Azir is an interesting one for this list. On paper he's a great choice as a late game champion – perhaps even one of the best in the game – but he is very hard to make work in practice and in the current meta that makes him a difficult to recommend pick.
Season 10.14 Azir Mid Lane Guide [In-Depht Matchups] Azir is a battle and control mage who should be played in the mid lane. He is a SCALING champion, weak from the start, and gets stronger as the game goes on. He is one of the most difficult champions in League, be prepared for a nice ride.
Lethal Tempo is especially powerful on Azir, who uses it as a multiplying scaling with their AP on soldier. As a bonus, without casting Conquering Sands aggressively, Tempo is also always up at relevant moments.
Lately in my ranked games, I've found myself doing either good/decent in lane, but the rest of my team mates doing terribly, losing us the game. Azir isn't the strongest roamer early on, but he can do it and it's a good way to carry your games if you are confident in your abilities.
How are players ranked?
| # | Summoner | Winrate |
|---|
| 1. | Flamo EUW (#1) Diamond II | 71.3% |
| 2. | EVA pilot EUNE (#2) GrandMaster | 55.7% |
| 3. | EIderwood Azir KR (#3) Master | 54.2% |
| 4. | ??? 17? KR (#4) Master | 55.1% |
Greater Quintessence of Attack Speed: Marksman Azir lacks any inherent sustain and doesn't get any lifesteal items in the build.
Azir is VERY powerful, maybe as powerful as some of the targonian aspects, but his powers aren't necessarily the best when it comes to combat. Someone like Xerath could just effortlessly melt down anything that Azir could possibly create, exhausting and killing him afterwards.
Early in laning phase Azir is very weak, so try to pick someone with a strong level 2 or a ranged champion to harass him down before he hits 3. In teamfights, Azir is very squishy, so nuking/all in-ing him quickly will do the job.
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.
Sand Soldier is a controllable minion that will autoattack in Azir's place when in range of the target enemy. Basic attacks will apply spell effects, counted as AoE. Basic attacks will not be blocked by Spell Shields. Basic attacks do not apply on-hit effects.
Arise! Azir 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.
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| Champion | Attack range | Range type |
|---|
| Azir | 525 | Ranged |
| Bard | 500 | Ranged |
| Blitzcrank | 125 | Melee |
| Brand | 550 | Ranged |
Xayah – 5'3 / 165cm, 110 lbs / 49.9kg – She is the smol to Rakan's tol.
When Daniel “ZenonTheStoic” Klein—Azir's fourth and final champion designer—took over for Drew Marlow, he realized Azir's current kit was dead on arrival.
Passive: Azir gains bonus Attack Speed. When Azir has 3 or more Sand Soldiers, this bonus doubles for 5 seconds. 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.
It is much easier to play Azir's late-game than it is his early game. It will probably take you like 20 games to not die in lane with him, and you'll start getting decently comfortable around 50-70 games. After about 150 games you'd probably feel confident on him in most match-ups.