- Default
- Attack
- Special
- Injured




New Year Azura - Celebratory Spirit |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 14 | 5 | 8 | 4 | 3 |
Middle | 15 | 6 | 9 | 5 | 4 |
High | 16 | 7 | 10 | 6 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 33 | 27 | 32 | 19 | 22 |
Middle | 37 | 30 | 35 | 22 | 26 |
High | 40 | 33 | 38 | 25 | 29 |
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 |
---|---|---|---|---|
Before looking at movement and unit type, Azura has a very strong Speed stat and a lowish Attack stat, rounding out with a low Defense and decent Resistance. In the end, her IVs matter less than a strictly combat unit due to her utility as a team support.
Boons
- +SPD: This will always be the best choice for NY Azura- the less she's doubled, the more survivability she has, which is key to any dancer's viability on the field. It also allows her to be a more formidable combat unit on her own by increasing her doubling potential.
- +ATK: Her second-best boon, which can help with her lower damage. This is only good if you intend to have her get into a few skirmishes, but she works nicely as a blue-check with the proper boon.
Neutral
- DEF: Lowering her Defense will worsen her combat capabilities, but it's not quite important enough to want a boon in. Keeping it neutral is your best bet.
- RES: This also works best as neutral, particularly if you're going with an expensive DC build. You can take a bane in it otherwise.
Banes
- -HP: The universal 'good bane', -HP works for NY Azura because she likes to either keep or increase the rest of her stats.
Skill Sets
Full Support
![]() |
Hagoita+ (+Spd) | A | Fury 3 |
---|---|---|---|
![]() |
Sing | B | Flier Formation 3 Alternate: Wings of Mercy 3 |
![]() |
Moonbow | C | Hone Fliers |
IVs | S | Fortify Def 3 |
- Preferred IV: +SPD or +RES or +ATK / -HP or -DEF or -RES
- Weapon: Hagoita+ (+Spd)
- Assist: Sing
- Special: Moonbow / Iceberg
- Passive A: Fury / Triangle Adept / Swift Sparrow
- Passive B: Flier Formation / Wings of Mercy / Geyser Dance
- Passive C: Hone Fliers / Guidance / Drive Spd
- Seal: Fortify Def / Guidance / Atk Ploy
Azura is optimized to support fliers and this set will allow her to do so to her full capacity- though with a few small tweaks, it can also work to support her infantry and armored allies as well.
With the suggested set, Azura can not only Sing but also offer her nearby flier allies +6/+6/+6/+2 buffs during combat. If Geyser Dance is inherited, she can use Atk Ploy in her seal slot and offer one ally +6/+6/+6/+6 after dancing them. Flier Formation is still preferred due to the remarkable synergy with flier emblem- this dramatically increases her mobility with an all flier team, allowing her to teleport as many as three spaces away to dance a unit four spaces away.
If using her with infantry or armored allies, Wings of Mercy or Geyser Dance would likely be preferred, as well as utilizing Guidance in either the C slot or seal slot for increased mobility. Drive Spd is an interesting option in the C slot, as it will pair with her weapon to offer her nearby allies +0/+3/+2/+2 in buffs, which can be very nice for more defensive units.
Her Special and A slot are more about using her offensively and don't matter quite so much, though she has the Resistance to counter blue mages and utilize Iceberg while having the Speed to make the most of Swift Sparrow. Triangle Adept will likely be your safest bet and will help her to fall into the comfortable niche of TA dancers.
Combat Capable
![]() |
Slaying Axe+ (+Spd) Alternate: Ardent Service+ (+Spd) |
A | Swift Sparrow (2 or 3) |
---|---|---|---|
![]() |
Sing | B | Desperation 3 |
![]() |
Luna | C | Hone Fliers Alternate: Fortify Fliers |
IVs | S | Swift Sparrow 2 Alternate: Darting Blow 3 |
- Preferred IV: +SPD or +RES or +ATK / -HP or -DEF or -RES
- Weapon: Slaying Axe+ (+Spd) / Ardent Service (+Spd)
- Assist: Sing
- Special: Luna / Moonbow
- Passive A: Swift Sparrow / Distant Counter / Fury
- Passive B: Desperation / Quick Riposte / Wings of Mercy
- Passive C: Hone Fliers / Fortify Fliers
- Seal: Swift Sparrow / Quickened Pulse
Being able to receive +6 buffs ensures that New Year Azura is absolutely a combat capable unit, despite her lower stat total. With this set, her Speed can be in the upper 40s, which helps her to double for a Luna or Iceberg proc, which will further add to her damage.
Iceberg will offer you a guaranteed +13 damage, whereas Luna will do more damage if your opponent has higher defenses- Luna is generally preferable except in niche cases, or if your Azura has a +RES IV.
Swift Sparrow supplements both of her offensive stats nicely, giving her an instant +4 to her impressive Speed and +4 to her previously-mediocre Attack power for a fast green nuke. However, you can also run DC here if you'd like to utilize her decent Resistance stat- with this, Quick Riposte would be ideal, as it helps her to take down fast ranged units who ordinarily she wouldn't be able to double, such as Nino, Delthea, and Linde. Emerald Axe is also optimal with a DC build so that she can reliably counter Reinhardt and other blue mages who may threaten your team.
Her Resistance is almost too low to be able to recommend Def Ploy, but if your Azura is +RES, it becomes a far more attractive option. Hone Fliers or your team buff of choice is also a good option to have, which will allow her to function as more of a hybrid support/damage unit.
Finally, her seal will help her to increase her Speed and Attack when initiating combat up to 44 (with +Speed boon and Speed forge). Alternatively, she can run Quickened Pulse alongside Glacies in order to proc it quickly during her first combat.
Introduction
As the first flying dancer, Azura is previously uncharted territory. She boasts the same offensive stats as Shanna, with high Speed and low Attack, though her defenses are poorer. This makes her a fast green axe flier, which is a rarity in FEH. While she should predominately be played as a support unit, her Speed and not-insignificant Attack allows her to duck into combat in a pinch and put in some work against blue units, particularly mages and dragons.
Don't let her lower stat total fool you, either- Azura is one of the only dancers capable of receiving emblem buffs, meaning that on a flier team she can potentially be defensively buffed +6/+6 to cover her weaker defenses, as well as offensively buffed (if you have another Hone Flier unit) to reach an ATK/SPD of 36/41 before weapon or IVs are counted. All of this together means that her combat capabilities are more than meets the eye if played on a team that can support her as she supports them.
Even if you aren't playing her on a flier emblem team, her mobility allows for significant control over the battlefield and she'll be able to uniquely assist your other units: not only can she passively buff nearby teammates by +2 Defense/+2 Resistance, and not only can she fly over forest or rocky terrain to dance her teammates, but she can also equip the Guidance seal, allowing for incredible team maneuverability on the battlefield.
Strengths
Support Capabilities
Her support utility is very unique- capable of not only dancing but also buffing her allies through her default weapon and B and C slot skills
She also can help her infantry or armor team with their initial movement through the usage of Guidance
Good Speed
Her decent Speed helps to prevent her from being doubled in combat, which helps to offset her squishiness
This also makes her decent to use offensively in a pinch, as she's more inclined to double her opponent than many other green fliers
Decent Res
Like all other Azuras, NY Azura has a decent res stat, which allows her to soak a little damage from blue dragons and mages
She works decently as a Nowi bait/counter and can work to bait other blue mages with some care
An unbuffed +10 +ATK IV Death Blow 3 Reinhardt leaves neutral unmerged NY Azura at 1 HP
Weaknesses
Poor Defenses
Azura will not be tanking much, nor is she capable of trading many blows. Her Speed may save her from being ORKOd by blues, but her defenses aren't going to give her any sort of sustain if she sees combat too many times
Her low HP puts her at risk of being panicked if you rely on buffing her to clear out enemy blues
Subpar Attack
Her Attack leaves something to be desired at 30 neutral. While it's higher than some units, it's generally right on the brink of usability.
She will not be your main damage dealer by any means and may have difficulty killing bulkier blue units
Default kit does not benefit her
NY Azura has no skills or weapon effects that benefit her as a unit- everything she comes with revolves around supporting her teammates.
While this makes her a great out-of-the-box support unit, it offers her poor utility in terms of being a standalone fighter
![]() |
Slaying Axe+ (+Spd) | A | Swift Sparrow 3 |
---|---|---|---|
![]() |
Sing | B | Wings of Mercy 3 |
![]() |
Galeforce | C | Def Smoke 3 |
S | Heavy Blade 3 |
Running the same concept as Phina or Silvia Galeforce dancers, but with twist. Being a flying unit, she's capable of superior terrain movement and other unique flier supportive buffs such as Guidance and Air Orders. It also allows better team type spread if running Stat Tactic 3 buffs with two Infantry users already on the team.
Pairing her with Galeforce powerhouses like Legendary Leif and either Silvia or Phina allows for a 6 man K.O. combo in places like Aether Raid offense with only 3 units. This frees up the two extra team slots for season buffers like Eir or Naga that do not have any purpose other than to Smite and buff scores. Simply get Leif to stand on a Bolt Trap or to attack a unit who can counter for 25% or more of his health without K.O.ing him. This triggers Wings of Mercy on your supporters so they can K.O. a unit next to them before using Sing/Dance on Leif. You can chain Galeforce + Dance/Sing combo on up to 6 attacks, essentially wiping an entire team in one turn without losing a single unit for maximum score. Otherwise, simply adding her to any team for the K.O. + Sing combo can add to the units defeated in a single turn offensive.
![]() |
Hagoita+ (+Spd) | A | Fury 3 |
---|---|---|---|
![]() |
Sing | B | Wings of Mercy 3 |
![]() |
Moonbow | C | Goad Fliers |
S | Flier Formation 3 |
~Refreshing^3~ (merged +1)
Refresher describes her New Year theme, her usual dancer support, and her being a great buffer and actual combat unit compared to the average dancer. Her natural Hone Fliers will always be good tech with Bladetome S!Corrin, but Goad is also nice so her Fury boasted stats can better soak Chills for Elincia or Eir.
![]() |
Giant Spoon+ (Spd) | A | Triangle Adept 3 |
---|---|---|---|
![]() |
Sing | B | Wings of Mercy 3 |
![]() |
Moonbow | C | Hone Fliers |
S | Flier Formation 3 |
An ordinary player would use Wo Gun instead because it's the exact same weapon, but at the time I had never summoned Libra and wanted to get rid of my S!Alfonse. Haigoita is still effective for support purposes.
![]() |
Hagoita+ (+Spd) | A | Iote's Shield |
---|---|---|---|
![]() |
Sing | B | Wings of Mercy 3 |
![]() |
Moonbow | C | Atk Tactic 3 |
S | Res Tactic 3 |
Azura doesn't have a defined A slot skill, besides triangle adept and fury, both of which put her at a disadvantage during long PVE content in story or GHB battles with reinforcements. Iote's shield is serviceable and the sacred seal of it can be used on actual combat units, as your priority is to keep you dancer safe and at the ready :)
![]() |
Ardent Service+ (+Spd) | A | Atk/Spd Bond 3 |
---|---|---|---|
![]() |
Sing | B | Chill Spd 3 |
![]() |
Moonbow | C | Res Tactic 3 |
S | Guidance 3 |
A similar build for Azura has already been uploaded, however its a bit unpolished. Full emblem teams of any kind tend to be quite expensive to build, but it’s perhaps most pronounced with fliers, as few fliers come fully equipped with all the skills they’d like- many require a complete overhaul to their kits, and the skills they want are often only found on 5* exclusive units. Thus Azura’s potential is perhaps at least as great on a mixed armor/infantry team as a support unit with guidance and tactic skills.
Ardent service is a phenomenal weapon that, in many ways, acts like Eirika’s refined Sieglinde, though probably the inferior of the two. This is amazing for both supporting her team as well as improving her own, already decent combat potential.
Moonbow is the obvious special of choice, as its quick activation will typically outweigh the benefits of a longer, more powerful special. Furthermore, none of her stats are phenomenal enough to justify using iceberg or draconic aura, for example. Glimmer is another option, however, as Azura lacks a remarkable attack stat, moonbow is typically the better choice.
Atk/Spd bond is an expensive, but useful skill for azura as it increases her offensive potential, however Spd/Def bond may be potentially a better option, as keeping Azura alive is far more important and wise than using her to land kills. Fury and Triangle Adept are other, less expensive options that also work perfectly well.
Azura’s B slot is much more open than many units, as her dancer status means that she would much rather support her team than engage in combat herself. Chill skills are an obvious choice, however she can also function well with Wings of Mercy or Desperation. The later can be especially useful if running Fury in her A slot.
Her C slot is quite flexible, however Spd Tactic is undoubtedly the best option. The unit creator doesn’t seem to have it as an option though, so Res Tactic is listed instead. Guidance can be run here instead, however it is a far more exclusive skill, and Spd Tactic is not available as a seal, so this is typically less than optimal. Wave skills are another, albeit expensive option, however they typically are outclassed on her by the above skills.
Guidance is a no-brainer for a support flier like Azura. As mentioned above, this can be run in her C slot instead, however this is typically not the best option. However, should you choose to do so, a tactic skill is again probably the best option.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Inheritable by Axe users only.
|
50 | 1 | 6 |
![]() Inheritable by Axe users only.
|
100 | 1 | 8 |
![]() Inheritable by Axe users only.
|
200 | 1 | 10 |
![]() Learns by default at 5 ★ Inheritable by Axe users only.
|
300 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
---|---|---|
![]() Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | B |
![]() Non-inheritable by Staff-wielding units.
|
100 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | B |
![]() Inheritable by all units.
|
50 | C |
![]() Inheritable by all units.
|
100 | C |
![]() Only inheritable by flier units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
---|