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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)

ATier
47.8%
Win Rate
9.8%
Pick Rate
19.6%
Ban Rate

50,209

Games

High

Confidence

Matchup map (Mid) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

23,096 games

48.2%Win Rate

FlashIgnite

Reliable build

16,569 games

46.9%Win Rate

FlashTeleport

High observed win rate

6,025 games

50.3%Win Rate

FlashExhaust

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

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

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

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Azir

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Close the gap earlyit wins at range and at three items — neither before ten minutes

  • Punish the cooldownAzir is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 9/10, so a practised player gets more out of it than the average

ARAM performance

A
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.

  1. 26.16Live now-0.1
  2. 26.14Sample win rate across this patch+0.5
  3. 26.11Sample win rate across this patch-0.2
  4. 26.08Sample win rate across this patch-0.1
  5. 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.