Azir
On average behind the lane opponent at 15 minutes (−140 gold).
- Win rate
- 45.5%
- ±20.8 · role avg 50.0%
- Tier
- C
- #47 of 77
- Pick rate
- 0.4%
- ban 0.9%
- Games
- 22
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Azir top wins 45.5% of 22 ranked games in NA, rank 47 of 77 top champions (tier C). Most players finish Nashor's Tooth first, at about 11:42.
What most Azir players run
Nashor's Tooth 12:10 · 79% · 15 games
Sorcerer's Shoes 15:48 · 64% of games
Shadowflame 21:36 · 8 of 19 games
Rabadon's Deathcap 23:48 · 3 of 9 games Win rate by game length
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.No clear counters yet
Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First tower: 80% against 17%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
More control wards, fewer assists
What stands out (10% or more) against the average top laner. Blue: better for winning, red: worse.
About average: vision, damage, share of team damage, time spent dead, gold, damage to towers.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Not enough games against this kind of team yet.
Against teams with mixed damage
Against teams with magic heavy damage
Not enough games against this kind of team yet.
Against teams with no frontliner
Not enough games against this kind of team yet.
Against teams with one frontliner
Against teams with two or more
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Against teams with a lot
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Not enough games against this kind of team yet.
Against teams with a lot
Not enough games against this kind of team yet.
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
No clearly hard lane yet
No clearly easy lane yet
Not enough games yet
Not enough games yet
Enemies: nothing clear yet
Teammates that change Azir's games
Dies less than most top laners, but more of it is ganks
Before 14 minutes Azir dies 1.7 times a game (average 2.4). 45% of those deaths involve the enemy jungler, against 39% for the average top laner. 42% are fair 1-v-1s.
Ganks and collapses both hit your half of top lane

Ganks: 47% in your half of top lane. Collapses: 80% in your half of top lane. 1-v-1s: 63% in your half of top lane.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Azir
Ganks by minute
Where fights happen
Where fights happen
Where fights happen

Before 14 minutes: 26 kills and 38 deaths.
From 14 to 25 minutes: 51 kills and 57 deaths.
After 25 minutes: 22 kills and 20 deaths.
Not enough games yet