Stop greeting lane with Q; place a soldier on the last-hit they want, make them walk into it, and use Q after they commit their path so the trade stretches through soldier range instead of starting with your correction tool .
Keep one soldier slightly off-line or behind you so E always has a real anchor, because Azir gets much easier once your escape or turn path is prepared before the trade starts rather than improvised after it goes bad .
Use R to ruin the entrance the enemy actually needs—split the dive, seal the corridor, or throw one key champion out of the square that matters—then let your soldiers keep working, because many Azir fights are won by denying access more than by forcing a shuffle .
Shuffle when the dash changes the fight immediately and you already know what happens after you arrive. That usually means one of three things: you are punishing a carry with no flash and clear follow-up, you are catching someone too far forward before the real fight starts, or you are turning a dive by pushing a key threat back through your team. If the play needs the enemy team to misplay twice, keep your position and keep hitting instead. Most bad Azir shuffles come from forcing access when your soldiers and R were already winning the space in front of you.
Azir can summon the Disc of the Sun from the ruins of allied or enemy turrets.
Azir sends all Sand Soldiers towards a location. Sand Soldiers deal magic damage to enemies they pass through and apply a slow for 1 second.
Azir summons a Sand Soldier to attack nearby targets for him, replacing his basic attack against targets within the soldier's range. Their attacks deal magic damage to enemies in a line.
Azir shields himself briefly and dashes to one of his Sand Soldiers, damaging enemies. If he hits an enemy champion, he instantly readies a new Sand Soldier for deployment and halts his dash.
Azir summons a wall of soldiers which charge forward, knocking back and damaging enemies.