By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Azir
the Emperor of the Sands
MageMarksman
League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA50,209 gamesSample data
Role snapshot (Mid)
- 47.8%
- Win Rate
- 9.8%
- Pick Rate
- 19.6%
- Ban Rate
50,209
Games
High
Confidence
Matchup map (Mid) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
23,096 games48.2%Win Rate
Reliable build
16,569 games46.9%Win Rate
High observed win rate
6,025 games50.3%Win Rate
Runes
Primary: Resolve
Grasp of the Undying
Demolish
Second Wind
Overgrowth
Secondary: Inspiration
Hextech Flashtraption
Time Warp Tonic
Shards
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Skill order
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Ability details

Shurima's Legacy
Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Passive — never cast

Conquering Sands
Azir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second.
Cost 70/80/90/100/110 ManaCooldown 14/12/10/8/6sRange 740

Arise!
Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line.
Cost 40/35/30/25/20 ManaCooldown 1.5sRange 525

Shifting Sands
Azir shields himself briefly and dashes to one of his Sand Soldiers, damaging enemies. If he hits an enemy champion, he instantly readies a new Sand Soldier for deployment and halts his dash.
Cost 60 ManaCooldown 22/20.5/19/17.5/16sRange 1100

Emperor's Divide
Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies.
Cost 100 ManaCooldown 120/105/90sRange 250
Scaling — level 1–18
AzirMid average
1918
1918
1918
Counter plan — how to beat Azir
Dodge the primary — its rotation is one skillshot; sidestep it and the rest is chip
Close the gap early — it wins at range and at three items — neither before ten minutes
Punish the cooldown — Azir is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 9/10, so a practised player gets more out of it than the average
ARAM performance
- 53.2%
- Win Rate ▼ 0.1%
- 1.8%
- Pick Rate ▲ 2.6%
- 0.2%
- Ban Rate ▲ 3.4%
- Damage dealt
- 91.5%
- Damage taken
- 101.6%
- Healing
- 108.2%
- Shielding
- 107.2%
- Ability Haste
- +23
Best ARAM build
Patch timeline
We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.
- 26.16Live now-0.1
- 26.14Sample win rate across this patch+0.5
- 26.11Sample win rate across this patch-0.2
- 26.08Sample win rate across this patch-0.1
- 26.05Sample win rate across this patch+0.2
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Methodology
- Data window
- 512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
- Rank aggregation
- Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
- Counters
- A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
- Minimum sample
- The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
- Why a build is not a cause
- The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
- Where the numbers come from
- Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.
