Introduction
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 being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory.
“Shurima was once the glory of Runeterra. I will make it so again.”
Abilities
Cooldown: 180 seconds
Disc of the Sun: Azir places a marker above the ruins of destroyed turrets (both allied and enemy). Once within 400 units of the ruins, Azir can click on the marker to conjure a Sun Disc, which functions like a standard turret but grants Azir any gold it earns. A Sun Disc's health decays over 1 minute and will lose its armor if Azir dies or moves too far away. Azir cannot conjure Sun Discs within the enemy base.
Range: 720
Cooldown: 15 / 13 / 11 / 9 / 7 seconds
Cost: 70 mana
Azir orders all Sand Soldiers to rush toward the target location, dealing 70 / 90 / 110 / 130 / 150 (+30% of ability power) magic damage and slowing all enemies they pass through by 25% for 1 second. The slow stacks additively.
Cost: 40 mana
Range: 500
Cooldown: 1.5 seconds
Passive: Azir gains 20 / 30 / 40 / 50 / 60% attack speed.
Active: Azir summons an untargetable Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir, dealing 60 / 62 / 64 / 66 / 68 / 70 / 72 / 75 / 80 / 85 / 90 / 100 / 110 / 120 / 130 / 140 / 150 / 160 (based on level) (+60% of ability power) magic damage to all enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage, and the soldiers can't attack structures or wards.
Azir can store up to 2 Sand Soldiers at a time (recharge time: 8 / 7.5 / 7 / 6.5 / 6 seconds), but there is no hard limit on the number of Sand Soldiers that can be active on the field at once. Sand Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.
Azir gains an additional 20 / 30 / 40 / 50 / 60% attack speed for 5 seconds whenever he summons a soldier while he already has two on the field. Stabs deal 25 / 50 / 75 / 100% damage to secondary targets (at levels 1/6/11/16).
Cooldown: 19 / 18 / 17 / 16 / 15 seconds
Cost: 60 mana
Azir dashes to one of his Sand Soldiers, dealing 60 / 90 / 120 / 150 / 180 (+40% of ability power) magic damage to enemies he passes through and shielding himself for 80 / 120 / 160 / 200 / 240 (+70% of ability power) (+ 15% bonus health) for 1.5 seconds. If Azir hits an enemy champion, he will stop and immediately gain a charge of Arise!
Range: 250
Cooldown: 120 / 105 / 90 seconds
Cost: 100 mana
Azir calls forth a phalanx of 6 / 7 / 8 shield-wielding soldiers who press forward, knocking enemies back and dealing 175/325/475 (+60% of ability power) magic damage to them.
When the soldiers finish their charge, they stand as a wall for 5 seconds, blocking enemy champion movement. Allies can pass through the wall. These soldiers cannot be ordered to move or attack.