Lore:
Once a mortal man blinded by his own hubris, Azir has recently returned as an Ascended being with unmatched dominion over the burning sands. He seeks to restore Shurima to its former glory, but some dispute his right to rule them. Azir’s power, however, is undeniable.
Abilities:
ive: Shurima's Legacy
Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Q: Conquering Sands
Cost: 70 Mana
Range: 875
Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal magic damage to all targets they through and apply a slow for 1 second.
Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 65/85/105/125/145 (+50% Ability Power) magic damage to all enemies they 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.
W: Arise!
Cost: 40 Mana
Range: 450
Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line. Arise! also ively grants attack speed to Azir and his Sand Soldiers.
ive: Gains 20/30/40/50/60% attack speed.
Active: Azir summons a Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir, dealing 0 (+60% Ability Power) magic damage to enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage. Soldiers attack even if Azir himself isn't in basic attack range. Azir can store up to 2 Sand Soldiers at a time. A new soldier becomes available every 2 seconds. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret. Azir can expend a soldier to damage an enemy turret by summoning it on top of the turret. This deals 0 (+40% Ability Power) magic damage to the turret.
E: Shifting Sands
Cost: 60 Mana
Range: 1100
Azir dashes to one of his Sand Soldiers, damaging enemies. If he hits an enemy champion, he gains a shield. Azir dashes to one of his Sand Soldiers, damaging enemies hit for 60/90/120/150/180 (+40% Ability Power) magic damage. If Azir hits an enemy champion, he stops and gains a 4 second shield that absorbs 80/120/160/200/240 (+0) damage.
R: Emperor's Divide
Cost: 100 Mana
Range: 250
Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies.
Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing 150/225/300 (+60% Ability Power) magic damage. The soldiers then remain as a wall for 5/6/7 seconds. Enemies will be stopped by Emperor's Divide, even if they attempt to dash over the wall, but Azir and his allies can freely and gain 20% Movement Speed for 1 second when they through the wall. Emperor's Divide does not interact with Azir's basic attacks or spells.
Items Which I Like To Build:
Nashors Tooth
Rylai's Crystal Scepter
Sorcerer's Shoes
Zhonyas Hourglass
Rabadon's Deathcap
Void Staff
Athenes Unholy Grail
Skill Order:
First max your Q then your W and at last your E.
Comments (9)
Oh yeah! :sunglasses: #195
What you like, everthing. Then there's dislike. Hahahaha lol. :joy: