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Azir

Azir

The Emperor of the Sands

Mage Marksman

Compétences

Shurima's Legacy
Passif

Shurima's Legacy

Cooldown: 90s
Zone d'effet: 700

Disc of the Sun: Azir can summon the Sun Disc from the ruins of a turret. The Sun Disc behaves like a normal turret but gains bonus attack damage and disintegrates over 45 seconds. Click the ruins of a turret to activate Disc of the Sun. The ruins of enemy Nexus and Inhibitor turrets are immune to this Ability. The Sun Disc's resistances are reduced by 100 if Azir is either dead or away from it. Turret Damage: 230 − 410 (based on level) (+40%) Turret Resistances: 30 − 90 (based on level)

Conquering Sands
A

Conquering Sands

Coût: 70 / 80 / 90 / 100 / 110
Cooldown: 14 / 12 / 10 / 8 / 6s
Zone d'effet: 740

Active: Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal magic damage to all enemies they pass through and apply a 25% slow for 1 second. Enemies hit by multiple Sand Soldiers will not take additional damage. Magic Damage: 60 / 80 / 100 / 120 / 140 (+35%)

Dégâts magiques: 60 / 80 / 100 / 120 / 140
Ratio magique: +35%
Arise!
Z

Arise!

Coût: 40 / 35 / 30 / 25 / 20 / 1
Cooldown: 1.5s
Zone d'effet: 525

Active: Azir summons a Sand Soldier for 10 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks in his stead, stabbing the target for magic damage. Other enemies caught in the soldier's attack take reduced damage. Azir store up to 2 Sand Soldiers at a time. Recharge Time: 10 / 9 / 8 / 7 / 6 seconds Magic Damage: 0 − 45 (based on level) (+50 / 65 / 80 / 95 / 110) (+40 / 45 / 50 / 55 / 60%) Damage to Non-primary Targets: 25 / 50 / 75 / 100%

Dégâts magiques: 0
Shifting Sands
E

Shifting Sands

Coût: 60
Cooldown: 22 / 20.5 / 19 / 17.5 / 16s
Zone d'effet: 1100

Active: Azir shields himself for 1.5 seconds, blocking damage and dashes to one of his Sand Soldiers, damaging enemies hit for magic damage. If Azir hits an enemy champion, he halts his dash and instantly prepares a new Sand Soldier. Shield: 70 / 110 / 150 / 190 / 230 (+60%) Magic Damage: 60 / 100 / 140 / 180 / 220 (+40%)

Dégâts magiques: 60 / 100 / 140 / 180 / 220
Ratio magique: +40%
Emperor's Divide
R

Emperor's Divide

Coût: 100
Cooldown: 120 / 105 / 90s
Zone d'effet: 400

Active: Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing magic damage. The soldiers then remain as a wall for 5 seconds. Azir and his allies can pass freely through Emperor's Divide. Magic Damage: 200 / 400 / 600 (+75%) Length: 6 / 7 / 8 soldiers

Dégâts magiques: 200 / 400 / 600
Ratio magique: +75%