Matchup
Power Spikes
Strength by game phase
Early (0-15)
Mid (15-30)
Late (30+)
Favorable
Favorable
Passive
Azir's abilities
Passive, spells and ultimate
Shurima's Legacy (P)
Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 14s | 1.5s | 22s | – |
| 6 | 10s | 1.5s | 22s | 2m |
| 9 | 6s | 1.5s | 22s | 2m |
| 11 | 6s | 1.5s | 22s | 1m45 |
| 16 | 6s | 1.5s | 19s | 1m30 |
| 18 | 6s | 1.5s | 16s | 1m30 |
Playing against Azir
How to counter and exploit weaknesses
1
Respect his soldiers' zone: if they're between you and him, he controls that entire area with his autos.
2
His Shurima Shuffle engages his whole team — spread out so he can't push everyone at once.
3
Azir is very weak in the early game: punish him before level 6 and before his first item.
4
Assassins that gap-close directly onto him counter him well because his soldiers don't protect him in melee range.