11.1.1 → 11.2.1
Q
− Azir sends all Sand Soldiers towards a location. Sand Soldiers deal Sand Soldiers will not take additional damage.
+ Azir orders all Sand Soldiers to an area, dealing {{ totaldamage }} magic damage to enemies they pass through and Slowing them by 25% for 1 second.
W
− Sand Soldiers, he gains 15/25/35/45/55% additional Attack Speed for 5 seconds.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 Sand Soldiers and prepares a new one every Sand Soldiers that strike the same targets deal 25% damage after the first.Sand Soldiers can attack targets outside of Azir's basic attack range.Sand Soldiers expire twice as fast when near an enemy turret.
+ Passive: Azir gains 15/25/35/45/55% Attack Speed. Upon having 3 or more Sand Soldiers, he gains an additional 15/25/35/45/55% Attack Speed for 5 seconds.Active: Azir summons a Sand Soldier for 10 seconds. When Azir Attacks an enemy near a Sand Soldier, he instead orders the soldiers to stab, dealing {{ totaldamage }} magic damage in their direction.This Ability has {{ maxammo }} charges.
E
− Azir shields himself for 1.5 seconds, blocking up to 80/120/160/200/240 Sand Soldiers, damaging enemies hit for Sand Soldier.
+ Azir grants himself {{ totalshield }} Shield for 1.5 seconds and dashes to one of his Sand Soldiers, dealing {{ totaldamage }} magic damage to enemies he passes through.If Azir hits an enemy champion, he stops and gains a Sand Soldier charge.
R
− Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing Emperor's Divide does not interact with Azir's basic attacks or spells.
+ Azir summons a wall of armored soldiers that charges forward, Knocking Back enemies and dealing {{ totaldamage }} magic damage. The soldiers remain, blocking enemy paths for 5 seconds.
Azir