
They Have Overstepped

Electrocute
Hitting a champion with 3 separate attacks or abilities within 3s deals bonus
adaptive damage .
Damage: 70 - 240 (+0.1 bonus AD, +0.05 AP) damage.
Cooldown: 20s
'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'Why?
Electrocute is a great damage keystone choice for Azir as you're able to easily proc for bonus lane poke damage with a [Q] and a few autos.
Taste of Blood
Heal when you damage an enemy champion.
Healing: 16-40 (+0.1 bonus AD, +0.05 AP) health (based on level)
Cooldown: 20sWhy?
Taste of Blood's bonus healing plays a huge role in empowering your ability to lane aggressively and trade without having to recall constantly.
Ghost Poro
When your wards expire, they leave behind a Ghost Poro, which grants vision for 90s. Nearby enemy champions scare the Ghost Poro away.
Gain anadaptive bonus of 1.2 Attack Damage or 2 Ability Power for every Ghost Poro spawned and when your Ghost Poro spots an enemy champion up to 10 stacks.
After gaining 10 stacks, additionally gain 10 adaptive force.Why?
Ghost Poro's bonus stats and vision are great for snowballing leads where you are able to stay on the aggressive.
Treasure Hunter
Gain an additional
50 gold the next time you collect a Bounty Hunter stack. Increase the gold gained by20 gold for each Bounty Hunter stack, up to130 gold .
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.Why?
Ravenous Hunter further empowers your ability to trade aggressively in lane and sustain during late-game teamfights with your massive damage scaling.
Transcendence
Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.Why?
Azir likes to opt for big AP items so the extra CDR from Transcendence goes a long way for keeping your [Q] off cooldown for mid-game fights.
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Azir is all about that late-game scaling and Gathering Storm doubles down on your ability to carry in 30+ min games.




