Enter Azir. Who is both.
As it stands, the emperor's strengths are at odds with themselves. On one hand, he's a hyper-carry with monstrous late-game damage to both champions and structures; on the other, he's a powerful lane-bully with the ability to shove even the most aggressive opposition back to base. When a champion can cover their weaknesses so well, something's gotta give.
Enhancing Azir's end-game effectiveness goes well with our intended goals for the sand mage, so we're softening his spikes to achieve a more manageable lane along with a little bump to his AD to help him last-hit when his soldiers are slacking off. Which they do. Often. "
  • General
    • BASE ATTACK DAMAGE : 49.704 52
  • Q - Conquering Sands
    • BASE DAMAGE : 75/105/135/165/195 magic damage 65/85/105/125/145 magic damage
  • W - Arise!
    • SOLDIER STAB RANGE : ~400 ~325 (we're marking them as approximate values because they get very complicated)
    • TOWER BOMB DAMAGE : The tooltip values were incorrectly saying +0.6 ability power (it's actually 0.7). 90 + (15 x level) (0.7 ability power) 50 + (10 x level) (0.4 ability power)

v5.2

"Just a small fix for consistency, but we wanted to really highlight that Q range. Initially it wasn't actually displaying the full range, so we changed it to do so. This way, when we reduce some power y'all really know what we've had to balance with. This bears repeating: that's a hiiiiiiigh range on Q."
  • Q - Conquering Sands
    • DO YOU SEE THIS RANGE : Conquering Sands' targeting indicator has been adjusted to properly display the spell's actual range of 800 ⇒ 875. No functional changes have been made.
    • SAND FORMATION : When there are 3 soldiers already out, Conquering Sands will always move the nearest soldier to where the player clicks

v5.1

"Another patch, another Azir bug-fix. Jokes aside, this specific problem would Arise (heh) when Azir would issue an attack at maximum range, walk out of that range, re-enter range and issue the attack again. In effect, Azir would trick himself into thinking the soldier could attack when it couldn't, creating the illusion that it should have dealt damage. Shoutouts to NA summoner 'A Mana Potion' for helping us track this one down."
  • W - Arise!
    • NO MORE FAKE-OUTS! : Fixed a bug where a sand soldier would appear to attack but fail to do damage.

Champion Portrait Updates

"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

v4.21
More bugfixes and we're making Azir a little smoother to play.

"Having tweaked Azir just last patch, we're looking to see how he performs from here before really changing his power level. So... bugfixes. Always bugfixes."
  • W - Arise!
    • I THOUGHT WE REMOVED DODGE : Fixed a bug where it was possible for targets to walk out of range of a soldier's attack, causing the attack animation to play but do no damage.
  • E - Shifting Sands
    • I SHIFT IN YOUR GENERAL DIRECTION : Fixed a bug where casting Shifting Sands outside of its cast range would always cause Azir to walk into range. Shifting Sands now checks for the nearest soldier to your mouse and immediately goes there if the soldier is in range, no matter how far from Azir the mouse was.
    • SPEEDY SHIFTING : Fixed an issue where Shifting Sands would fail to be queued up during a cast of W - Arise!. Now pressing W + E together should always create a soldier and then instantly move Azir to that soldier. Note: there's a similar problem with pressing W + Q together that we have not fixed yet but are looking into.
  • R - Emperor's Divide
    • I'M ACTUALLY HELPING : The allied speed boost of Emperor’s Divide now grants assists

v4.20
Big early game buffs to Q and E, small late game nerf to W's AP ratio.

"We think Azir's pretty close from a power-level perspective, so we're re-balancing his numbers to smooth out his curve. Early buffs to Q and E should help him take flight, while a nerf to his late-game soldiers should clip his wings before he flies too high."
  • Q - Conquering Sands
    • BASE MAGICAL DAMAGE : 60/90/120/150/180 75/105/135/165/195
  • W - Arise!
    • RATIO : 0.7 ability power 0.6 ability power (for both the stab and turret damage)
  • E - Shifting Sands
    • BASE SHIELD AMOUNT : 60/100/140/180/220 80/120/160/200/240

v4.18
So many bug fixes. Also some small buffs to Azir's base attack damage and attack speed.

"Gauging a new champion's release strength has traditionally been a difficult task, given we have to account for player learning curves, the landscape of the game and, in Azir's case, how that champion's ability coding holds up in millions of unique games (and game interactions). All of the above also plays into the next steps we need to take in helping (or toning down) that champion. With Azir, we saw some small changes we could take to help out his laning phase, but we're going to take it easier on anything larger until these fixes go through. "
  • General
    • BASE ATTACK DAMAGE 43 ⇒ 47
    • BASE ATTACK SPEED 0.556 ⇒ 0.600
  • Passive - Shurima's Legacy
    • TWO AZIRS!? Fixed a bug where two Azirs were able to summon a Sun Disc from the same interactive clicker
    • NO SUN FOR YOU Fixed a bug where other players were able to target the Sun Disc interactive clicker with abilities (e.h. Lee Sin's Safeguard) or were told they could click on it and then couldn't and then became sad.
    • TACTICAL CLICKING Reduced the clickable size of the Sun Disc interactive clickers by 20%
  • Q - Conquering Sands
    • SLACKING ON THE JOB Fixed a bug where moving inactive soldiers into active combat range with Conquering Sands would fail to activate their attacks properly, leading to 0 damage attacks
    • CONQUER FURTHER Fixed a bug where Azir's sand soldiers would fail to cross a wall if they were just a little short of it
  • W - Arise!
    • PRETTY SIGNIFICANT BUFF FIX Fixed a bug where multiple soldiers attacking multiple targets would often lead to soldiers incorrectly applying reduced damage. Reiterating here: this is a pretty big 'buff' fix.
    • THEY'RE BREAKDANCE FIGHTING Fixed a bug where dancing would break Azir's soldier's basic attacks
  • E - Shifting Sands
    • NEW TAKE ME WITH YOU If Azir uses Shifting Sands on a soldier currently moving via Conquering Sands, he'll now join the soldier on a combined magical journey
    • I CAN'T TELL THEM APART Fixed a bug where Azir wouldn't shift to the correct soldier in certain situations
    • READY TO GO Fixed a bug where pressing E immediately after pressing W would occasionally not work. Feel free to W+E away now (or try W+Q+E for an even cooler combo)!
  • R - Emperor's Divide
    • IT'S COMPLICATED Fixed many bugs with Emperor's Divide. This ability should no longer:
      • Deal damage multiple times
      • Multi-bounce targets
      • 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
      • And more!
  • Bug Awareness
    • SOON We're aware of a bug where Azir's Sun Disc currently does not ramp up in damage. We'll be fixing this in patch 4.19.

v4.16
Azir released


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