Table of Contents
- Default
- Attack
- Special
- Injured
| Azura (Young) - Young Songstress |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 14 | 7 | 5 | 4 | 6 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 36 | 33 | 29 | 17 | 25 |
| High |
This unit has no access to IVs.
Skill Sets
Savage Songstress (Offensive)
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Book of Shadows | A | Fury 3 Alternate: Spd/Res Bond 3 |
|---|---|---|---|
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Sing | B | Guard 3 Alternate: Wings of Mercy 3 |
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Moonbow | C | Atk Tactic 3 Alternate: Spur Def/Res 2 |
| SP | 1,660 | S | - |
- Weapon: Book of Shadows
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Assist: Sing
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Special: Moonbow
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Passive A: Fury / Spd/Res Bond
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Passive B: Guard / Wings of Mercy
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Passive C: Atk Tactic / Odd Atk Wave / Even Atk Wave / Spur Def/Res
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Sacred Seal: Atk/Def Bond
Azura’s best set optimises her for combat, enabling her to take the offensive against blue and green units. With this build, she can pick or choose whether she wants to fight or Sing, and be effective at both. It also leverages as much stat gain as possible to level the playing field between her and her opponent. With one or two exceptions, this set is rather cheap to build and also serves as Azura’s best budget choice.
The Book of Shadows is perfect for Azura, as it offsets a large part of her statistical penalty. Fury performs best in A slot, while Atk/Def Bond works very well in her seal slot, and shares the same activation condition as her Book of Shadows does. Moonbow is the best choice of Special, scaling well with Azura’s relatively low Attack.
Guard is one of the most important parts of this build, as it stops opponents from activating their Specials against Azura. Being so frail, she stands little chance at surviving enemy Specials. Wielding Guard greatly extends her survivability. The HP loss from Fury combined with Guard isn’t a problem, as Azura is usually only strong enough to beat one opponent per round anyway. If you’re looking for a budget choice, Wings of Mercy will give her a mobility boost and let her reach wounded allies much easier.
Atk Tactic or Odd/Even Atk Wave are her best C slot skills. Tactics are better in mixed teams, otherwise go for Odd Atk Wave. If she’s paired up with defensive units, Spur Def/Res works wonders and is a very good option for her.
Supportive Singer (Full Support)
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Dancer's Ring+ Alternate: Book of Shadows |
A | Fury 3 Alternate: Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Geyser Dance 2 Alternate: Wings of Mercy 3 |
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Moonbow | C | Atk Tactic 3 Alternate: Breath of Life 3 |
| SP | 1,995 | S | Breath of Life 3 |
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Weapon: Dancer’s Ring+ (+Spd) / Book of Shadows
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Assist: Sing
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Special: Moonbow
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Passive A: Fury / Triangle Adept
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Passive B: Geyser Dance / Wings of Mercy
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Passive C: Atk Tactic / Odd Atk Wave / Even Atk Wave / Breath of Life
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Sacred Seal: Gale Dance / Breath of Life
Are you the kind of person who wonders why people bother to build refresher units offensively? Then this set is for you, as it maximises Azura’s ability to support allies with Sing. Thanks to Dance skills, Azura can boost up to three of her Sing target’s stats at once. This is a highly modular build, with many different choices based on user preference.
Dancer’s Ring is chosen for its Breath of Life effect, which enables Azura to take on a healing role if she chooses to attack her enemies. However, the Book of Shadows works well as a budget option. As for her A slot Skill Fury is the best general performer, but Triangle Adept is a very safe alternative that allows Azura to fight some colorless units well.
Where this set comes alive is in its choice of B, C and seal slots. Geyser Dance combined with Gale Dance allow Azura to buff an allies’ Speed, Defense and Resistance. And combined with an Attack buff in her C slot, she can provide buffs to all stats. Wings of Mercy is a very good alternative, especially if acquiring the rare Geyser Dance skill isn’t possible. Wings of Mercy is also better if you want to use Azura on your Arena or Aether Raid defense teams.
Atk Tactic or Odd/Even Atk Wave are her best C slot skills. Tactics are better in mixed teams, otherwise go for Odd Atk Wave. If she’s paired up with defensive units, Spur Def/Res works wonders and is a very good option for her. One option she has is to double down on Breath of Life, taking it in her C slot skill and seal to total +21 HP restored to allies. However, buffing Skills are still recommended, as they’re more reliable.
Introduction
Fan favourite Azura returns to Fire Emblem Heroes, this time appearing as a youthful kid! This version of Azura comes as a Green tome-wielding infantry unit. Most importantly, Azura retains the trait all of her forms have: the ability to Sing for allies in order to refresh their actions. Being able to fulfill two roles on a team makes Azura a stellar unit, regardless of how you choose to build her.
Statwise, Azura has little to boast about. Her status as a ranged refresher mean her base stats suffer large penalties. However, her base Attack of 33 redeems her somewhat, only putting her slightly behind many mages in terms of power. With the right build and support, Azura can tear through enemies, although she can’t Sing and initiate combat in the same turn.
She is ultimately let down by her defensive stats and lack of Speed, which make her statistically worse than other mages. As a free unit, she’s also unable to optimise her stats with a boon/bane set. Despite these weaknesses, Azura is a great free unit who can be built cheaply to clear a lot of content.
Strengths
Great at support teams, due to Sing.
Azura is one of a lucky few units with access to Sing or Dance. Sing allows Azura to sacrifice her turn in order to refresh another unit who has already acted that turn. It enables some powerful strategies and for many, makes battles easier. Having Sing also makes her a good filler fourth unit, when the other three slots are filled with core team members.
High Attack for a refresher unit.
Base 33 Attack is nothing to write home about, especially for a unit unable to get an Attack boon. But in Azura’s case, she’s already providing value through Sing: Her combat potential is just icing on the cake. The Book of Shadows is a great tome for her, helping to alleviate her statistical penalties and fight on even ground. Azura can build offensively to smash foes, although she’ll need some buff support to perform well.
Weaknesses
Low stat total weakens combat potential.
Azura’s most obvious weakness is her low stat total compared to other units. Her stats total 140, almost 40 points lower than Legendary Tiki or Halloween Myrrh. She simply lacks the raw stats to scrap with other units on an even footing. Azura’s 17/25 Defense and Resistance isn’t nearly enough to survive common neutral damage. And while she can fight well when supported, the same support offered to other mages will still produce better results. On Azura’s combat set, she must dedicate many Skills to offsetting this weakness.
Can fulfill two roles, but not on the same turn.
Azura’s biggest claim to fame is her dual role as both refresher and ranged attacker. The problem with this, is that Azura needs to use her turn to do both of these things. If Azura uses Sing on her turn, she won’t be able to initiate combat, and vice versa. Building her to fight on the enemy phase is also not a good idea due to her poor HP, Defense and Resistance.
Team Options
Counters
Having just 140 Base stats means Azura is destined to be the underdog in combat. A pitiful 17 Defense means that Azura is stopped cold by physical damage, and those with Distant Counter can beat her on both phases. Strong neutral magic damage can seal her fate, and Brave weapons cut through her like warm butter.
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Offensive ranged units: Ironically, Azura is beaten by most of the units she supports well. Units wielding a Brave Bow or Blade tome can easily KO her. Even with buffs, she lacks the physical defense to survive their assaults. Brave Lyn, Lewyn, Bridal Tharja, Jamke, Bridal Cordelia, Lilina, Legendary Lyn and Flora are all deadly opponents to Azura.
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Distant Counter units: Many red units choose to run Distant Counter, and with weapon triangle advantage they easily decimate Azura. Even those without Distant Counter are often seen with threshold skills such as Wrath and Vantage, which Azura can unwittingly trigger to doom her whole team. Karla, Ayra, Karel, Soleil, Mia, Fir, Hana, Saber and Ogma are all out of Azura’s league.
- Dragons: Dragons are bad news for Azura, as they commonly have high Resistance, high Speed or enough damage to OHKO the young songstress. Their ability to attack on the lower of Azura’s defensive stats also makes it very hard for her to build against them. Worse still, the offensive units Azura enables also tend to struggle with dragons.Tiki(A), Tiki(Y), Halloween Myrrh, Myrrh, Fae, Kana(F) are examples of dragons that Azura must beware of.
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Gronnowl+ (+Def) | A | Close Counter |
|---|---|---|---|
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Sing | B | Quick Riposte 3 |
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Aether | C | Even Def Wave 3 |
| S | Close Def 3 | ||
If you Have Brave Lucina, Male Corrin and Marth you should definitely go for this. Its a highly invested build that Makes her a threatening wall to say the least. I have tested this build with S! Micaiah and although she has 3 more DEF. it doesnt matter. You dont need the 3 people mentioned but they are definitely helpful because of their buffing ability.
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Gronnblade+ | A | Swift Sparrow 2 |
|---|---|---|---|
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Sing | B | Chill Spd 3 |
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Glimmer | C | Res Smoke 3 |
| S | Speed +3 | ||
I chose to build Young Azura a bit different, working more like a Nino than a actual support. Due to her subpar speed, and with Azura not being able to be obtained with grails to get more copies, Speed +3 seal helps her live the potential of the Gronnblade. Swift Sparrow or Life and Death even Attack/Speed solo could work as an A slot. Since she is not full support, I find that using Wings of Mercy would only be useful in very special situations, and being ranged doesn’t help that boundary either. Chill Speed helps fight against more speedy units, to where she can fight them, without taking a drawback due to her low 42 bulk. Res Smoke is easily replaceable with the more easy to obtain Speed Smoke, from a 5* Fallen Takumi, instead of Fallen Robin even Attack Smoke, or a self buffing skill like Even/Odd Speed Wave. Sing as your typical skill, but if used with a buffing dancer like PA!Azura or Flying Olivia with stat increases in their weapons, it could be better to use Repostion or a Rally for teammates. Along with Glimmer, as the typical Bladetome special.
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Book of Shadows | A | Spd/Res Bond 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Spur Def/Res 2 |
This is a budget build, but is still super effective and makes Azura a somewhat competent fighter in the correct circumstances. A large part of this build not yet in the builder is Att/Def Bond 3 seal. This build is all about bond buffs. When next to an ally, (Which Wings of Mercy helps set up), Azura gets +9 to all of her stats, which certainly helps her lower stats. Azura still appreciates support, however. Spurs work great, as they scale with the bonds, but anything helps. I put Spur Def/Res 2 as her C, mostly because its fairly easy to obtain, helps her role as a support unit, and synergizes well with the bonds as she has to be next to an ally to use it, but pretty much anything works here. Moonbow is taken because of its low cooldown, but, again, anything works here if you have something else in mind.
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Gronnblade+ | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Spd Smoke 3 |
| S | Speed +3 | ||
"Song of Blades"
This is the standard Bladetome build, designed for use in Azura Emblem.
Sing is replaced in this case so that the other three variations of Azura can refresh her, thus increasing nuke potential. But if Azura Emblem is not being run, Sing should be used.
The rest of the build is self explanatory, Fury provides a nice stat boost and recoil damage to get her into Desperation range. Spd Smoke is used to ensure that she or her allies can avoid/make doubles, and the Speed+3 seal simply bolsters her base Speed.
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Book of Shadows | A | Life and Death 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Atk Smoke 3 |
| S | Spd Smoke 3 | ||
This set aims to maximize the Player Phase offensive power and augment the debuffing abilities of Azura.
Moonbow is great for dancers who do not always experience combat as often as other units as it is a 2-charge special and has a reliable damage increase.
Life and Death maximizes her offensive prowess. She already has high Atk for a dancer, but her Spd is rather middling. Life and Death brings her Atk to 52 and her Spd to 37. So not only will she hit harder, but now she will find herself doubling more often but also avoid being doubled by many. While her defensive stats will be very low, they were nothing to write home about in the first place, and she will want to avoid taking hits in most cases either way.
Wings of Mercy is great on dancers to save allies who are in a pinch. Since she can hit hard, it also allows her to swoop in for a kill. On top of that, it synergizes well with her Book of Shadows, which has the in-combat debuffing requirement of needing to be near an ally.
The C Skill and Seal combination of Atk and Spd Smoke (interchangeable) allows Azura to further her debuffing abilities. While Book of Shadows debuffs in-combat, the double smokes will weaken foes out of combat, which provides support for her allies. Any double smoke combination would work well on her depending on your team, providing you have the Skill Inheritance fodder.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Green Tome Users Only
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100 | 2 | 6 |
| Learns by default at 4 ★ Green 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 |
|---|---|---|
SingEnables target to take another action. Cannot be used on units with Sing or Dance
Learns by default at 4 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
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120 | A |
| Unlocks at 5 ★ Inheritable by all units.
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240 | A |
| Non-inheritable by Staff-wielding units.
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50 | B |
| Non-inheritable by Staff-wielding units.
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100 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | B |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|
Banners Featured In
None

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