The Rift Codex

Patch 26.17

All champions

Shurima

Azir

the Emperor of the Sands

MageMarksmanMana

Base stats

Values at level 1

1

Health

575

+108 / lvl

Health regen

7

+0.8 / lvl

Mana

320

+40 / lvl

Mana regen

8

+0.8 / lvl

Armor

25

+5 / lvl

Magic resist

30

+1.3 / lvl

Attack damage

56

+3.5 / lvl

Attack speed

0.625

+5% / lvl

Attack range

525

Does not scale

Move speed

330

Does not scale

Abilities

  • P

    Shurima's Legacy

    Innate: Whenever a turret outside the enemy team's base is destroyed, a marker is placed above its ruins which can be targeted by Azir. Innate - Disc of the Sun: Azir can select a marker to construct the Sun Disc above the ruins after a 0.5-second cast time. The Sun Disc will activate after being assembled over 5 seconds. Azir cannot construct a Sun Disc with the marker while he is affected by cast-inhibiting crowd control or a lockout that disables abilities. The Sun Disc functions the same as a standard inner turret but deals magic damage, gains 40% AP bonus attack damage, and grants its kill credit to Azir. The Sun Disc's health decays over 45 seconds and loses 100 armor and 100 magic resistance while Azir is not alive or is too far away. See Pets for more details about the Sun Disc.

    Cooldown
    90s
    Range
    700
  • Q

    Conquering Sands

    Magic

    Active: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through as well as those in front of them upon arrival, and slowing them by 25% for 1 second. Enemies hit by subsequent soldiers take no additional damage or slow. A summoned Sand Soldier is required to cast this ability.

    Cooldown
    14 / 12 / 10 / 8 / 6s
    Cost
    70 / 80 / 90 / 100 / 110 Mana
    Range
    740
    Magic Damage
    75 / 95 / 115 / 135 / 155 (+ 35 / 40 / 45 / 50 / 55% AP)
  • W

    Arise!

    Magic

    Active: Azir summons a Sand Soldier at the target location that is untargetable, lasts 10 seconds, and grants sight of its surroundings. The Sand Soldier expires twice as fast while within range of an enemy turret, and does so instantly if Azir is too far away. Azir periodically stocks a Sand Soldier, up to a maximum of 2. When Azir declares a basic attack against an enemy in a soldier's attack range, the Sand Soldier attacks in his stead, thrusting their spear in the target's direction to deal magic damage to enemies struck in a line. Against the primary target, the Sand Soldier's attack applies both on-hit and on-attack effects, the damage of which is reduced to 50% effectiveness. Targets hit beyond the closest take 100% (based on level) damage. Subsequent Sand Soldier attacks against the same target deal 25% damage without applying on-hit and on-attack effects. Sand Soldiers cannot attack structures, wards, nor traps. See Pets for more details about Sand Soldiers.

    Cooldown
    1.5s
    Cost
    40 / 35 / 30 / 25 / 20 Mana
    Range
    525
    Magic Damage
    0 (based on level) (+ 50 / 65 / 80 / 95 / 110) (+ 35 / 42.5 / 50 / 57.5 / 65% AP)
  • E

    Shifting Sands

    Magic

    Active: Azir grants himself a shield for 1.5 seconds and dashes to the Sand Soldier closest to the cursor, dealing magic damage to enemies within his path. If Azir dashes into an enemy champion, he stops and gains a charge of Arise!. A summoned Sand Soldier is required to cast this ability. Azir can cast any of his abilities during the dash.

    Cooldown
    22 / 20.5 / 19 / 17.5 / 16s
    Cost
    60 Mana
    Range
    1100
    Shield Strength
    70 / 110 / 150 / 190 / 230 (+ 60% AP)
    Magic Damage
    70 / 110 / 150 / 190 / 230 (+ 60% AP)
  • R

    Emperor's Divide

    Magic

    Active: Azir calls forth a phalanx of soldiers from 175 units behind him, catching enemies from up to 325 units behind him and charging forward 575 units in the target direction. Enemies impacted by the charge are dealt magic damage and knocked away over 1 second to a line 650 units in front of Azir. Upon finishing their charge, the soldiers stand as a wall for 5 seconds, acting as impassible terrain against enemies and granting sight of their surroundings. Azir and his allies can move through these soldiers.

    Cooldown
    120 / 105 / 90s
    Cost
    100 Mana
    Range
    400 / -325
    Width
    6 / 7 / 8 soldiers
    Width (charge)
    er 620 / 720 / 820
    Width (impassable wall)
    pathing radius 750 / 850 / 950
    Magic Damage
    200 / 400 / 600 (+ 75% AP)

Skins

8 in the archive

Azir
Galactic Azir
Gravelord Azir
SKT T1 Azir
Warring Kingdoms Azir
Elderwood Azir
Worlds 2022 Azir
Attorney Azir