Overall Rating
Analysis by Elegear
Azama - Carefree Monk


Obtainable as a 3 - 4 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 43
ATK 21
SPD 26
DEF 32
RES 25
Stat Variations
Level 1 Stat Variation
Low 18 3 6 7 5
Middle 19 4 7 8 6
High 20 5 8 9 7

Level 40 Stat Variations
Low 40 18 23 29 22
Middle 43 21 26 32 25
High 46 24 30 35 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.


  • The safest option for Azama woul be to utilize the +Defense boon to bring his defense stat up to 35, making him very difficult to kill.

  • Due to resting at a base of 25 points, the +Resistance IV will grant Azama 4 points in said stat, making him a better overall tank.

  • Should you seek for more consistent Panic Ploy or Infantry Pulse triggers, the +HP boon will help with that as well as increase his overall damage soak.

  • If you're crazy, use the +Attack IV.


  • -Attack, duh

  • In the rare case that you're feeling like an absolute madman/madwoman, the -Speed bane can be taken if you're looking forward to using a Wrathful Staff Azama. Insane.

Skill Sets
Carefree Nihilism (Utility + Support)
Dazzling Gravity+ A Close Counter
Budget: Fortress Def 3
Budget: Rehabilitate
B Guard 3
Miracle C Infantry Pulse 3
Budget: Threaten Atk 3
SP1,860SPanic Ploy 3

Show Explanation/Analysis
  • Preferred Nature: +Defense, +HP or +Resistance / -Attack
  • Weapon: Dazzling Gravity+
  • Assist: Recover+ / Rehabilitate+
  • Special: Miracle
  • A Slot: Close Counter / Fortress Defense
  • B Slot: Guard
  • C Slot: Infantry Pulse / Player's choice
  • Sacred Seal: Panic Ploy

A completely utility-based set for Azama. His prefered nature is entirely dependent on the player. +Defense and +Resistance pushes her bulk to greater heights, giving Azama a better survival rate against multiple enemies. The +HP IV is equally good, giving him a better overall damage soak, as well as a higher Infantry Pules and Panic Ploy range.

Close Counter is taken to take advantage of Azama's good physical defense, letting him apply debuffs on the enemy phase. Handy indeed. Fortress Defense (or its budget option Defense +3) can be used instead if effective tanking is what's seeked.

Guard is practically mandatory on any staff unit with low attack to grant the enemy wonderful debuffs without charging their special.

Finally, his C slot and Seal slot will be the HP-based skills Infantry Pulse and Panic Ploy to take advantage of his nice HP stat, as well as supporting his team immensely.

The Monk and his Alms (Budget Damage)
Dazzling Pain+ A Close Counter
Budget: Defense +3
Martyr+ B Guard 3
Miracle C Savage Blow 3
SP1,350SSavage Blow 3

Show Explanation/Analysis
  • Preferred Nature: +Defense or +Resistance / -Attack
  • Weapon: Dazzling Pain+
  • Assist: Martyr+
  • Special: Miracle
  • A Slot: Close Counter / Close Defense
  • B Slot: Guard
  • C Slot: Savage Blow
  • Sacred Seal: Savage Blow

A budget set focused on dealing as much damage as possible to the enemy team. Pain+ and Martyr+ are taken for this reason, with the latter giving Azama some nice self heal. Alm is not at all related.

Savage Blow 6 is taken to do what was just mentioned, alongside Pain+. The best thing about Pain+ is that it activates in the enemy phase as well, letting Azama deal 10 damage to the enemy so long as he enters combat that allows him to attack attack.

Guard allows Azama to appreciate combat without the involvement of Special Triggers, which is a great advantage.

Close Counter gives Azama the opporutnity to apply debuffs and whatnot to melee units, easing the kill or neutering them. As Pain+ triggers on the enemy phase, this weakens his foes even further. This can be replaced with Close Defense, Distant Defense, or their budget option Defense +3 for more effective tanking.

Behind Those Eyes (Attack)
Dazzling Fear+
Budget: Dazzling Slow+
A Attack Def +2
Budget: Attack +3
Martyr+ B Wrathful Staff 3
Miracle C Threaten Res 3
SP1,200SAttack +3

Show Explanation/Analysis
  • Preferred Nature: +Attack / -Speed
  • Weapon: Dazzling Fear+ / Dazzling Slow+
  • Assist: Martyr+
  • Special: Miracle
  • A Slot: Attack Defense +2 / Attack +3
  • B Slot: Wrathful Staff
  • C Slot: Threaten Resistance
  • Sacred Seal: Attack +3

Believe it or not, it is possible for Azama to reach respectable levels of attack. With this complete set, he will reach a pretty nice value of 42 attack!

This is basically the same set you'd run on a full-powered Elise or Genny, except.. it's on Azama.



  • Incredible overall bulk as a healer
  • Sacrifices all attack for the rest of his stats
  • A great guy overall


  • Sacrifices all attack for the rest of his stats
  • Low resistance for a healer

Azama, the Carefree Monk (aka absolute troll), is a staff unit with the most ridiculous bulk in the game.

This monk carries amazing defense, good resistance (compared to all heroes), a good speed stat for those in the 30 speed tier, and absolutely abysmal attack. This makes Azama a wall who heals his teammates, though one who does no damage.

Unless you choose to have him increase his attack, Azama will deal pitiful damage as he has the lowest attack stat in the game. This causes his healing to be much less potent than his classmates. On the flipside, the pro is that he will never be using Wrathful Staff, making Azama much more budget than the rest of the cast due to needing only Dazzling Staff on his weapon.

Overall, Azama is a fantastic physical wall and can heal his teammates quite well with just the Rehabilitate staff. If the lack of damage (unless focused on) does not bother you, then Azama may be who you're looking for!

  • Best defensive properties among healers

    • With 43 base HP, 32 defense, and 25 resistance, and 26 speed, Azama is tough to kill up front.
    • You can rest assured that a typical armoured unit won't be able to get past him.
    • To kill him in two hits, a physical unit will need 54 attack to complete the task.
    • Magical units (such as dragons) will instead need 47 attacks to two-shot him.
  • Decent damage soak

    • Although 26 speed is quite low for your usual unit, the hard-hitting-but-slow heroes will find it impossible to one-shot him, as they will need 75 attack to do so.
  • Healing potency is abysmal compared to his peers
    • Should you choose to utilize his base kit and a -Attack bane, Azama will receive a fantastic 28 attack.
    • His Martyr+ will heal for 14 points minimum.
    • Should you choose to give him Recover+, it will heal for a suprising 24 health points, which isn't at all bad depending on your team.
    • Rehabilitate+ will heal the same values as Rehabilitate.
Team Options

Azama works excellently with allies wielding Fortify Defense or Spur Defense, as this lets him tank even better. Another type of team that synergizes with him is units who utilize Threaten Attack or Attack Ploy, for the same reason as before.

Due to his low attack, Azama's only great healing skills are Rehabilitate+ (which heals the same as Rehabilitate) and Recover+. Thus, low-health units with Fury or Armoured teams can work quite well with him.

As for other options, his stafff determines his allies.

  • Gravity+ is recommended with units possessing Draw Back or Reposition to avoid him getting hit after his initial attack. However, he can tank perfectly fine, so this is only a cautionary approach.

  • Fear+ is for teams who have great defenses, or those who want to follow-up the enemy. This is to reduce their counterattack's damage.

  • Slow+ is for teams wanting to deny follow-ups, or ones who simply utilize Desperation to have more consistent and guaranteed follow-ups.

  • Azama's default Pain+ works wonderfully with teammates utilizing Hardy Bearing, or ones who simply look forward to one-shotting the enemy.

Anything else, and it doesn't really matter! Just run him with whoever you'd like!


While it is difficult to defeat Azama, it is not impossible. Extremely strong and fast heroes and heroines such as Firesweep Life & Death units or Brave Lance Effie, who will easily surpass the 54 attack threshold required to kill him.

It is also a given that any mage who surpasses 46 attack and follows up will also defeat him, such as Nino, Summer Corrin, and so on so forth.

Weapon Skills
Weapons SP Rng. Mt.
Unlocks at 3 ★
Restricted to units that use a Staff.
50 2 10
PainInflicts 10 damage on targeted foe after combat.
Unlocks at 3 ★
Restricted to units that use a Staff.
150 2 3
Pain+After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target.
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 10
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
HealRestores 5 HP.
Learns by default at 3 ★
ReconcileRestores 7 HP each to target and this unit.
Learns by default at 3 ★
1 100
MartyrRestores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1).
Unlocks at 4 ★
1 150
Martyr+Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.) Also restores HP to unit = half suffered damage.
Unlocks at 5 ★
1 300
Special Skills
Special Skills SP Turns
ImbueWhen healing an ally with a staff, increases recovered HP by 10.
Learns by default at 4 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
50 1
Solid-Earth BalmWhen healing an ally with a staff, grants all allies Def+4 for 1 turn.
Unlocks at 3 ★
Restricted to units that use a Staff.
150 1
Passive Skills
Passive Skills SP Slot
Threaten Atk 1Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 3 ★
Inheritable by all units.
Threaten Atk 2Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.
Threaten Atk 3Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem Fates

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