Table of Contents
- Default
- Attack
- Special
- Injured
| Ayra - Astra's Wielder |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 6 | 10 | 6 | 3 |
| Middle | 19 | 7 | 11 | 7 | 4 |
| High | 20 | 8 | 12 | 8 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 37 | 30 | 34 | 28 | 18 |
| Middle | 41 | 33 | 37 | 31 | 21 |
| High | 44 | 36 | 40 | 34 | 24 |
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 |
|---|---|---|---|---|
Boons
-
+SPD: This is by far Ayra’s best boon, as not only does it allow her double a huge majority of units, but even increases her damage output with Regnal Astra.
-
+ATK: Not as good as +SPD, but a decent alternative to increase Ayra’s damage output if +SPD is unavailable.
Neutral
-
DEF: At 31 base Defense, Ayra has pretty solid physical bulk. As she primarily deals with melee threats, a bane is not ideal.
-
HP: Due to being a superbane (-4 to the stat), a -HP bane is not ideal, particularly because this will impact both physical and magical bulk.
Banes
- -RES: As Resistance is her lowest stat, Ayra functions best with a -RES bane. There are a few non-blue magical damage threats that can potentially KO Ayra in one hit, but she can typically play around this with clever play due to her mixed phase capabilities.
Skill Sets
Queen of Blades (Mixed Phase Generalist)
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Slaying Edge+ (+Spd) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Regnal Astra | C | Even Spd Wave 3 Alternate: Spd Smoke 3 |
| SP | 1,895 | S | Quickened Pulse |
- Preferred IV: +SPD or +ATK / -RES
- Weapon: Slaying Edge+ (+Spd)
- Assist: Reposition
- Special: Regnal Astra
- Passive A: Distant Counter
- Passive B: Wrath
- Passive C: Even Spd Wave / Spd Smoke / Flexible
- Sacred Seal: Quickened Pulse
Ayra’s defining feature is her unique Special Regnal Astra, and this build aims to maximize its usage. Combining a Slaying Edge with the Quickened Pulse Seal allows Ayra to activate her Special twice in a single combat (assuming she doubles her opponent). Another benefit of running Quickened Pulse is that because Ayra starts with her Special already charged, she can still activate it on Enemy Phase against enemies with Guard, potentially allowing her to overwhelm them with a Wrath-powered Regnal Astra.
One of the important facets of running a Slaying Edge is that the refine grants a +5 HP boost. This increases Ayra’s mixed bulk enough that she can easily run Distant Counter without having to worry about being constantly KO’d in a single hit by magic damage (aside from blue enemies). Having Distant Counter vastly increases Ayra’s versatility, as she has enough Speed to attack enemies on Player Phase if they’re too dangerous on Enemy Phase, or vice versa.
Wrath has powerful synergy with this build. A huge portion of Ayra’s damage output comes from her Special, and Wrath adds a significant +10 damage boost onto that. Once Ayra enters the HP threshold, she also benefits from the Special cooldown reduction as it allows her to have Regnal Astra charged at the start of each turn.
Even Spd Wave grants a huge +6 buff to Speed, which is a big boost for Ayra due to it increasing her ability to double as well as increasing her Regnal Astra damage. Spd Smoke is a good alternative to debuff enemies to help ensure Ayra’s Speed advantage. However, neither of these are essential to this setup, and can be replaced as needed to suit the team.
Shooting Star (Offensive Nuke)
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Wo Dao+ (+Spd) Alternate: Ayra's Blade |
A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 Alternate: Wrath 3 |
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Regnal Astra | C | Even Spd Wave 3 |
| SP | 1,625 | S | Flashing Blade 3 |
- Preferred IV: +SPD or +ATK / -RES
- Weapon: Wo Dao+ (+Spd) / Ayra’s Blade
- Assist: Reposition
- Special: Regnal Astra
- Passive A: Swift Sparrow / Fury / Life and Death
- Passive B: Desperation / Wrath
- Passive C: Even Spd Wave / Flexible
- Sacred Seal: Flashing Blade / Quickened Pulse / Attack +3
This set is focused around maximizing Ayra’s offensive prowess via her Regnal Astra Special. The Flashing Blade seal allows her to replace her base Ayra’s Blade with Wo Dao, allowing her to combine +10 damage with Desperation. Using her base Ayra’s Blade will result in less burst damage, but the +10 damage from Wo Dao can be matched thanks to Ayra’s Blade having 2 highter Mt at base as well as running an Attack +3 Seal (assuming Ayra attacks twice).
For a purely Phase Phase-oriented setup, Ayra’s base Swift Sparrow and Desperation are typically her best options. For a more aggressive, burst-damage oriented approach utilizing a Wo Dao, Swift Sparrow can be replaced with either Fury or Life and Death, and Desperation with Wrath. Fury gives slightly less offensive stats than Swift Sparrow, but being able to work on both phases is important if running Wrath. Also, the recoil damage gives Ayra a small push to help ensure that she can safely enture Wrath’s HP threshold. Life and Death gives more offensive stats than Swift Sparrow, and the -5 penalty to Ayra’s defenses is mitigated by the +5 HP granted by using a refined weapon. The choice between Fury and Life and Death is mostly up to preference.
Running Wrath along with a Wo Dao means that Ayra gains a whopping +20 damage onto her Regnal Astra activations, often enough to completely obliterate enemies outright. This setup is best paired with the Quickened Pulse seal to help expedite Regnal Astra’s initial activation before Wrath is activated.
Burnination (Offensive Nuke)
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Firesweep Sword+ | A | Life and Death 3 Alternate: Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Chill Def 3 Alternate: Chill Spd 3 |
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Regnal Astra | C | Even Spd Wave 3 |
| SP | 2,095 | S | Flashing Blade 3 |
- Preferred IV: +SPD or +ATK / -RES or -HP or -DEF
- Weapon: Firesweep Sword+
- Assist: Reposition
- Special: Regnal Astra
- Passive A: Life and Death / Swift Sparrow
- Passive B: Chill Def / Chill Spd / Swordbreaker / Hit and Run
- Passive C: Even Spd Wave / Flexible
- Sacred Seal: Flashing Blade
Just like all of her other sets, Ayra can run a powerful Firesweep set thanks to Regnal Astra. The Flashing Blade seal is an important portion of the power of this build, as it allows her to activate Regnal Astra every combat assuming that she can double.
Life and Death offers slightly more offensive stats than Ayra’s base Swift Sparrow, and the defensive stat penalty is mostly mitigated since the whole point of Firesweep sets is to never get hit. Swift Sparrow is still a good option, however.
Since Firesweep allows Ayra to avoid relying on Desperation to safely double, she has a variety of options for her B skill. Chill Def’s -7 Defense debuff results in a huge damage boost for Ayra (+14 if she doubles). This is particularly useful considering that the enemy that gets hit by Chill Def is typically the one that Ayra wants debuffed anyway. Chill Spd doesn’t directly increase Ayra’s damage, but it does allow her to secure doubles against incredibly speedy foes. Swordbreaker is a cheaper alternative that provides a similar benefit, as the speediest enemies tend to be sword users. Finally, Hit and Run allows for Ayra to safely retreat after combat to help keep her alive through Enemy Phase.
Introduction
Ayra sets a strong standard by which all myrmidons in Fire Emblem Heroes are judged, and with good reason: she has a strong mix of offensive stats, enough defensive bulk to be very difficult to KO, and a remarkably powerful unique Special, Regnal Astra. One of the strongest features of Regnal Astra is its low cooldown; with a cooldown of 2, its only competition is Moonbow and Glimmer, neither of which are particularly likely to consistently match Regnal Astra’s damage output alone.
Although Ayra has her own unique weapon, the aptly named Ayra’s Blade, it’s actually not particularly strong compared to conventional weapons like Slaying Edge. The reason for this is Regnal Astra’s low cooldown; Ayra’s Blade works best in a purely Player Phase oriented build, but running a Slaying Edge allows her to excel on both phases. The extra HP from using a refined weapon is extremely useful as well for increasing Ayra’s bulk enough to be very survivable.
Overall, Ayra is an exceptionally powerful unit that doesn’t have very many weaknesses. Her offensive power sets a standard that many other units have to take into consideration - there is a reason that Ayra is one of the units that comes to mind when considering what a particular unit can handle in terms of matchups (and is one of the reasons that Guard is so useful).
Strengths
Regnal Astra
Ayra’s defining feature, Regnal Astra is the keystone of her damage output. The combination of its low cooldown and strong damage output (due to its synergy with her high Speed) result in a very potent Special that is capable of taking down a huge number of enemies.
Strong Offenses
Ayra’s base 33/37 offenses are quite strong, especially considering that she typically gets a boost from using a refined weapon (usually +3 Speed). She is fast enough that she can reliably double all but the fastest units.
Good Bulk
This is mostly a consequence of Ayra preferring to use a refined weapon over her unique Ayra’s Blade, as the +5 HP pushes her 72/62 base physical/magical bulk to a much stronger 77/67.
Great Base Kit
Ayra’s base kit is good enough to be a fully functional build all by itself, though it can certainly be improved upon with Skill Inheritance.
Versatile
Ayra is exceptionally powerful at mixed phase combat, and this offers her a ton of versatility with which to engage enemies.
Infantry
While Ayra doesn’t derive much benefit from Infantry Rush due to Regnal Astra’s low cooldown, she can benefit greatly from Infantry Pulse support as it allows her to run a Sacred Seal other than Quickened Pulse.
Weaknesses
Poor Resistance
While Ayra has decent magical bulk thanks to her HP (particularly if using a refined weapon), her Resistance is low enough that magical damage is a significant problem (particularly from blue enemies).
Infantry
The downside of being an infantry unit is that Ayra doesn’t have access to unique buffs of other class types, and lacks the superior mobility of fliers and cavalry.
Reliant on Specials for Damage
Regnal Astra is very powerful, but Ayra is highly dependent on it as her main source of damage; enemies that can prevent her from utilizing it (such as with Guard) can be a serious issue, though this can be circumvented with smart play.
Team Options
Counters
-
Tanky Blues: Ayra struggles to deal significant damage against tanky blues like Nowi, Gwendolyn, and Fallen Hardin despite her strength.
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Guard: One of the most reliable ways to shut down Ayra’s damage output is to stop her from repeatedly activating Regnal Astra with Guard; good users include Lukas, Shiro, and Hinata.
-
-
Magic Damage: Ayra’s low Resistance can make her an easy target for strong magical damage threats like Reinhardt, Tiki (Adult), Ishtar, and Lilina.
-
Heavy Nukes: Despite her good bulk, Ayra will still succumb to heavy damage pressure that can circumvent her fantastic Speed from units like Alm, Zelgius, Nephenee, Tana, and Ephraim.
- Debuffs: Ayra’s low Resistance makes her an easy target for dedicated debuffers like Arvis, Katarina, Saias, Lute, and Gunnthrá.
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Ayra's Blade | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Aether | C | Infantry Pulse 3 |
| S | Distant Def 3 | ||
Ike's Successor
Ayra has seen what Ike could do when released and builds upon that.
The plan is simple: bait an unit that Ayra can double and survive, charge Aether up, unleash upon the next unit that is foolish enough to approach (priority with vantage if Ayra is at <= 75% hp after said bait). Alternatively engage an unit Ayra can double, not die to it, kill said unit, charge Aether and be under 75% hp. For the next bait Ayra should decimate its victim thanks to the -50% defense from aether and gain half hp of the enemy's health (assuming that unit is at max hp).
This build has its counters, be wary of units that can negate vantage (such as firesweep bow/lance, windsweep skill, hardy bearing, and Sacae's blessing).
This build is more useful in endurance-testing content such as tempest trials, squad assault etc.
Ayra's great stat should not be tampered with since she has great overall bulk and speed, her only bad stat is res at 21 and that is still pretty decent compared to some other units, that is why the distant defense seal was chosen.
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Ayra's Blade | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Regnal Astra | C | Threaten Spd 3 |
Ayra is a unit similar to the Brave units where you really don't have to give her too many new abilities.
I would just give reposition and threaten spd to balance out her current build. However if you want something a bit different you could give her some of these skills.
A skills: Life and Death 3, Fury 3, death blow 3 or if you have a +def you could even go with steady stance since when she would get attacked she would have 40 def which can be better than some of the armored units in the game.
B skills: Vantage 3 if you want a build more for enemy phase, Wings of Mercy or Escape Route 3 (just for the lols), or even renewal if you have a more defensive build. Now I'll mention it but wrath 3 and shield pulse but I don't like to recommend abilities than are locked on 5 star units but its an option for those who have it.
C skills: Threaten skills are the most go to, and you could go hone or spur depending on your teams needs. If you want to have something a bit more unique you could go for a ploy skill preferably spd or atk and if you have a Sigurd you could give her spd smoke which would probably be the best ability for her for her c slot.
As for a seal quicken pulse would be the best but atk smoke, attack and speed +3 would all be good options. Again if you have a +def you could also put a defense +3 on her too since that brings her to 37 and with buffs and abilities she can get up to at least 47 def which is really good.
In terms of support skills reposition is by far the best for her regardless of the build you give her but ardent sacrifice and reciprocal aid are options to help her activate abilities like vantage, desperation and wrath.
Just keep Regnal Astra because its unique to her and is better than anything else you could give her.
Ayra is a character that regardless of bane is still amazing, yeah getting a atk and spd bane are the worst but you can give her abilities that easily fix it but also make it better than some other units in the game. If you get her she will definitely take the spot as one of your main team members due to her versatility and power that she has. She is arguably one of the best characters in the game .
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Ayra's Blade | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Regnal Astra | C | Hone Spd 3 |
| S | Attack +2 | ||
when you get ayra in 13 orbs
if I was able to, I'd slap on distant counter to make her the ultimate sword unit. otherwise, swift sparrow is great
a fun option for special is galeforce, which turns her into an infantry brave Roy. I also have her supporting performing azura for more sweeping potential
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Ayra's Blade | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Wings of Mercy 3 |
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Regnal Astra | C | Threaten Spd 2 |
| S | Atk Smoke 1 | ||
It's pretty much a standard Ayra with an edge towards enemy phase and "support". The original build was going to use Galeforce, and it's intended more for Arena Defense, though so far it works well in player hands. There's not too much to say- Regnal Astra and Swift Sparrow are part of her base kit, Wings of Mercy adds some cheese, and Threaten Spd 2 helps assure her weapon's effect kicks in.
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Brave Sword+ | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Regnal Astra | C | Atk Smoke 3 |
| S | Brash Assault 3 | ||
? SMOrc ?
classic ?? desperation/brash assault (+ brave sword) combo ????
?x4 brave sword ????
classic ?? positioning skill (can be draw back, swap) ??
?⏩⏩ regnal astra is a free super strong skill ⏩⏩ it can even activate twice per initiation if already charged ?⏩⏩? ☠☠☠ (can use galeforce if u want to memify this ??)
?? +atk is the most important boon (+12 dmg), but it should be fine without -atk ??
swift sparrow works too ??
with BA it's worse than db3 (but it does buff the special) ?? could also use fury 3, which helps get into badesp range ??
?? desperation is obviously needed for the combo, but I guess it wouldn't be terrible to run something like wrath if you dont want to use this build ?
?❓❓
doesnt really matter, mostly team dependent or a smoke skill ?
? again you need ba seal for combo, but if you dont want to use this build you could use something like atk+ ?
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Night SkyBoosts damage dealt by 50%.
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
AstraBoosts damage dealt by 150%.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
Regnal AstraBoosts damage dealt by 40% of unit's Spd.
(Skill cannot be inherited.)
Unlocks at 5 ★ Non-Inheritable skill.
|
500 | 2 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
50 | B |
| Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
|
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