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Azir - The Emperor of the Sands

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The Emperor of the Sands
Region: Shurima.png Shurima
Role: Mage.png Mage
Release: 2014-09-16
Cost: 6300IP 975RP
Resource: Mana
Health: 540 (+80)
HP Regen: 6.9 (+0.55)
Mana: 351 (+42)
Mana Regen: 52 (+0.8)
Move Speed: 335

Attack Damage: 47 (+2.8)
Attack Speed: 0.625 (+1.5%)
Range: 525
Armor: 19 (+3)
Magic Resist: 30 (+0.5)


Overview   Match History    

Champion Spotlight


Lore: 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.


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

- Azir, the Emperor of the Sands


PassiveShurima's Legacy
Shurima's Legacy.png
DISC OF THE SUN : Azir places a marker above the ruins of both allied and enemy turrets. Sun Disc can be conjured once within 400 units of the ruin by clicking on the marker. This functions like a standard turret that grants Azir any gold it earns. Azir cannot spawn Sun Discs on top of active turrets after being turned into a ghost by Mordekaiser’s or Yorick’s ults

QConquering Sands
Conquering Sands.png
ACTIVE :Azir orders all Sand Soldiers to rush towards the targeted location. The Sand Soldiers deal magic damage and slows down all enemies they pass through by 25% for 1 second. Multiple soldiers can hit a single enemy, but enemies do not take additional damage for being hit by soldiers beyond the first.All Sand Soldiers now move to the closest available position, prioritizing rows closest to Azir. The Sand Soldier targeted by E - Shifting Sands will always be centered in the formation
MAGIC DAMAGE : 70 / 100 / 130 / 160 / 190 (+30% ABILITY POWER)
ADDITIONAL DAMAGE : 15 / 22.5 / 30 / 37.5 / 45 (+12.5% ABILITY POWER)
COST : 70 mana
COOLDOWN : 11 / 9.5 / 8 / 6.5 / 5 seconds
RANGE : 720

ACTIVE : For 9 seconds, Azir can summon an untargetable Sand Soldier. When Azir initiated an attack, this soldier can attack in his place as long as it is within its range.
2 Sand Soldiers can be stored up but the number of active soldiers in the field has no hard limit. Works with Sated Devourer. 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. Stabs deal 40/70/100% damage to secondary targets (at levels 1/6/11).
MAGIC DAMAGE : 60 - 185 (based on level) (+60% ABILITY POWER)
COOLDOWN : 1.5 seconds
RANGE : 500
RECHARGE TIME : 8 / 7.5 / 7 / 6.5 / 6 seconds
DROP AND GIVE ME 20 TO 60 : Now passively gains 20/30/40/50/60% Bonus Attack Speed

EShifting Sands
Shifting Sands.png
ACTIVE : Azir dashes to any of his Sand Soldiers, damaging all enemies he passes through and knocking them up for a duration of 0.5 seconds. If an enemy champion is hit, Azir will stop and gain a shield for 1.5 seconds. Cannot be cast unless within range of a Sand Soldier. If Azir hits an enemy champion, he immediately gains a W charge.
MAGIC DAMAGE : 60 / 90 / 120 / 150 / 180 (+40% ABILITY POWER)
SHIELD STRENGTH : 80 / 120 / 160 / 200 / 240 (+15% OF BONUS HEALTH) (+70% ABILITY POWER)
COST : 60 mana
COOLDOWN : 19 / 18 / 17 / 16 / 15 seconds

REmperor's Divide
Emperor's Divide.png
ACTIVE : Azir calls a phalanx of shield-wielding soldiers to press forward, damaging and knocking back enemies. Soldiers behave as normal terrain. Allies who pass through the wall gains 20% bonus movement speed.
MAGIC DAMAGE : 150 / 250 / 450 (+60% ABILITY POWER)
COST : 100 mana
COOLDOWN : 120 / 105 / 90 seconds
WALL DURATION : 5 / 6 / 7 seconds
WIDTH : 5 / 6 / 7 soldiers

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Esltumbnail.png IEM Season IX - Cologne 6 1 1 0 100 7.1
Esltumbnail.png IEM Season IX - San Jose 3 2 0 2 0 33

Patch History

Patch Notes 7.19

Ability update; check out the below context and prior dev blog for more information.
Quote.png 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. Unquote.png

Base stats

  • BASE HEALTH: 524.4 ⇒ 540
  • BASE MOVEMENT SPEED: 325 ⇒ 335

Conquering Sands.png Q - Conquering Sands

Range down on soldier repositioning. Balance tweaks.
  • CAST RANGE: 875 ⇒ 720
  • SPEAR LENGTH: 300 ⇒ 370
  • COOLDOWN: 10/9/8/7/6 seconds ⇒ 11/9.5/8/6.5/5 seconds
  • BASE DAMAGE: 65/85/105/125/145 ⇒ 70/100/130/160/190
  • RATIO: 0.5 ability power ⇒ 0.3 ability power
  • BUDDY SYSTEM: Soldiers clump closer together upon arrival

Arise!.png W - Arise!

Attack range decreased (summoning range increased slightly). Soldier attack damage increased
  • CAST RANGE: 450 ⇒ 500
  • REMOVED 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
  • NEW 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 seconds ⇒ 8/7.5/7/6.5/6 seconds
  • NEW STABBING IS HARD WORK: Stabs deal 40/70/100% damage to secondary targets (at levels 1/6/11)

Shifting Sands.png E - Shifting Sands

  • NEW SHIELD AP RATIO: 0.7 ability power
  • SHIELD DURATION: 4 seconds ⇒ 1.5 seconds
  • UPDATED 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.

Emperor's Divide.png R - Emperor's Divide

  • REMOVED 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 soldiers ⇒ 5/6/7 soldiers
  • COOLDOWN: 140/120/100 seconds ⇒ 120/105/90 seconds

Patch Notes 7.18

R base damage increased
Quote.png 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! Unquote.png

Emperor's Divide.png R - Emperor's Divide

  • BASE DAMAGE: 150/225/300 ⇒ 150/250/450

Patch Notes 7.15

Late-game soldier damage up.
Quote.png 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). Unquote.png

Arise!.png W - Arise!

  • SOLDIER STAB DAMAGE: 50-170 (at levels 1-18) ⇒ 50-195 (at levels 1-18)

Patch Notes 7.11

    • Restored SKT T1 Azir’s death animation audio

Patch Notes 7.9

Quote.png 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. Unquote.png
  • HOORAY: Champions who previously gained no magic resist per level now gain 0.5 per level
  • AFFECTED CHAMPIONS: Ahri, Anivia, Annie, Ashe, Aurelion Sol, Azir, Bard, Brand, Caitlyn, Cassiopeia, Corki, Draven, Elise, Ezreal, Fiddlesticks, Gnar, Graves, Heimerdinger, Janna, Jayce, Jhin, Jinx, Kalista, Karma, Karthus, Kassadin, Kayle, Kennen, Kindred, Kog’Maw, LeBlanc, Lissandra, Lucian, Lulu, Lux, Malzahar, Miss Fortune, Morgana, Nami, Nidalee, Orianna, Quinn, Rakan, Ryze, Sivir, Sona, Soraka, Swain, Syndra, Taliyah, Teemo, Thresh, Tristana, Twisted Fate, Twitch, Urgot, Varus, Vayne, Veigar, Vel’Koz, Viktor, Vladimir, Xayah, Xerath, Yasuo, Ziggs, Zilean, Zyra

Patch Notes 7.3

  • Bugfix
    • Fixed a bug where Azir’s E - Shifting Sands was missing on-hit particles upon killing an enemy unit
    • Azir now correctly has a shadow during his death animation

Patch Notes 7.2

    • When an Azir kills another Azir with a different skin, the dying Azir no longer steals his killer's skin's death animation particles

Patch Notes 6.24 - Mid-Patch Updates

Quote.png 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. Unquote.png
  • Arise!.png 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)

Patch Notes 6.24

W cooldown reduced. Sun Discs deal more damage and give enemies less gold.
Quote.png 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. Unquote.png
  • Shurima's Legacy.png Passive - Shurima's Legacy
    • ATTACK DAMAGE SCALING: 3 per minute ⇒ 4 per minute
    • ENEMY REWARD WHEN DESTROYED: 100 gold ⇒ 50 gold
  • Arise!.png W - Arise!
    • CHARGE COOLDOWN: 12/11/10/9/8 seconds ⇒ 10/9/8/7/6 seconds

Patch Notes 6.9

R no longer pins targets to walls
Quote.png 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. Unquote.png
  • Emperor's Divide.png 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

Patch Notes 6.6

Soldiers no longer apply Fervor of Battle.
Quote.png 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. Unquote.png
  • 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

Patch Notes 6.5

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
  • Arise!.png W - Arise!
    • OOPS: Now properly triggers a 1.5 second internal cooldown when used on turrets

Patch Notes 5.23

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


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

Arise!.png W - Arise!

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

Patch Notes 6.5
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."

  • Emperor's Divide.png R - Emperor's Divide
    • SOLDIER STARTING POSITION: 175 units behind Azir ⇒ 325 units behind Azir

Patch Notes 5.14
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."

  • Shurima's Legacy.png Passive - Shurima's Legacy
    • REMOVED WILL OF THE EMPEROR: No longer gains attack speed based on Azir's Cooldown Reduction
  • Arise!.png W - Arise!
    • NEW DROP AND GIVE ME 20 TO 60: Now passively gains 20/30/40/50/60% Attack Speed
  • Shifting Sands.png E - Shifting Sands
    • REMOVED SHIFTING POWER: No longer knocks up the first enemy champion hit

Patch Notes 5.5
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)

Patch Notes 5.4
"Did you know we were manually correcting LCS stats in the post-game roundup every time? We take fantasy stats seriously, man."

  • Shurima's Legacy.png 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.

Patch Notes 5.1
"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."

  • Arise!.png W - Arise!
    • NO MORE FAKE-OUTS!: Fixed a bug where a sand soldier would appear to attack but fail to do damage

Patch Notes 4.21
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."

  • Arise!.png 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.
  • Shifting Sands.png 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.
  • Emperor's Divide.png R - Emperor's Divide
    • I'M ACTUALLY HELPING: The allied speed boost of Emperor’s Divide now grants assists

Patch Notes 4.20
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."

  • Conquering Sands.png Q - Conquering Sands
    • BASE MAGICAL DAMAGE: 60/90/120/150/180 ⇒ 75/105/135/165/195
  • Arise!.png W - Arise!
    • RATIO 0.7 ability power ⇒ 0.6 ability power (for both the stab and turret damage)
  • Shifting Sands.png E - Shifting Sands
    • BASE SHIELD AMOUNT: <60/100/140/180/220 ⇒ 80/120/160/200/240

Patch Notes 4.18
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
  • Shurima's Legacy.png 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.g. 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%
  • Conquering Sands.png 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
  • Arise!.png 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
  • Shifting Sands.png 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)!
  • Emperor's Divide.png 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 v4.19.

Other Contents


  • Classic Azir
  • Galactic Azir
  • Gravelord Azir
  • Warring Kingdoms Azir

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