Shurima's Legacy
Shurima's Legacy

Innate: Azir places a marker above the ruins of all destroyed turrets outside the enemy base.

Disc of the Sun: Azir raises the Sun Disc from the selected marked ruins after a brief delay. The Sun Disc functions like a standard turret but gains (15% AP) bonus attack damage. It also grants Azir any gold it earns. The Sun Disc's health decays over 60 seconds and loses 100 armor if Azir dies or moves too far away.

Ability Details
Shurima's Legacy consists of a passive ability and a summon ability.

Additional Information:

  • In Ascension, Azir can summon a Sun Disc in the center of the map provided the Ancient Ascended is dead. The Sun Disc will be destroyed if the Ancient Ascended respawns while active.

Conquering Sands
COST: 70 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Conquering Sands

Active: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through and Slow icon slowing them by 25% for 1 second.

Magic Damage:
65 / 85 / 105 / 125 / 145 (+ 50% AP)

Enemies hit by multiple soldiers do not take additional damage, but are Slow icon slowed by an additional 25% per soldier beyond the first.

Conquering Sands resets Azir's autoattack timer.

Ability Details
Conquering Sands is a ground-targeted ability.

Additional Information:

COST: 40 mana + 1 Sand Soldier
Recharge Time: 10 / 9 / 8 / 7 / 6

Passive: Azir permanently has bonus attack speed. He also has a stock system for this ability; he stores a Sand Soldier periodically, up to a maximum of 2 stored at once.

Bonus Attack Speed:
20 / 30 / 40 / 50 / 60%

Active: Azir summons an untargetable Sand Soldier at the target location for 9 seconds, expiring twice as fast while within range of an enemy turret, and expire instantly if Azir moves too far away.

When Azir attacks an enemy in a soldier's range, the Sand Soldier attacks in his stead, dealing 50 - 195 (based on level) (+ 60% AP) magic damage to all enemies in a line. Multiple soldiers can strike the same target, with each soldier beyond the first dealing 25% damage. Azir can only command soldiers when near them.

Soldiers cannot attack enemy structures.

Ability Details
Arise! is a ground-targeted ability.

Additional Information:

  • Azir must rank Arise! first.
    • In ARAM, Azir will start the game with one point already in Arise!.png Arise! with only two points to allocate to other abilities.
  • Azir cannot cast Conquering Sands.png Conquering Sands or Shifting Sands.png Shifting Sands without summoning a Sand Soldier first.
  • Azir's basic attacks, like his soldiers', do not count as a projectile and will bypass Wind Wall.png Wind Wall and Unbreakable.png Unbreakable.
  • Damaging an enemy champion will cause minions in range to target Azir.
  • Spellthief's Edge item.png Spellthief's Edge's (and its sister items) Tribute will not grant gold when using Arise! on structures.

Shifting Sands
COST: 60 mana
COOLDOWN: 19 / 18 / 17 / 16 / 15
Shifting Sands

Active: Azir dashes to one of his Sand Soldiers, dealing magic damage to enemies he passes through. If Azir hits an enemy champion, he stops and gains a shield for 4 seconds.

Magic Damage:
60 / 90 / 120 / 150 / 180 (+ 40% AP)
80 / 120 / 160 / 200 / 240
Ability Details
Shifting Sands is a unit-targeted dash.

Additional Information:

  • If Azir casts Shifting Sands on a sand soldier moving from Conquering Sands.png Conquering Sands, Azir will follow the soldier all the way.

Emperor's Divide
COST: 100 mana
COOLDOWN: 140 / 120 / 100
Emperor's Divide

Active: Azir calls forth a phalanx of soldiers from behind him, charging forward in the target direction.

4 / 5 / 6 soldiers

When the soldiers finish their charge, they stand as a wall for 3 seconds, blocking enemy champion movement and dashes. These soldiers are static.

Enemies impacted by the charge are dealt magic damage and Airborne icon knocked back. Allies and Azir can pass through the wall.

Magic Damage:
150 / 250 / 450 (+ 60% AP)
"My soldiers march on!"
Ability Details
Emperor's Divide is a direction-targeted ability.

Additional Information:

  • The charge begins slightly behind Azir Azir, making it easier to set up Emperor's Divide with Shifting Sands.png Shifting Sands.
  • Mechanically, the wall is made up of a number of units that knockback enemies who try to pass over them in either direction.
    • Enemies will take damage and be knocked back each time they encounter the wall, not just the first time.
      • The wall will count as terrain for the purposes of 'into terrain' effects (Condemn.png Condemn, Dredge Line.png Dredge Line, etc.) This will only affect enemies - allies will pass through the wall in all circumstances, even if knocked into it by an enemy (PENDING FOR TEST ally Nautilus Nautilus using Dredge Line.png Dredge Line on the wall)
  • The soldiers can be used to interrupt any in-progress dashes during the charge.

Summoned Units

Control type Turret AI
Target type Structure
Spell effects Applies effects as physical damage, such as Death's Dance item.png Death's Dance and The Black Cleaver item.png The Black Cleaver.

Armor, most sources of Damage Reduction, Aegis Protection.png Aegis Protection, Untargetability and Invulnerability.


Will of the Emperor

Contrary to traditional Turrets, the stats of Sun Discs do not have an upper limit based on game time. Additionally, the stats and effects of Sun Discs are irrelevant to its spawn location - for example, Inhibitor Sun Discs will not gain Lightning Rod.

Penetrating Bullets
  • +30% Armor Penetration
  • Passive: Attacks cannot be dodged.
  • Passive: Turrets gain 40% increased damage each time they attack a champion, stacking up to 3 times.
Warden's Eye
  • Passive - True Sight icon True Sight: Can see invisible units within 1000 units.

If Azir is not within ~2000 units, the turret loses 100 Armor.

Control type Controlled by Azir's attack commands
Target type Untargetable
On-hit effects Hits through Counter Strike.png Counter Strike, Aegis Protection.png Aegis Protection, and Spirit's Refuge.png Spirit's Refuge.
Spell effects Applied as ability damage, area of effect damage and magic damage.

Spell shields will block an attack.


Basic Attack
  • Whenever Azir declares an attack on a target within 375 units of one of his soldiers, he instead commands all soldiers in range to attack.
    • Soldiers deal 50 - 195 (based on level) (+ 60% AP) magic damage to all enemies in a line.