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Azir guide Azir champion spotlight full
Play Guide â How to build furniture in place Azir Mage -Â About champion Azir and a system of the skills â League of legends.
 INTRODUCTION :
An oft-repeated legend stirs in the desert of Shurima. The swirling sands carry rumors of the ancient emperor Azir, somehow returned.
Azir is a mage who summons Shuriman soldiers to control the battlefield and basic attackfor him. The soldierâs piercing basic attacks furnish most of Azirâs damage potential, making him an outlier amongst mages as a right-click-focused champion. Azirâs spells, on the other hand, manipulate his and his soldiersâ positions to keep him safe and establish dangerous no-go zones for his enemies.
Azir establishes shifting zones of power through soldier placement, gaining control of the lane and farming with their assistance. For instance, a soldier placed near the enemyâs caster minions dares a lane opponent to harass or farm through the piercing spear. When the opposing laner missteps, Azir commands the attack, repositioning soldiers with Conquering Sands to make the most of the opportunity. Once a favorable trade or two unlocks kill potential, Azir utilizes Shifting Sands, knocking the enemy champion up and setting himself up to compel a Conquering Sands and finish them off. When the (ancient) coin is flipped, a quick Arise! and Shifting Sands rushes Azir out of danger.
Add Azirâs ultimate to the mix and the Shuriman leader exercises even more zone control. To go for the kill, start off with Arise! and Shifting Sands to position Azir behind his opponent. From there, Emperorâs Divide drives the foe deep into Azirâs side of the map. Pushed so far into Azirâs territory, the opposing champâs sure to meet their end at a spearâs tip. If offense proves temporarily unwise, Azirâs ult provides safe passage from a fight, building a wall between Azir and his pursuers.
PROS /CONS :
PROS :
+ Has a great zoning kit with his ranged Q and soldier AA[/color] + His soldiers proc Magic bonuses like Spell Vamp,  Rylaiâs Crystal Scepter slow, and  Liandryâs Torment burn passive. +With the âSand Tyrantâ build, you can accomplish full build before 30 minutes if all is going smoothly. + Azir Raw AA is ranged, but soldier AA is Melee and procâs the 2% damage from  Double-Edged Sword when using soldiers. + Has âEâ as a gap closer that is also an escape, and if connecting with an enemy champion, gives you a shield based on Health. + His Ult can block most escapes excluding unstoppable abilities (vi and Malph ults) or Flash, everything else is blocked. Also gives team movement speed and the ability to pass through freely while denying enemy access and is great to cause that 1-2 AA of hesitation before the enemy realizes whats going on. + Ult can also be used to force fights as an initiation for a âstalemateâ comp, but putting soldier behind enemy team, âEâ On that soldier, and than push enemy team with Ult into your team, which is something I show at the end of the guide in my âTips and Tricksâ + Fairly Mana efficient spells making MP regeneration easy, and decent base mana pool. + If built right, by late game his sustained damage can destroy squishy champs within 2-3 hits. + Can use Defensive & Utility Masteries very well, and some Offensive Masteries.
CONS :
+Soldiers do not proc On-Hit Effects like  Lich Bane,  Iceborn Gauntlet,  Arcane Blade ,  Spell Weaving , Blade Weaving + Azir Raw AA is ranged, but soldier AA is Melee so with  Bandit utility mastery soldier AA and âQâ proc the Melee +15G on Kills and ***its, but can only proc the Ranged +3G when using Azirâs Raw AA; meaning you canât get +3G on Soldier AA while using  Bandit +His âW > Q > Eâ Gap Closer/Escape has a delay between your âWâ deploy, a delay of âQâ moving soldier into position, and a delay in âEâ travel time, even if using smart cast, you really close only a small amount of distance on a fleeing champion (not taking into consideration of any abilities, items, or quints the enemy may have to make this even worse). +He is squishy, has high health for a support (which is fairly low) but not so much top and mid lane. +Is very weak against gap closers (and really any kind of movement C.C. for that matter) since his âEâ early game is a 1 shot thing, and even later isnât something you can depend on for constant disengage. Which also leads to him not having C.C. disengage. +Unlike Orianna or Syndra, Azir has to stop to AA which is more like an ADCâs means of kiting rather than a more free flowing champ like Syndra and Orianna, You need your range from enemy because of this. +Very Item reliant, and leads to him having a pretty weak early game, and is why I like to go Utility Tree, to get those items faster. +Really canât use much of the Offensive mastery traits that can really amplify damage, making Offensive Tree fairly weak on Azir.
STARTING ITEMS :
 EARLY GAME RUSH :
BUILD ONE OF THESE :
FINAL ITEMS :
EXAMPLE FINAL BUILD :
OPTIONAL BUYS :
ABILITY SEQUENCE :
MASTERIES :
RUNES :
 Greater Quintessence of Ability Power:  Azir is ap and we want to still do some dmg right ?  Greater Mark of Magic Penetration: This will penetrate the âEmperorâsâ scepter right up in the enemyâs arsehole and thats what we want right? Rape the enemy team!  Greater Glyph of Scaling Magic Resist: This is great for late game and alot of games , like 7 out of 10 , you will be level 18 and that means that you have more mres than if you wouldâve used flat mres glyphs  Greater Seal of Armor: Nothing to tell about. Standard jungling rune. Is alot needed against the monsters in the jungle thats why.
SKILL EXPLANATION :
 This is your bread and butter skill. It allow you to place your soldiers where you want, damage opponent and slow them. It may be a little hard to get how soldiers will interact when you have multiple of them out, but theyâll usually cross their way a little before their targeted location, allowing you to hit your opponent multiple times (only worth 25% more damage, but every single piece of free damage is worth taking). Also remember that if you move a soldier from too far away, he may no longer deal damage when auto-attacking with it (itâs a bug being taking care of), the safest solution is to try to minimize their travel time (a thing you should even without any bug: less travel time, more auto-attacking time, more damage).
 Not much to say about it, it spawns one of your fellow soldiers, allowing you to play with your other spells. Try to always have at least 1 soldier stored in lane, in case the opponent jungle ganks you to be able to perform a quick W=>E combo. Itâs also hurts turrets pretty hard, but take care not to be unarmed when near the opponent turret, making you an easy prey.
 An amazing escape tool, and good engage aswell. Iâm using it frenquetly in lane to get early kills and to gank others lane. The shield is pretty strong too, allowing you to do some crazy all-in in lane, but take care of opponentâs jungler.
 Thatâs an ultimate for you. Dealing damage, boosting your team movement speed and blocking opponent team. And buggy as hell. I can tell you that if youâre going to play azir, youâll love this spell but also hate it cause of the weirds things it does. People can be bumped by it but still be in your side of the wall, some can pass freely through it, the soldiers it summons have weird placement when they are walls nearby etc⌠But still one of the best ultimate ever, a game-changing one, especially against assassins, who need to stick to you to deal damage. W=>Q=>E=>R would be one of the best engage ever if it wasnât so buggy and if Azir was a tank ( you can still build him as one but i donât really like it).
ITEM EXPLANATION :
 This item adds 20% to your cool down reduction and attack speed and base AP for drastically increased soldier damage. It also allows you to reach 40% CDR, while adding as much damage as possible to your early game.
 This allows you to get 40% CDR in the shortest time possible, (the cheapest way). Also adds a little movement speed so you can get around quicker.
 Adds loads of damage and increases you total sum AP by 30%.Â
 Adds AP, increases your survivability and adds a slowing effect to your spells which allows you to kite more easily.
 Adds a huge amount of damage, and counters 35% of their magic resist.
 Further increases your magic penetration, health and AP. Plus the burning effect activates off of the soldiers basic attacks as well as all your other spells â further increasing harass capabilities.
 Adds even more AP to your kit as well as armor further adding to your armor. Not to mention the active effect which gives you 2.5 seconds of invulnerability in case you get into a sticky situation.
WORKS WELL WITH :
 Picks are easy with this pair: Azir uses Shifting Sands, knocking up a foe, setting up Yasuoâs Last Breath and positioning himself between the thoroughly-screwed baddie and the rest of the enemy team. A timely Emperorâs Divide pushes the rest of the enemy team away as Yasuo safely slices and dices. Kill secured.
 When Sejuani crashes into a teamfight, layering Permafrost on an enemy team, she grants Azir all the time and safety he needs to set up soldiers for maximum damage output.
 Sivirâs Ricochet and the soldierâs piercing attacks dish out a withering amount of AoE damage and break teamfights wide open. With the speed boost from On the Hunt, Azir and his soldiers can chase down any champs before putting them to the spear.
STRUGGLES AGAINST :
 Ziggs simply outranges Azir with Bouncing Bomb, giving the emperor loads of trouble in lane phase. Azir shouldnât expect to do much besides stand near his turret and farm against the diminutive demolition expert.
 With plentiful mobility and a potent shield, Kassadinâs equipped with tools to work around Azirâs zone-controlling, sustained-damage fighting style and bully him out of lane.
 Azir thrives on his ability to move around fights with Shifting Sands. Between Twisted Advance, Arcane Smash and the damage reduction of Vengeful Maelstrom, Maokai enables his team to lock down and depose the emperor.
TEAMFIGHTS :
As in lane, as in teamfights: Azir shines in battles tied to one physical location, where he can safely order his soldiers around and dispatch adversaries from afar. In that vein, Azir dominates Baron and Dragon fights, using his ultimate to lock enemy teams into (or out of) the pits. If teamfights take a roadtrip, Azir must be judicious with Arise! and Conquering Sands, moving his zone of control along with the combatants. Post-initiation, Azirâs an expert at punishing uncoordinated enemies. Shifting Sandsâcombined with Azirâs ultimateâseparates enemy front-liners from their damage dealing dependents, dividing the enemy team for methodical conquering. With the baddies split, Azir charges his soldiers in for the kill, pumping out marksman-level sustained damage until none challenge his rule.
In jungle skirmishes, Azir sets up nasty ambushes with Conquering Sands, transforming convenient exits into spear-guarded gauntlets. Similarly, Emperorâs Divide wholly closes a jungle entrance, sealing Azirâs foes in with him. Trapped, theyâre surely short work for Azir, his soldiers and their allies. If a fight goes south, Azir reliably disengages with his ultimate or beguiles baddies with Arise! and Shifting Sands, spiriting himself over a jungle wall.
Disc of the Sun doesnât raise a turret quick enough to be of much use in teamfights, but sieges are a different story. When attacking enemy inhibitors, Azir can resurrect their inner turret, trapping the enemy team inside their crumbling base and making counter-engages a dangerous proposition. Conversely, when Azirâs base is under assault, Arise! and Shifting Sands help him jump the base wall and sneak around the siege to rebuild his own inner turret. Caught between the inhibitor turret and the Sun Disc, the enemy team can either scatter or be crushed.
CHAMPION INSIGHTS :
Azir, game design by ZenonTheStoic
What does it mean to be the Emperor?
More than anything, an emperor has subjects. An emperor does not act; he commands. With that in mind, it made sense to focus gameplay on controlling the might of Shurima!
Internally, we call these champs âminion-mancersâ. Once we knew Azir would take on this kind of kit, we knew it was time to look at what does and doesnât work for these often-problematic designs:
Heimer taught us that auto-attacking, stationary minions tend to lead to defensive play. From the likes of Elise, Malzahar, and Yorick we learned that players do not appreciate minions that run off and do their own thing. Spiderlings ended up on a short leash and Voidlings follow Malefic Visions relentlessly. Finally, minions the player directly controls arenât a great fit for Leagueâs control scheme and lack the counterplay of âstay outside of this zoneâ.
Awareness around these problems allowed us to introduce appropriate trade-offs to Azirâs kit. With these weaknesses in place, we could make the soldiers very strong indeed; imagine if I told you that, given the right setup, your basic attack has 1200 range and hits units in an AOE.
Hereâs how we approached the core loop of soldier generation and manipulation:
Arise! creates a sand soldier at a target location, from which the soldier projects threat in a circleâso far, so Heimerdinger. However, soldiers require an active input. Azir must right-click and go through a basic attack animation for soldiers to do anything. This makes both Azir and his enemy understand that a conscious command was given to the soldier. This also means that if Azir is stunned or running away, soldiers cease to be a threat. All of a sudden, Azirâs opponent can comfortably aggress.
Conquering Sands orders all soldiers to charge toward a target location, damaging and slowing enemies they pass through. This forces Azir to think carefully about when and where to send soldiers. Can Azir afford to use the spell for damage and slow or (Counterplay incoming!) will this allow the enemy to engage on Azir while his soldiers are temporarily unable to move?
Taken together, Arise! and Conquering Sands form a minion kit that gives enough control to make the emperor feel in control while leaving enough weaknesses to make enemies feel that aggression is an option.
Thank you very much for reading this guide !












