Azir vs Vel'Koz
Hard matchup
You are stronger late game. Farm safe and avoid early trades.
Build vs Vel'Koz
Build adapted to this matchup
Recommended items for Azir: Nashor's Tooth, Shadowflame, Rabadon's Deathcap, Sorcerer's Shoes, Zhonya's Hourglass, Void Staff, Dusk and Dawn, Dark Seal.
Starting items
Core build
Standard
Summoner spells
Anti CC
Other options
Power Spikes
Strength by game phase
Vel'Koz's abilities
Passive, spells and ultimate
Vel'Koz's abilities apply Organic Deconstruction to enemies on hit. If 3 stacks are accumulated, the enemy will take a burst of true damage.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 7s | 1.5s | 12s | – |
| 6 | 7s | 1.5s | 12s | 1m40 |
| 9 | 7s | 1.5s | 12s | 1m40 |
| 11 | 7s | 1.5s | 12s | 1m30 |
| 16 | 7s | 1.5s | 11s | 1m20 |
| 18 | 7s | 1.5s | 10s | 1m20 |
Playing as Azir
Tips to maximize your impact
- Line your soldiers up on the wave
Place your Arise! (W) soldiers so their spear thrust goes through the wave and your opponent: it hits every enemy in a line.
- Dash to a soldier with a clear path
To escape, cast Shifting Sands (E) toward a soldier behind you: the spell shields you, but stops on the first enemy champion in its path.
- Get behind them before your R
To get behind your target, cast Conquering Sands (Q) during the Shifting Sands (E) dash to a soldier. Emperor's Divide (R) then knocks them back toward your team.
- Protect your team with your wall
Cast Emperor's Divide (R) between your team and those charging at it: the soldiers knock them back, then stay as a wall that blocks the way.
Playing against Vel'Koz
How to counter and exploit weaknesses
- Watch both branches of his plasma
Get out of the line of Plasma Fission (Q) and watch its sides too: the bolt splits into two branches at 90 degrees when it hits a target or he recasts it.
- Back off before the third stack
Back off after taking two of his spells: at the third Organic Deconstruction (passive) stack, you take a burst of true damage.
- Engage after Tectonic Disruption
If you can engage, go in after Tectonic Disruption (E): it's his only spell to push back someone charging him, and he has no dash to escape.
- Interrupt his ray
If you have a stun, a silence or a knock-up, save it for Life Form Disintegration Ray (R): any of them interrupts the ray.
Other Azir matchups
Patch 16.21.1