- Default
- Attack
- Special
- Injured




Legendary Azura - Vallite Songstress |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 13 | 5 | 6 | 3 | 4 |
Middle | 14 | 6 | 7 | 4 | 5 |
High | 15 | 7 | 8 | 5 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 30 | 27 | 32 | 13 | 21 |
Middle | 33 | 30 | 35 | 17 | 24 |
High | 37 | 33 | 38 | 20 | 28 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Let the show begin! (General Purpose / Aether Raids Offense)
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Prayer Wheel (+Eff) | A | Atk/Spd Push 4 Alternate: Fury (3 or 4) |
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Gray Waves II | B | Wings of Mercy 3 |
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Moonbow | C | Guidance 3 Alternate: Ground Orders 3 |
IVs | +Atk or +Spd / -HP or -Def or -Res | S | Aerobatics 3 Alternate: Air Orders 3 |
Weapon: Prayer Wheel (+Eff)
Assist: Gray Waves II
Special: Moonbow
Passive A: Atk/Spd Push 4 / Fury (3 or 4)
Passive B: Wings of Mercy
Passive C: Guidance / Ground Orders / Air Orders / Flier Guidance / Joint Drive Atk
Sacred Seal: Aerobatics / Air Orders / Guidance / Flier Guidance / Drive Atk
- Legendary Azura is arguably best known for being the poster refresher of the classic “offensive unit and three refreshers” strategy, and she still does it well in both PvE and Aether Raids Offense settings. In addition to applying the highest visible buff to all other stats and granting +1 movement to Infantry and Flier allies on refresh, Azura now also grants【Null Panic】to her refreshed ally (to make their first action of the following Player Phase Panic-free) and +6 Spd to allies within two spaces at the start of the turn (to free up her C Slot that was usually occupied by her base Atk Tactic or a Hone/Fortify 4). This set focuses on general usage, with no particular niche, matchup, or situation in mind.
- Should Azura find herself needing to fight, low-cooldown Specials such as Moonbow work best, as she has no innate Special acceleration or additional Special charge. While her base Atk/Spd Push 4 provides a nice offensive boost, a mix of offense and defense may be preferred to ensure she does not get OHKO’d, making Fury a go-to alternative.
- Given that the aforementioned strategy typically relies on an offensive unit receiving recoil damage to activate low-HP-gated Skills like Desperation, Wings of Mercy synergizes well, as it allows Azura to warp to spaces adjacent to allies with ≤ 50% HP in order to refresh them for an extra KO or repositioning.
- From mobility-enhancers to stat-increasers, Azura’s C and S Slots are flexible to general player/team needs. Common mobility-centric choices include Ground Orders and Guidance to increase the mobility of Infantry and Armored allies, while common stat-centric choices include Drive Atk and Drive Spd for higher offensive potency.
Sorrow’s Requiem (Max-Investment Arena)
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Prayer Wheel (+Eff) | A | B Duel Flying 4 Alternate: B Duel Flying 3 |
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Gray Waves II | B | Wings of Mercy 3 Alternate: Aerobatics 3 |
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Aether Alternate: Ruptured Sky |
C | Guidance 3 Alternate: Ground Orders 3 |
IVs | +Atk or +Spd | S | Aerobatics 3 Alternate: Guidance 3 |
Weapon: Prayer Wheel (+Eff)
Assist: Gray Waves II
Special: 500 SP Specials: Aether / Ruptured Sky / Blue Flame
Passive A: B Duel Flying 4 / B Duel Flying 3
Passive B: 240 SP Skills: Wings of Mercy / Aerobatics / Far Trace Skills
Passive C: 240-300 SP Skills: Guidance / Ground Orders / Joint Drive Spd
Sacred Seal: 240 SP Skills: Aerobatics / Guidance / Drive Atk
- Azura’s status as a Water Legendary capable of granting spectrum visible buffs, refreshes,【Null Panic】, and additional movement to allies with Prayer Wheel and Gray Waves II makes her a top candidate for merging and using in Coliseum modes. This set focuses on her supportive capabilities, in addition to increasing her scoring via maximizing her Skills’ SP costs.
- Every 100 SP that a unit’s currently-equipped Skills cost, their score will increase. Because Azura lacks access to 300 SP B Slots, her maximum SP is 2380; however, she can decrease her total SP to 2320 by equipping a 240 SP C Slot (rather than a 300 SP one) without decreasing her score.
- Since Azura will not be in combat often, her Special is mostly up to preference and availability; what matters is that it costs 500 SP.
- Because of her abysmal 139 BST, Azura needs B Duel Flying, which treats her BST as if it were higher in Coliseum modes, in order to achieve viable scoring. Her base B Duel Flying 3 works fine, though 4 is ideal for the +5 BST and increased base stats.
- Wings of Mercy is a go-to B Slot for refreshers, letting them warp to spaces adjacent to allies with ≤ 50% HP for retreating or pushing further into enemy lines. Alternatives include Azura’s base Aerobatics, which is consistently helpful given that the ubiquity of Infantry and Armored units in Arena allows for easy warping, and Far Trace Skills, which let Azura move with her remaining movement after initiating, refreshing, or destroying a breakable structure for the first time in the current Player Phase.
- The aforementioned prevalence of Infantry and Armored units in Arena makes Guidance a great C Slot for Azura, granting her team greater mobility via Infantry and Armored allies within two spaces warping to any space adjacent to her. Ground Orders, a strong alternative, grants non-Flier allies adjacent to Azura at the start of the turn a status allowing them to warp to spaces adjacent to allies within two spaces. Stat-focused options include Drives, Joint Drives, and Hone/Fortify 4s, the latter of which synergize well with Prayer Wheel.
- Any 240 SP Sacred Seal that increases the team’s mobility or combat performance works well for Azura.
Across the Violet Sky (Aether Raids Defense)
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Prayer Wheel (+Eff) | A | Fortress Res 3 |
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Gray Waves II | B | Aerobatics 3 Alternate: Wings of Mercy 3 |
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Moonbow | C | Ground Orders 3 Alternate: Guidance 3 |
IVs | +Spd / -Atk | S | Fortress Res 3 Alternate: Aerobatics 3 |
Weapon: Prayer Wheel (+Eff)
Assist: Gray Waves II
Special: Moonbow
Passive A: Fortress Res
Passive B: Aerobatics / Wings of Mercy
Passive C: Ground Orders / Guidance / Distant Guard
Sacred Seal: Fortress Res / Aerobatics
- The combination of access to mobility-enhancing skills and being able to effectively grant an ally a refresh, +6 to all stats, and +1 movement if they are a Flier or Infantry unit makes Azura an exceptional refresher of choice for Aether Raids Defense. Something to note, however, is that if the current season is not Water, she does not reduce Lift loss from failures; because of this, Azura can be a high-risk, but high-reward option.
- Ideally, Azura’s Atk is minimized via a -Atk IV and Fortress Res in her A and S Slots in order to prevent enemies from baiting her. If refreshers can deal at least five damage, they prioritize attacking over refreshing, which can be detrimental given Azura’s underwhelming killing power (even against red enemies) and the opportunity cost of attacking vs. refreshing an ally.
- Because of Rally and 7th slot traps that involve units increasing their ranges beyond what they were at the start of the turn, Azura’s base Aerobatics is an ideal B Slot, allowing her to warp to spaces adjacent to Infantry and Armored allies within two spaces. For many Defense Keeps, Aerobatics effectively gives Azura three movement, making her akin to Cavalry refreshers. Wings of Mercy is still a strong alternative, however, as teleporting to and refreshing allies with ≤ 50% HP can allow for more aggressive Enemy Phases.
- If using Wings of Mercy, Aerobatics should be Azura’s Sacred Seal instead of Fortress Res to maintain her mobility if no allies are at ≤ 50% HP.
- Both mobility-enhancing and stat-increasing C Slots provide allies with additional utility. Ultimately, Azura’s C Slot is flexible and depends on the team’s needs, though she can rarely go wrong with Ground Orders and Guidance for helping allies with low reach. DIstant Guard is a commonly-chosen C Slot to provide additional Def/Res against ranged threats such as Ninja Lyn and Ninja Corrin (F).
Strengths
Prayer Wheel
With Version 6.3, Azura received a long-awaited refine for Prayer Wheel, her personal weapon.
- The base effects remain the same: granting +3 Spd to Azura and, upon refreshing an ally, granting visible buffs to said ally equal to their highest current visible buff. For example, if an ally has a +7 Atk buff and a +6 Spd buff, Prayer Wheel will grant them +7 Spd/Def/Res buffs because +7 is their highest current buff.
- As for its refine, Prayer Wheel now grants +6 Spd to allies within two spaces at the start of the turn, allowing Azura to grant +6 to all stats to allies after refreshing them. Additionally, if Azura’s HP is ≥ 25% at the start of combat, she gains +5 Atk/Spd during combat, in addition to gaining +20% Atk and inflicting -20% Atk against red enemies.
While this refine likely does not meet the theorycrafted expectations of most players, the convenience of simply granting +6 Spd to allies within two spaces at the start of the turn should not be understated. Previously, Azura was reliant on her base Atk Tactic (which relies on mixed movement types), Hone/Fortify 4s (which require Azura to be adjacent to allies at the start of the turn), or skills that increase stats upon refreshing (such as Torrent Dance) to grant spectrum buffs to allies. Additionally, Azura’s combat tended to be underwhelming, but with +5 Atk/Spd and conditional Triangle Adept, she can at least hold her own now, especially against red enemies. Something to note, however, is that red enemies now have an easier time baiting AI Azura because she deals more damage to them; if the AI has to choose between attacking an enemy or refreshing an ally, they will choose the former if they can deal at least five damage.
Gray Waves II
Azura’s infamous personal Assist is back with a vengeance. In addition to its base effects of granting another action to an ally and granting said ally +1 movement if they are an Infantry or Flier unit, Gray Waves II also grants said ally【Null Panic】, neutralizing the Panic status that reverses visible buffs.
Gray Waves II can grant even more flexibility to allies than a normal refresh already would, as +1 movement can help Infantry and Flier allies reach enemies or safe spaces that they otherwise would not be able to reach. +1 movement is particularly helpful with allies that have Canto (Rem. +1) or Canto (Rem.), as the number of spaces they can move after performing certain actions takes into account any additional movement. Although granting【Null Panic】to an ally that has already moved can be redundant since ending a unit’s turn removes Panic from them anyway, it is still helpful if allies are inflicted with Panic during Enemy Phase, such as from Panic Smoke and the Panic Manor structure in Aether Raids.
Flier Strengths
Access to mobility-enhancing skills such as Aerobatics, Ground Orders, and Guidance is especially helpful for supportive Fliers such as Azura, as these skills allow for movement and flexibility that would otherwise be impossible.
Legendary Hero Benefits
As a Water Legendary Hero, Azura grants +3 HP and +4 Res to Water-blessed allies during Water season, increasing their survivability. Additionally, Azura also grants increased scoring to Water-blessed allies during Water season in Coliseum modes, helping players reach higher tiers and rankings.
Weaknesses
Abysmal Overall Stats / Base Stat Total
Azura’s 139 BST ties Performing Arts Shigure, Hoshidan Summer Micaiah, and Hoshidan Summer Elincia for the lowest BST in the game. As such, Azura’s combat performance leaves much to be desired, though Prayer Wheel helps with damage output and survivability against red enemies.
Competition
For better or worse, Legendary Azura’s reign as the undisputed queen of refreshers has long been over. Nowadays, Azura faces immense competition from Mythic refreshers (Peony, Triandra, Plumeria, and Mirabilis), refreshers with different utility (such as New Year Peony), and refreshers with three movement (such as Masquerade Sigurd and, ironically, Hatari Azura).
Legendary Hero Restrictions
Azura only increases Lift loss reduction on Defense and Lift gain on Offense if Water is one of the current seasonal elements. While well-made Defense Keeps can typically manage with lower Lift loss reduction, lower Lift gain is detrimental no matter how consistent and well-made Raiding Parties are.
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Prayer Wheel | A | Atk/Spd Push 4 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Hone Spd 4 |
S | Torrent Dance 3 |
Support :
Prayer wheels work amazingly with all the hone 4 (no matter if that's atk, spd etc, I just prefer speed since all the allies around her with benefit the +7 spd) as it will give +7 bonus to all the stats of the refreshed ally, with the condition of being aside her at the start of the turn.
Torrent dance or earth dance will pretty much do the same than hone 4 except the bonus will be +5 instead of +7 but with the high benefice of not needing to be aside her to get the +5 bonus to all the refreshed ally stats.
Offensive :
Atk/spd push 4 will help her survive and boost her atk/spd stats in case an enemy is nearby as long as she can one shot it, making her a bit more offensive without loosing all her formidable support skills.
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Blárblade+ | A | Life and Death 4 |
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Gray Waves | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 |
S | Heavy Blade 3 |
Is the same you can do with every high attack or speed blue tome, in this case we want to take advantage of her great base speed
IV: Atk+, Spd+/HP-, Def-
Weapon: Blárblade+/Juicy Wave+(Spd)/Juicy Wave+(Atk)
Assist: Gray Waver/Ardent Sacrifice/Flexible
Special: Glimmer/Moonbow
Passive A: Life and Dead 4/Life and Dead 3/ Fury 4/Fury 3/ Swift Sparrow 3/Swift Sparrow 3/Dead Blow 4/Dead Blow 3
Passive B: Desperation 3/Chill Res 3
Passive C: Odd Wave Atk 3/Even Wave Atk 3/Atk Smoke
Sacred Seal: Heavy Blade 3/Swift Sparrow 2/Dead Blow 3/Brazen Atk/Spd 3/Even Wave Atk 3/ Atk Smoke 3
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Prayer Wheel | A | Fury 3 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Hone Spd 4 |
S | Guidance 3 |
Atk bane isn't preferred, but isn't the end of the world b/c she is a top tier support unit. Fury 3 helps boosts her overall bulk which comes in handy when she is forced to attack. Can take at minimum 1 shot from any mage with her Res at 31, other than strong greens.
Hone Spd 4 works incredibly well with PW and Gray Waves, granting +7 Atk/Spd/Def/Res for one turn along with the extra movement for infantry and flying allies. G3 seal further expands the mobility of infantry and armored allies. This build really opens up the majority of maps and allows me to be very creative.
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Prayer Wheel | A | Fury 3 |
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Gray Waves | B | Aerobatics 3 |
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Moonbow | C | Atk Tactic 3 |
S | Def Tactic 3 |
HP Boon was not my choice. Would have preferred ATK or even Res Boon considering how she normally gets used. This is nothing special here. I don't typically use her on just flying teams, and if I do I switch her to a Flyer Emblem build.
This is a pretty cut and dry full support build where you can toss her onto pretty much any team and she gets to work. Atk and Def are the most important stats usually so you prioritize those. I know you technically need only 1 for Gray Wave's effect, but I don't like my units so naked on their first turn. This also means I get to buff more than just the 1 unit I am dancing, so in general I think it's actually more versatile to have both on her (and yes, sometimes I do Atk/Res tacts instead).
Aerobatics is a no-brainer, and can't tell you how many creative manuevers this has allowed. For mixed teams, I can't think of I skill I'd actually want to switch this out for unless I am using Guidance seal instead.
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Prayer Wheel | A | Defense +3 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Atk Tactic 3 |
S | Drive Atk 2 |
[Merged +1]
She almost never sees combat unless I'm using autobattle, to be honest. She's simply too useful as a buffer/refresher. For the record, I use her to train new units that I want to build. It lets them rip through the training grounds at record speed.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Blue Tome Users Only
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50 | 2 | 4 |
![]() Blue Tome Users Only
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100 | 2 | 6 |
![]() Blue Tome Users Only
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
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1 | 400 |
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1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Flying Only
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70 | A |
![]() Flying Only
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150 | A |
![]() Flying Only
Unlocks at 5 ★ |
300 | A |
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60 | B |
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120 | B |
![]() Only inheritable by flier units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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