Azir The Emperor of the Sands

- Mid/Magical Damage/Mage
- 6300
- 975
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Arise!
- 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 50 / 55 / 60 / 65 / 70 / 75 / 80 / 85 / 90 / 95 / 100 / 110 / 120 / 130 / 140 / 150 / 160 / 170 (45 + 5 / 10 at each level) (+ 70% AP) 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. If Azir summons a Sand Soldier directly on top of an enemy turret, the soldier will sacrifice itself to deal 80 + (25 × Azir's level) (+ 70% AP) magic damage to the turret. RANGE: 450 COST: 40 mana COOLDOWN: 1.5 Recharge Time: 12 / 11 / 10 / 9 / 8
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Emperor's Divide
- 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. Allies can pass through the wall and gain 20% bonus movement speed when they do. These soldiers cannot be ordered to move or attack. Magic Damage: 150 / 225 / 300 (+ 60% AP) Wall Duration: 5 / 6 / 7 Width: Increases RANGE: 250 COST: 100 mana COOLDOWN: 140 / 120 / 100
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Shurima's Legacy
- Will of the Emperor: Azir gains 1.25% bonus attack speed for every 1% of his cooldown reduction. 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. STATIC COOLDOWN: 180 (starting after his Sun Disc perishes)
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Shifting Sands
- Active: Azir dashes to one of his Sand Soldiers, damaging enemies he passes through and knocking them up for 0.5 seconds. If Azir hits an enemy champion, he will stop and gain a shield for 4 seconds. Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 40% AP) Shield Strength: 60 / 100 / 140 / 180 / 220 (+ 15% bonus health) COST: 60 mana COOLDOWN: 19 / 18 / 17 / 16 / 15
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Conquering Sands
- Active: Azir orders all Sand Soldiers to rush toward the target location, dealing magic damage and slowing all enemies they pass through by 25% for 1 second. Enemies can be hit by multiple soldiers, but each soldier beyond the first will deal only 25% damage. The slow stacks additively. Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 50% AP) Additional Damage: 15 / 22.5 / 30 / 37.5 / 45 (+ 12.5% AP) RANGE: 800 COST: 70 mana COOLDOWN: 10 / 9 / 8 / 7 / 6
Health Points | 390 |
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Mana | 280 |
Damage | 43 |
Attack Range | 525 |
Armor | 14 |
IP Cost | 6300 |
Health Regen | 6 |
Mana Regen | 6.5 |
Attack Speed | 0.556 |
Movement Speed | 335 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items
Warding Totem (Trinket)
Limited to 1 Trinket. Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 60 - 120 seconds. Stores one charge every 180 - 120 seconds, up to 2 maximum charges. Ward duration and recharge time gradually improve with level. (Limit 3 Stealth Wards on the map per player. Switching to a Lens type trinket will disable Trinket use for 120 seconds.)
Health Potion
Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Doran's Ring
+60 Health +15 Ability Power +50% Base Mana Regen Passive: Restores 4 Mana upon killing a unit.
First Back
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Catalyst the Protector
+225 Health
+300 Mana
UNIQUE Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.
Boots
Sorcerer's Shoes
+15 Magic Penetration UNIQUE Passive - Enhanced Movement: +45 Movement Speed (Magic Penetration: Magic damage is increased by ignoring an amount of the target's Magic Resist equal to Magic Penetration.) (Unique Passives with the same name don't stack.)
Core items
Athene's Unholy Grail
+60 Ability Power +25 Magic Resist +20% Cooldown Reduction +100% Base Mana Regen UNIQUE Passive: Restores 30% of maximum Mana on kill or assist. UNIQUE Passive - Mana Font: Restores 2% of missing Mana every 5 seconds.
Void Staff
+80 Ability Power UNIQUE Passive: +35% Magic Penetration.
Nashor's Tooth
+50% Attack Speed +80 Ability Power UNIQUE Passive: +20% Cooldown Reduction UNIQUE Passive: Basic attacks deal 15 (+15% of Ability Power) bonus magic damage on hit.
Endgame items
Zhonya's Hourglass
+100 Ability Power +45 Armor UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown).
Rabadon's Deathcap
+120 Ability Power Unique: +35% ability power
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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R>Q>W>E
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Insight
+0.95 magic penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Potency
+4.95 ability power
- +12.06 magic resist
- +8.55 magic penetration
- +12.69 armor
- +14.85 ability power
Masteries
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0/1
OFFENSE:
0
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DEFENSE:
0
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0/1
UTILITY:
0
Update this crap EloHell!
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