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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
  • In Ascension, Azir can summon a Shurima's Legacy Sun Disc in the center of the map provided the XerathSquare Ancient Ascended is dead.
    • The Sun Disc will be destroyed if the Ancient Ascended respawns while active.
Azir IVideo
Conquering Sands
COST: 70 mana
COOLDOWN: 15 / 12.5 / 10 / 7.5 / 5
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:
70 / 95 / 120 / 145 / 170 (+ 30% 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
Azir QVideo
COST: 40 mana + 1 Sand Soldier
Recharge Time: 8 / 7.5 / 7 / 6.5 / 6

Passive: Azir permanently has bonus attack speed. This bonus is doubled for 5 seconds if he summons a soldier while there are already two on the field. 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%
Increased Attack Speed:
40 / 60 / 80 / 100 / 120%

Active: Azir summons an untargetable Sand Soldier at the target location for 10 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 60 - 160 (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. Secondary targets hit take 40% / 70% / 100% damage.

Soldiers cannot attack enemy structures, wards or trinkets.

Ability Details
  • Azir must rank Arise! first.
    • In ARAM, Azir will start the game with one point already in Arise! Arise! with only two points to allocate to other abilities.
  • Azir cannot cast Conquering Sands Conquering Sands or Shifting Sands Shifting Sands without summoning a Sand Soldier first.
  • Spell shield will block a single attack of the soliders.
  • Damaging an enemy champion will cause minions in range to target Azir.
Azir WVideo
Shifting Sands
COST: 60 mana
COOLDOWN: 19 / 18 / 17 / 16 / 15
Shifting Sands

Active: Azir shields himself for 1.5 seconds and dashes to one of his Sand Soldiers, dealing magic damage to enemies he passes through.

Shield Strength:
80 / 120 / 160 / 200 / 240 (+ 70% AP)
Magic Damage:
60 / 90 / 120 / 150 / 180 (+ 40% AP)

If Azir hits an enemy champion, he gains a charge of Arise! Arise!.

Ability Details
  • If Azir casts Shifting Sands on a sand soldier moving from Conquering Sands Conquering Sands, Azir will follow the soldier all the way.
Azir EVideo
Emperor's Divide
COST: 100 mana
COOLDOWN: 120 / 105 / 90
Emperor's Divide

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

5 / 6 / 7 soldiers

Enemies impacted by the charge are dealt magic damage and Airborne icon knocked back.

Magic Damage:
150 / 250 / 450 (+ 60% AP)

When the soldiers finish their charge, they stand as a wall for 3 seconds, acting as impassible terrain for enemies. Allies and Azir can freely pass through the wall.

Ability Details
  • The charge begins slightly behind AzirSquare Azir, making it easier to set up Emperor's Divide with Shifting Sands 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 Condemn, Dredge Line 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.
  • The soldiers can be used to interrupt any in-progress dashes during the charge.
Azir RVideo

Summoned Units

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

Armor, most sources of Damage Reduction, Aegis Protection 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 Counter Strike, Aegis Protection Aegis Protection, and Spirit's Refuge 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.