Most Viable Azir Build?

GorillazNtheMyst·6/19/2015, 9:33:27 PM·1 votes·869 views

So after months of experimentation and trial and error (lots of errors) this is the best build for Azir that I've found:

4 (or 3, you really need only +5% AS to make his overall AS at capped CDR much more effective) Attack Speed Marks 5 (or 6) Magic Pen Marks Or just traditional 9 MPen Marks, but the AS scales better. Void Staff and Pen Boots are core, so there's not really a huge need for Pen through runes. The ideal world for Azir is one where Nashor's Tooth isn't at all necessary, and I feel this rune page makes that possible.

9 Scaling Health Seals

9 Scaling CDR Glyphs Scaling AP is nice, but scaling CDR blues let you be much more flexible with your build path. MR is nice but not really worth it. CDR runes ensure that when you finish your Morello's you have roughly about 30% CDR for the cost of one item at under 10 minutes. Huge early power spike.

3 AP Quints Last hitting without this is next to impossible. For this reason alone you should use AP quints because Azir needs heavy farm, but they're also obviously good for early trades. Azir's damage in laning phase without these is nonexistent.

Honestly no other rune page lets you skip Nashor's and have actually good attack speed for both early game farming/harass and late game fighting. Scaling CDR in particular is mandatory for this champion. Relying on a second item for CDR delays his power spikes drastically allowing him to fall behind easily. Coming back from being behind as Azir is... well, not exactly easy.

21/0/9 with standard AP masteries, 4 points in CDR, Feast, Arcane Blade, and only 2 points in Devastating Strikes (you can take Expose Weakness instead of something else but I prefer to have 5% CDR and easier last hitting with Blade). In Utility I take 3 points in MS and biscuits. I'm starting to feel that MS is basically the 3d most important stat on Azir, second only to AP and CDR. The increased ability to reposition and kite make him much more viable in a range of team comps, as opposed to being only viable in teams with heavy frontline. The increased ability to avoid poke from lane opponents can give you a lot more sustainability too.

For Items I go Morello, Sorc Shoes, Zhonya's, Void Staff, Deathcap, and either Luden's or Rylai's more or less in that order. I rush Zhonya's usually because honestly it's a better mid game item than Deathcap (which people rush after Morello more often) because it gives you a great AP spike as well as an active that allows you to survive teamfights so much more reliably. If you follow it up with Void Staff you'll do just as much relevant damage and have twice the survivability.

For Summoner Spells I run Flash/Barrier. Pretty standard at this point. Ignite falls off in usefulness late game, Heal isn't bad for team fighting but I'm usually underwhelmed by it, and Exhaust is nice in theory but just not quite as good as a real defensive spell in my opinion. Between your wall, your turret passive, your dash/shield, and a completed Zhonya's Hourglass you will be really hard to kill. People disrespect the turret ALL THE TIME, and will dive you foolishly. Zhonya's and Barrier allow you to dish out some serious punishment for this mistake.

Any thoughts? What's worked for you guys? Sorry if it's long-winded I JUST FRIGGIN LOVE SHURIMA.

2 Comments

Pheonixwish6/22/2015, 12:04:47 AM1 votes

I've been playing Azir for a while, but I'm still far from good with him. What's worked for me: Morellos->Nashors (I don't run a lot of cdr, so the most stats aren't wasted)-> Void Staff-> Zhonyas -> Rabadons-> Luden's/Liandry's

I know it's not going to last, what with the lack of boots and early utility, but I've been able to consistently output damage at all stages of the game.

And how do you deal with all the Shurima? It gets annoying after a while.

Drunk Rummate6/22/2015, 7:53:31 PM1 votes

I really dislike Nashor's on Azir. It actually gives too much attack speed (if that makes any sense...) and it feels like I'm wasting damage if I try to move/kite between autos. I think it's really important that Azir have a little downtime between auto attacks to allow him to reposition himself and his soldiers without losing a lot of damage from not actually autoing.

I think your addition of 4 attack speed marks is probably okay, but keep in mind that you're slightly reducing his early Q damage to champions which is a big part of what makes Azir a lane bully and allows him to get farmed and offer early kill pressure. I find that I really need every bit of early damage I can get on Azir early because I'm not taking AP glyphs and taking some attack speed marks would make that even tougher. I'd probably go completely oom before harassing my opponent enough to make them think twice about csing.

In the grand scheme of things I don't think it's really a big deal. A few marks probably aren't going to make or break your lane, but I also don't think the attack speed will make a noticeable difference either, and as I stated previously I actually prefer to have a little downtime between autos.