RiftCalc

League of Legends · Summoner's Rift

Azir

The Emperor of the Sands

Range
Ranged
Damage
Magic
Resource
Mana
Released
Sep 16, 2014
Last changed
Patch 26.16
Damage
Toughness
Control
Mobility
Utility
Difficulty
Wiki
Passive

Shurima's Legacy

Static cooldown
90 s
Target range
700
Tether radius
2000
Innate: Whenever a turret outside the enemy team's base is destroyed, a marker is placed above its ruins which can be targeted by Azir.
Innate - Disc of the Sun: Azir can select a marker to construct the Sun Disc above the ruins after a 0.5-second cast time. The Sun Disc will activate after being assembled over 5 seconds.

Azir cannot construct a Sun Disc with the marker while he is affected by cast-inhibiting crowd control or a lockout that disables abilities.
The Sun Disc functions the same as a standard inner turret but deals magic damage, gains 40% AP bonus attack damage, and grants its kill credit to Azir. The Sun Disc's health decays over 45 seconds and loses 100 armor and 100 magic resistance while Azir is not alive or is too far away.
See Pets for more details about the Sun Disc.
Targeting
Unit
Affects
Turret ruins
Damage type
Physical
Spell effects
spell
Spell shield
False
Projectile
False
Q

Conquering Sands

Cooldown
14 / 12 / 10 / 8 / 6 s
Cost
70 / 80 / 90 / 100 / 110 mana
Target range
740
Effect radius
◎ 150 • 325
Cast time
0.25 s
Active: Azir orders all Sand Soldiers to dash toward the target location, dealing magic damage to all enemies they pass through as well as those in front of them upon arrival, and slowing them by 25% for 1 second.
Magic Damage:
75 / 95 / 115 / 135 / 155 (+ 35 / 40 / 45 / 50 / 55% AP)
Enemies hit by subsequent soldiers take no additional damage or slow.
A summoned Sand Soldier is required to cast this ability.
Targeting
Location
Affects
Enemies
Damage type
Magic
Spell effects
spellaoe
Spell shield
True
Projectile
Special
W

Arise!

Cooldown
1.5 s
Recharge
12 / 10.5 / 9 / 7.5 / 6 s
Cost
40 / 35 / 30 / 25 / 20 mana + 1 Sand Soldier
Target range
525
Tether radius
660
Cast time
0.25 s
Active: Azir summons a Sand Soldier at the target location that is untargetable, lasts 10 seconds, and grants sight of its surroundings. The Sand Soldier expires twice as fast while within range of an enemy turret, and does so instantly if Azir is too far away.

Azir periodically stocks a Sand Soldier, up to a maximum of 2.
When Azir declares a basic attack against an enemy in a soldier's attack range, the Sand Soldier attacks in his stead, thrusting their spear in the target's direction to deal magic damage to enemies struck in a line. Against the primary target, the Sand Soldier's attack applies both on-hit and on-attack effects, the damage of which is reduced to 50% effectiveness. Targets hit beyond the closest take 20% – 100% (based on level) damage. Subsequent Sand Soldier attacks against the same target deal 25% damage without applying on-hit and on-attack effects.
Magic Damage:
0 – 72 (based on level) (+ 50 / 65 / 80 / 95 / 110) (+ 35 / 42.5 / 50 / 57.5 / 65% AP)
Sand Soldiers cannot attack structures, wards, nor traps.
See Pets for more details about Sand Soldiers.
Targeting
Location
Affects
Enemies
Damage type
Magic
Spell effects
special
Spell shield
false
Projectile
False
Parry
True
E

Shifting Sands

Cooldown
22 / 20.5 / 19 / 17.5 / 16 s
Cost
60 mana
Target range
1100
Active: Azir grants himself a shield for 1.5 seconds and dashes to the Sand Soldier closest to the cursor, dealing magic damage to enemies within his path.
Shield Strength:
70 / 110 / 150 / 190 / 230 (+ 60% AP)
Magic Damage:
70 / 110 / 150 / 190 / 230 (+ 60% AP)
If Azir dashes into an enemy champion, he stops and gains a charge of Arise!.
A summoned Sand Soldier is required to cast this ability. Azir can cast any of his abilities during the dash.
Targeting
Unit
Affects
Self, Enemies
Damage type
Magic
Spell effects
spellaoe
Spell shield
True
Grounded
True
Knockdown
True
R

Emperor's Divide

Cooldown
120 / 105 / 90 s
Cost
100 mana
Target range
◎ 400 • -325
Effect radius
◎ 125
Speed
1000 • 1400
Cast time
0.5 s
Active: Azir calls forth a phalanx of soldiers from 175 units behind him, catching enemies from up to 325 units behind him and charging forward 575 units in the target direction.
Width:
6 / 7 / 8 soldiers
Width (charge):
◎ 620 / 720 / 820
Width (impassable wall):
◎ 750 / 850 / 950
Enemies impacted by the charge are dealt magic damage and knocked away over 1 second to a line 650 units in front of Azir.
Magic Damage:
200 / 400 / 600 (+ 75% AP)
Upon finishing their charge, the soldiers stand as a wall for 5 seconds, acting as impassible terrain against enemies and granting sight of their surroundings. Azir and his allies can move through these soldiers.
Targeting
Direction
Affects
Enemies
Damage type
Magic
Spell effects
spellaoe
Spell shield
True
Projectile
Special