Lanelore — every lane has a lore

Start typing a champion name.

Azir

Azir

the Emperor of the Sands
Mage Marksman

Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended...

Win Rate
pending
Pick Rate
pending
Ban Rate
 
Tier
 
TOP
available
JUNGLE
no data
MID
active
ADC
available
SUPPORT
available
// BUILD · MID
Start Item #1056 Item #2003 Core Item #6655 Item #3020 Item #4633 Item #3157 Item #3089 Item #3135
Spells #4 #14
Skills
Q W E Q Q R Q W Q W R W W E E R E E
// LANE PERFORMANCE

Weak Against

HARD
01
Gragas
Gragas
6 games
0%
02
Swain
Swain
5 games
0%
03
Heimerdinger
Heimerdinger
4 games
0%
04
Tryndamere
Tryndamere
4 games
0%
05
Kai'Sa
Kai'Sa
4 games
0%

Strong Against

EASY
01
Kog'Maw
Kog'Maw
2 games
100%
02
Tristana
Tristana
2 games
100%
03
Mordekaiser
Mordekaiser
2 games
100%
04
Zilean
Zilean
2 games
100%
05
Dr. Mundo
Dr. Mundo
2 games
100%

Synergy With

DUO
01
Miss Fortune
Miss Fortune
1 games
100%
02
Vayne
Vayne
1 games
100%
03
Nidalee
Nidalee
1 games
100%
04
Kog'Maw
Kog'Maw
1 games
100%
05
Cho'Gath
Cho'Gath
1 games
100%
// MATCHUP LOOKUP

Going against someone specific?

Type your lane opponent to open a dedicated matchup page — build, runes, summoner spells, skill order and tactical notes for that exact pairing.

// HOW TO PLAY · AZIR

Early Game

Azir mid is wave control + scaling. Start Doran's Ring + 2 pots. Push wave with AoE abilities — deny enemy CS and force tower farming.

Azir doesn't burst — instead, chip enemy with sustained poke and threaten zone control. Track jungler; control mages have weak escape.

Mid Game

Luden's Companion + Sorcerer's Shoes is your spike. Azir controls fights from 700+ range with zone abilities (Q AoE, R initiate). Roam side lanes post-6 with cross-map R.

Shadowflame 2nd item for magic pen. Zhonya's 3rd vs dive comp. Sustained pressure > burst — control mages outscale.

Late Game

Backline zone-control. Stand mid-line at 800+ range. Zone with W/E AoE, R as engage or peel. Azir outscales most matchups — late-game DPS > early-game burst.

Rabadon's + Void Staff 4-5th = max AP damage. Avoid getting caught — squishy = die in 2 hits. Stand near tank ally always.

Win Condition

Scale to 3-4 items → control teamfights → carry 5v5. Azir doesn't snowball; you win by item economy.

Win: 8 CS/min + 4-item completion by 25min. Lose to: assassins who shut down scaling (Zed, Talon) — need defensive Zhonya's first.

Power Spikes

Level 2 — full zone combo unlocked. Level 6 — R for first major teamfight tool. Luden's Companion (1st item) — wave clear + burst proc. Sorcerer's Shoes — magic pen. Level 11 — R rank 2 + 2-3 items = teamfight carry. Rabadon's Deathcap (5th item) — 35% AP amplifier.

Tips & Combos

Combos:

  • Q (zone) -> auto -> W (AoE) = sustained chip
  • E (CC) -> Q -> R = guaranteed combo on rooted target
  • Use R as engage AND peel — flexibility decides teamfights

Anti-tips:

  • Don't burst trade — control mages outsustain, not outburst
  • Don't engage solo — wait for tank engage first
  • Don't waste R on bad angle — wait for clean shot

Pro tricks:

  • Arcane Comet keystone procs every Q at max range
  • Push wave under tower mid-game, then roam with TP
  • Stand on top side of map for top lane TP support
// SIMILAR · MAGE

// lanelore · patch — · stats aggregated daily from solo queue ladder