4:04 Here you say you get more attack speed with more soldiers, but if I recall correctly, they removed that a while ago. There is no longer a 3-soldier attack speed buff.
I haven't seen the nerf, but if it isn't anything severe, I would go flat HP vs hard match ups (Assassins for example) and then scaling HP against even or easy match ups
is this champ actually worth learning nowadays? I am quite new and azir just looks really cool, but I dont want to learn a champ that can only be used in pro play and sucks everywhere else or something like that
Unfortunately that is pretty much azir. Whenever he's strong in soloq, he's broken in pro play so he always ends up getting nerfed. It's going to be like this until he gets reworked
Your build, runes and skill order is incorrect. You don't need fleet footwork, you outrange almost all champs in the game and that rune doesn't scale for late-game. People that can play azir always go for hail of blades, using it is kinda tricky and requires some practice, otherwise for beginners the first best choice is conqueror, with the second lethal tempo. Nowadays you never level up q first. Q scaling and damage got nerfed and at the same time W received a buff in damage and attack speed. Since you level up W, the most used trading pattern is aa -> q (for reposition) -> aa, if you have hail of blades you can land 3 aa's or more easily. For the build you have a few choices: 1. Go for nashor's tooth first core item, this is the most optimal path, especially since soldier attacks now apply 50% onhit damage. Then you go pen boots + shadowflame + deathcap + zhonya (or other AP item of choice) + void staff; 2. Go for lich bane as the core item. The item is not gold efficient on azir, however I would recommend for people starting out, as it makes poking much easier. Then you go the same route as above; 3. Go for nashor's tooth as core and frozen heart. Then you get shadowflame and either go tank afterwards or full AP, the choice depends on the game and how fed you are. This build is extremely good into full AD enemy teams, however it should be noted that you will no longer be a carry, but more like a split pushing bruiser. Since this build can lack AP, taking lethal tempo is the most optimal rune for it. It is very important to choose between nashor's tooth and lich bane and build shadowflame + deathcap as soon as possible afterwards, that is the moment when you will get the powerspike to carry the game, otherwise if you build like you did, your damage output will be good only in the very lategame or never if you are behind.
What, azir doesn't outrange almost all champs in the game, it's not even close. He did MANY years ago at his release date which was in 2014 before they nerfed his range. He's been a mid-range DPS mage for years since then. Build and runes is the absolute best on azir right now as seen by every statistical website. If you need further proof, you can see that all the professional players from china and korea are using this exact build, and it's for a good reason. The sand soldiers proc on-hit meaning they will proc fleet footwork, and you can easily take advantage of that when trading. It gives a lot of sustain and decent mobility, basically helps him survive lane and scale up, there is no better alternative for any elo, and it's even better for lower elo players because it makes it easier to play out the laning phase. However, you are correct about the skill order, it's W-max into Q, not sure why I did it the other way around lol my bad
@@Yeagerlol ah ok, it seems I missed something, as I don't have time to play lately. I think that this might be temporary due to some items being overtuned and will balance out later in the season, because for example I don't see the benefit of getting fleet footwork, maybe in some very unfavorable matchups. As for range you are correct, what I wanted to say is that you can win trades vs most of champs easily, even if they are more ranged than you.
@@Yeagerlol aah, fleet footwork heals 20% for melees, the azir proc on soldiers count as a melee attack. It makes a lot of sense now why it would be such a good value.
@@Yeagerlolwouldn't that mean the rune would be less useful in the later stages of the game? The main point of Fleet is sustain mainly in the early game. However, HoB or Lethal Tempo could be considered a better alternative in more favourable match-ups, such as Vladimir. Maybe the reason the Chinese and Koreans take Fleet is because of the Chinese's hyper-aggressive playstyle and the Korean's polished Micro and Macro, which results to more duels and chaos happening to ensure early surrender, something even Challengers immediately opt for in a losing game. With Fleet, the early game is survivable but not necessarily the most optimal in terms of scaling and damage, despite the increased heal it gives as time goes on. It's still a valuable rune, I just hope this doesn't make Azir's rune page linear despite being a versatile champion.
thank you for this video, i am just starting to play azir
4:04 Here you say you get more attack speed with more soldiers, but if I recall correctly, they removed that a while ago. There is no longer a 3-soldier attack speed buff.
yeah you're correct, I also realized it later in the vid and mentioned. Completely forgot they changed that lol
@@Yeagerlol oh mb, I wanted to comment before I forgot. Good vid though
wait, they removed that? so now you only gain as leveling the w?
and 8:55 is where he corrects it
Great video ❤
good guide, thanks
why level q first i thought w was better for overall damage
W is better yes, it's a mistake by me
alr thx
It's probably muscle memory, not long ago Q max was better
This is very weird... You max Q instead of w ? You buy lichbane ?
Are you still going base HP rune with the HP nerf or opting for scaling HP out of curiosity?
I haven't seen the nerf, but if it isn't anything severe, I would go flat HP vs hard match ups (Assassins for example) and then scaling HP against even or easy match ups
Thanks King. I appreciate your response. I believe the change was 7 --> 5 @@Yeagerlol
is this champ actually worth learning nowadays? I am quite new and azir just looks really cool, but I dont want to learn a champ that can only be used in pro play and sucks everywhere else or something like that
Unfortunately that is pretty much azir. Whenever he's strong in soloq, he's broken in pro play so he always ends up getting nerfed. It's going to be like this until he gets reworked
Is a more bruisery build viable with stuff like nashors, rift maker, Liandry and rylais?
Yes works well vs tank comps, so you get liandrys instead of lich bane
Cant i use conqerer rune ?
Yes you can do that ! Makes laning phase a bit harder if you're playing against difficult match ups, but otherwise conqueror scales better
Your build, runes and skill order is incorrect.
You don't need fleet footwork, you outrange almost all champs in the game and that rune doesn't scale for late-game. People that can play azir always go for hail of blades, using it is kinda tricky and requires some practice, otherwise for beginners the first best choice is conqueror, with the second lethal tempo.
Nowadays you never level up q first. Q scaling and damage got nerfed and at the same time W received a buff in damage and attack speed. Since you level up W, the most used trading pattern is aa -> q (for reposition) -> aa, if you have hail of blades you can land 3 aa's or more easily.
For the build you have a few choices:
1. Go for nashor's tooth first core item, this is the most optimal path, especially since soldier attacks now apply 50% onhit damage. Then you go pen boots + shadowflame + deathcap + zhonya (or other AP item of choice) + void staff;
2. Go for lich bane as the core item. The item is not gold efficient on azir, however I would recommend for people starting out, as it makes poking much easier. Then you go the same route as above;
3. Go for nashor's tooth as core and frozen heart. Then you get shadowflame and either go tank afterwards or full AP, the choice depends on the game and how fed you are. This build is extremely good into full AD enemy teams, however it should be noted that you will no longer be a carry, but more like a split pushing bruiser. Since this build can lack AP, taking lethal tempo is the most optimal rune for it.
It is very important to choose between nashor's tooth and lich bane and build shadowflame + deathcap as soon as possible afterwards, that is the moment when you will get the powerspike to carry the game, otherwise if you build like you did, your damage output will be good only in the very lategame or never if you are behind.
What, azir doesn't outrange almost all champs in the game, it's not even close. He did MANY years ago at his release date which was in 2014 before they nerfed his range. He's been a mid-range DPS mage for years since then. Build and runes is the absolute best on azir right now as seen by every statistical website. If you need further proof, you can see that all the professional players from china and korea are using this exact build, and it's for a good reason. The sand soldiers proc on-hit meaning they will proc fleet footwork, and you can easily take advantage of that when trading. It gives a lot of sustain and decent mobility, basically helps him survive lane and scale up, there is no better alternative for any elo, and it's even better for lower elo players because it makes it easier to play out the laning phase. However, you are correct about the skill order, it's W-max into Q, not sure why I did it the other way around lol my bad
@@Yeagerlol ah ok, it seems I missed something, as I don't have time to play lately. I think that this might be temporary due to some items being overtuned and will balance out later in the season, because for example I don't see the benefit of getting fleet footwork, maybe in some very unfavorable matchups.
As for range you are correct, what I wanted to say is that you can win trades vs most of champs easily, even if they are more ranged than you.
@@Yeagerlol aah, fleet footwork heals 20% for melees, the azir proc on soldiers count as a melee attack. It makes a lot of sense now why it would be such a good value.
@@Yeagerlolwouldn't that mean the rune would be less useful in the later stages of the game? The main point of Fleet is sustain mainly in the early game. However, HoB or Lethal Tempo could be considered a better alternative in more favourable match-ups, such as Vladimir. Maybe the reason the Chinese and Koreans take Fleet is because of the Chinese's hyper-aggressive playstyle and the Korean's polished Micro and Macro, which results to more duels and chaos happening to ensure early surrender, something even Challengers immediately opt for in a losing game. With Fleet, the early game is survivable but not necessarily the most optimal in terms of scaling and damage, despite the increased heal it gives as time goes on. It's still a valuable rune, I just hope this doesn't make Azir's rune page linear despite being a versatile champion.