Mage · Marksman

Azir

Hardest matchups for Azir in Mid (Emerald, patch 16.20): Xerath, LeBlanc, Veigar. Easiest: Ryze, Orianna, Mel.

Try it in a draftCountersPower curvesIn the tier listWho wins into AzirOn the pro tier list

Azir on patch 16.22

  • Mid48.8%#70 of 91C4,596 games
  • Top52.7%#28 of 103A355 games
  • steady since 16.21

Azir’s main role on patch 16.22 is Mid: a 48.8% win rate across 4,596 Emerald games, #70 of 91 Mid champions on the tier list (grade C), picked in 1.8% of games. Azir is also played Top: a 52.7% win rate across 355 games, #28 of 103. Since patch 16.21, Azir Mid has not moved by more than chance explains: 0.3 points across 26,779 games in 8 ranks.

Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Mid90% of its gamesC47.5%47.3% raw ±0.912,7291.8%0.2% banned50.4%43.0% first time
Top8% of its gamesA51.0%51.9% raw ±2.91,1180.2%0.2% banned51.8%47.6% first time
Bot1% of its gamestoo few games48.3%39.8% raw ±7.11910.0%0.2% banned51.0%46.2% first time
Support1% of its gamestoo few games49.2%40.7% raw ±10.3910.0%0.2% banned51.3%47.0% first time
Jungle0% of its gamestoo few games49.8%0.0% raw ±56.630.0%0.2% banned—
How to read this

Azir’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Azir, the part not explained by either champion’s strength.

Lane leads and team bans

What Azir’s team bans

Champions a team bans more often when it has Azir than the other team does in the same games (86,621 games). The other team banned before Azir was picked, so the gap is the ban spent because Azir was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.

How to read this

How Azir is built in this lane, most common first, with the items those builds finish and how they win.

  • AP burstNashor's ToothShadowflameRabadon's Deathcap50.0%9,272 games
  • AP sustainedNashor's ToothDusk and DawnShadowflame49.0%2,976 games
  • TankNashor's ToothFrozen HeartZhonya's Hourglass49.6%15 games
  • On-hitNashor's ToothWit's EndGuinsoo's Rageblade49.8%11 games
  • Mana stackArchangel's StaffNashor's ToothShadowflame49.5%8 games

Runes and summoner spells

How to read this

How Azir does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.

13,840 games · patches 16.20, 16.21 · Sep 10 – Oct 21

Summoner spellsFlashIgniteFlash + Ignite47.9% · 1,486 games
KeystoneLethal TempoResolveLethal TempoPrecision + Resolve · 46.5%
RunesPresence of MindLegend: AlacrityCut DownBone PlatingOvergrowthPresence of Mind · Legend: Alacrity · Cut Down · Bone Plating · OvergrowthShards: Attack Speed · Adaptive Force · Health
BuildDoran's RingHealth PotionStart: Doran's Ring + Health Potion · 49.6%Nashor's ToothShadowflameKey items: Nashor's Tooth → Shadowflame · 49.5%Sorcerer's ShoesBoots: Sorcerer's Shoes · 50.0%
Every option, with its numbers

Summoner spells

  • FlashIgniteFlash + Ignite47.9%1,486 games · 11% pick rate · same players: +0.4 pts vs the usualRecommended
  • FlashBarrierFlash + Barrier46.7%478 games · 3.5% pick rate · same players: +0.0 pts vs the usualRare: not recommended
  • FlashTeleportFlash + Teleport47.0%11,274 games · 81% pick rate · the usual choice
  • ExhaustFlashExhaust + Flash46.7%509 games · 3.7% pick rate · same players: −0.7 pts vs the usualRare: not recommended

Keystones

  • Lethal TempoResolveLethal Tempo + Resolve46.5%2,247 games · 16% pick rate · same players: +0.6 pts vs the usualRecommended
  • Press the AttackResolvePress the Attack + Resolve48.6%4,238 games · 31% pick rate · the usual choice
  • Press the AttackSorceryPress the Attack + Sorcery47.9%2,680 games · 19% pick rate · same players: −0.0 pts vs the usual
  • Lethal TempoSorceryLethal Tempo + Sorcery43.9%2,318 games · 17% pick rate · same players: −0.7 pts vs the usual

Minor runes with Lethal Tempo

Row 1
  • Presence of Mind45.1%94% take it
  • Triumph46.0%3.1% take it
  • Absorb Life48.2%2.5% take it
Row 2
  • Legend: Alacrity45.3%100% take it
Row 3
  • Cut Down45.0%93% take it
  • Coup de Grace45.0%5.3% take it
Secondary: Resolve
  • Bone Plating46.8%92% take it
  • Overgrowth46.2%90% take it
  • Unflinching46.7%8.6% take it
  • Second Wind43.2%6.9% take it
Shard row 1
  • Attack Speed47.2%99% take it
Shard row 2
  • Adaptive Force46.6%90% take it
  • Move Speed50.9%6.8% take it
  • Health Scaling51.3%3.1% take it
Shard row 3
  • Health48.1%30% take it
  • Health Scaling46.7%69% take it

These numbers describe, they do not prove. Each rate is Azir’s record when its player chose that option, pulled toward Azir’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Azir does when built that way.

Champions like Azir

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

The learning curve

Champion pool

On a first game Azir wins 39.9%; in the hands of players with the most mastery on it, 51.7%. That gap ranks it 2 of 173 for how much practice pays. It crosses 50% at about 270K mastery points.

  1. 40%First Time
  2. 42%Newbie
  3. 44%Casual
  4. 47%Experienced
  5. 49%Advanced
  6. 52%Mastery

Pro play

On the pro tier list

Azir in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.

LaneWin ratePriorityBlind / counterLane @15Best pro
Mid46.6%182W 232L24%24% in any lane43% counter−120 gold—

How much knowing Azir pays

Players on their Mastery band win 11.9 points more on Azir than first-timers do: #2 of 173 champions for how much mastery pays.

At 300k+ mastery points, Azir players win 51.7%: #124 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 54.1% lies beyond the data and is an estimate, not a measurement.

50%<5k5–20k20–50k50–150k150–300k300k+First Time (<5k MP): 39.86% over 27,921 seatsNewbie (5k-20k MP): 42.31% over 42,180 seatsCasual (20k-50k MP): 44.48% over 42,791 seatsExperienced (50k-150k MP): 46.72% over 62,901 seatsAdvanced (150k-300k MP): 49.37% over 41,591 seatsMastery (> 300k MP): 51.70% over 93,934 seats

Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.

This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.

Text summary of this page as it stood on Nov 9, 2026. The live tables on this page are current.

Azir ranked-play summary

Most similar champions: Ryze, Orianna, Kassadin.

Anonymous public figures recorded on Nov 9, 2026, when this page was built. The interactive tables on this page load current data.

Take Azir Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.