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The Emperor of the Sands
Release Date:September 16, 2014
Cost:6300 BE
975 RP
Health Regen HealthRegen Mini Icon.png :524.4 (+ 0.55)
Mana Mana Mini Icon.png :350.56 (+ 42)
Mana Regen ManaRegen Mini Icon.png :6 (+ 0.8)
Movespeed MovementSpeed Mini Icon.png :325
Attack Damage AttackDamage Mini Icon.png :52 (+ 2.8)
Attack Speed AttackSpeed Mini Icon.png :0.625 (+ 1.5%)
Range Range Mini Icon.png :525
Armor Armor Mini Icon.png :19.04 (+ 3)
Magic Resist MagicResist Mini Icon.png :30 (+ 0)


Shurima's Legacy
Shurima's Legacy.png
(Innate) Disc of the Sun: Azir places a marker above the ruins of destroyed turrets (both allied and enemy). Once within 400 units of the ruins, Azir can click on the marker to conjure a Sun Disc, which functions like a standard turret but grants Azir any gold it earns. A Sun Disc's health decays over 1 minute and will lose its armor if Azir dies or moves too far away. Azir cannot conjure Sun Discs within the enemy base.

QConquering SandsBanshee's Veil.pngCleanse.png
Conquering Sands.png
(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 have the slow duration refreshed, but will not take additional damage.

Cost: 70 mana
Range: 800
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 65 / 85 / 105 / 125 / 145
(+50% of Ability Power)

WAriseBanshee's Veil.png
(Passive) Gains Attack Speed

(Active) Azir summons an untargetable Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir - dealing magic damage to all enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage, and the soldiers can't attack structures.

Azir can store up to 2 Sand Soldiers at a time, but there is no hard limit on the number of Sand Soldiers that can be active on the field at once. Sand Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.

Cost: 40 mana
Cooldown: 1.5 seconds
Range: 450
Recharge Time: 12 / 11 / 10 / 9 / 8 seconds
Passive Attack Speed: 20 / 30 / 40 / 50 / 60%
Magic Damage: 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 / 95 / 100 / 110 / 120 / 130 / 140 / 150 / 160 / 170
(+60% of Ability Power)

EShifting SandsBanshee's Veil.png
Shifting Sands.png
(Active) Azir dashes to one of his Sand Soldiers, damaging enemies he passes through. If Azir hits an enemy champion, he will stop and gain a shield for 4 seconds.
Cost: 60 mana
Cooldown: 19 / 18 / 17 / 16 / 15
Magic Damage: 60 / 90 / 120 / 150 / 180
(+40% of Ability Power)
Shield:80 / 120 / 160 / 200 / 240
[+15% of bonus Health]

REmperor's DivideBanshee's Veil.png
Emperor's Divide.png
(Active) Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking back and damaging enemies.

When the soldiers finish their charge, they stand as a wall, blocking enemy champion movement and dashes for 3 seconds. Allies can pass through the wall. These soldiers cannot be ordered to move or attack.

Cost: 100 mana
Range: 250
Cooldown: 140 / 120 / 100 seconds
Magic Damage: 150 / 225 / 300
(+60% of Ability Power)
Length: Increases

Patch History


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.

Arise!.png W - Arise!

REMOVED SAND CASTLES : Can no longer spend charges to directly damage turrets

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

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

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.

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

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.


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

Just some birdfixes for our most glorious emperor.


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


Another patch, another set of bugfixes for Azir.

Arise!.png 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

Shifting Sands.png 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

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.


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


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

Emperor's Divide.png 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

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

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.



Conquering Sands.png Q - Conquering Sands

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


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.

Arise!.png 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

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

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

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.


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

Conquering Sands.png 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

Arise!.png 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

Shifting Sands.png 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

Emperor's Divide.png 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

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

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)


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.


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
  • Conquering Sands.png Q - Conquering Sands
    • BASE DAMAGE : 75/105/135/165/195 magic damage 65/85/105/125/145 magic damage
  • Arise!.png 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)


"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."
  • Conquering Sands.png 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


"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.

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

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

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

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.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%
  • 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 4.19.

 Azir released