Azir, the Emperor of the Sands
” Once Shurima was proud Runterry. And again I do it that way. ”
A long time ago Azir was mortal Emperor Shurimy, proud man, standing on the threshold of immortality. Hubris doomed him to betrayal and murder at the time of greatest triumph. However, millennia later, he was reborn, becoming ascended – There is a mighty power. Picking up from the sands of a ruined city, tends to return Azir Shurime its former glory.
SHURIMA’S LEGACY (PASSIVE)
CONQUERING SANDS (Q)
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.
Azir orders all Sand Soldiers to rush toward the target location, dealing 65 / 85 / 105 / 125 / 145 (+50% of ability power) magic damage and slowing all enemies they pass through by 25% for 1 second. The slow stacks additively.
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 50 / 52 / 54 / 56 / 58 / 60 / 63 / 66 / 70 / 80 / 90 / 100 / 110 / 120 / 130 / 140 / 155 / 170 (+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.
Azir can store up to 2 Sand Soldiers at a time (recharge time: 10 / 9 / 8 / 7 / 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.
SHIFTING SANDS (E)
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. If Azir hits an enemy champion, he will stop and gain a shield which absorbs 80 / 120 / 160 / 200 / 240 (+ 15% bonus health) damage for 4 seconds.
EMPEROR’S DIVIDE (R)
Azir calls forth a phalanx of shield-wielding soldiers who press forward, knocking enemies back and dealing 150 / 225 / 300 (+60% of ability power) magic damage to them.
When the soldiers finish their charge, they stand as a wall for 3 seconds, blocking enemy champion movement and dashes. Allies can pass through the wall. These soldiers cannot be ordered to move or attack.