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Legendary Azura

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Analysis by Chibi_Chu
Legendary Azura - Vallite Songstress

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
139
HP 33
ATK 30
SPD 35
DEF 17
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 13 5 6 3 4
Middle 14 6 7 4 5
High 15 7 8 5 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

Let the show begin! (General Purpose / Aether Raids Offense)

Build by Chibi_Chu
Recommended
Prayer Wheel (+Eff) A Atk/Spd Push 4
Alternate: Fury (3 or 4)
Gray Waves II B Wings of Mercy 3
Moonbow C Guidance 3
Alternate: Ground Orders 3
IVs

+Atk or +Spd / -HP or -Def or -Res

SAerobatics 3
Alternate: Air Orders 3

Show Explanation/Analysis

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)

Build by Chibi_Chu
Recommended
Prayer Wheel (+Eff) A B Duel Flying 4
Alternate: B Duel Flying 3
Gray Waves II B Wings of Mercy 3
Alternate: Aerobatics 3
Aether
Alternate: Ruptured Sky
C Guidance 3
Alternate: Ground Orders 3
IVs

+Atk or +Spd

SAerobatics 3
Alternate: Guidance 3

Show Explanation/Analysis

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)

Build by Chibi_Chu
Recommended
Prayer Wheel (+Eff) A Fortress Res 3
Gray Waves II B Aerobatics 3
Alternate: Wings of Mercy 3
Moonbow C Ground Orders 3
Alternate: Guidance 3
IVs

+Spd / -Atk

SFortress Res 3
Alternate: Aerobatics 3

Show Explanation/Analysis

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.

Weapon Skills

Weapons SP Rng. Mt.
Light
Blue Tome Users Only
50 2 4
Ellight
Blue Tome Users Only
100 2 6
Shine
Blue Tome Users Only
200 2 9
Prayer WheelGrants Spd+3. If a skill like Sing or Dance is used, grants bonus to target's Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.)
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SingEnables target to take another action. Cannot be used on units with Sing or Dance
Learns by default at 5 ★
1 150
Gray WavesGrants another action to target ally, and if target is an infantry or flying ally, target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)
1 400
Gray Waves IIGrants another action to target ally, and if target is an infantry or flying ally, grants 【Null Panic】to target and target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)  【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
1 400

Passive Skills

Passive Skills SP Slot
B Duel Flying 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Flying Only
70
A
B Duel Flying 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Flying Only
150
A
B Duel Flying 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stats total calculation excludes any values added by merges and skills.)
Flying Only
Unlocks at 5 ★
300
A
Aerobatics 1If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60
B
Aerobatics 2If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120
B
Aerobatics 3Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Only inheritable by flier units.
Unlocks at 5 ★
240
B
Atk Tactic 1At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
60
C
Atk Tactic 2At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
120
C
Atk Tactic 3At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Fates

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