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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Book of Shadows | A | Spd/Res Bond 3 |
|---|---|---|---|
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Sing | B | Torrent Dance 3 |
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Moonbow | C | Spur Res 3 |
| S | Earth Dance 3 | ||
A budget build to appeal to those without many if any dancers to use, taking advantage of the free dancer this TT provides.
Weapon: Book of Shadows (Prf)
Assist: Sing
Special: Moonbow/Luna
Prf and Sing are, of course, no-brainers.
Moonbow is a relatively common special that most summoners should have access to through units such as Athena and Odin, An alternative would be Luna, but the cooldown could cause issues. however feel free to leave the special slot empty if no alternative appeals to you.
A-Slot: Spd/Res Bond 3
Young Azura's default A slot fits with the ally-clinging playstyle of her Prf weapon and requires no investment outside of SP, making it a good fit for this slot.
B-Slot: Torrent Dance 3
Again, the default B slot requires no investment and gives a bonus to any refresh targets.
C-Slot: Spur Res 3 (variable)
Spurs are quite common, and as any spur will do this slot should be easy to fill for budget summoners. This allows Azura to support any unit she is placed behind or refreshes, as long as they don't stray too far from her. You may ask why I haven't chosen a drive, but most drives are still mostly found on characters less suited to be foddered to a TT unit. If you feel that the investment will be worth it, go ahead, but a spur may be more practical or accessible.
Seal: Gale Dance 3
As this seal has not been added to the system as of this post, I have had to replace it with Earth Dance. This seal is part of the new TT, and so most summoners with this Azura will own this seal also. It is a good fit for a dual-dance build that, when paired with a spur, maximises the support Azura can offer to whomever she refreshes.
It should be noted that level 3 spurs are 5 star exclusives, but a level 2 will replace it easily. I don't suggest the feather investment for it.
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Book of Shadows | A | Fury 3 |
|---|---|---|---|
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Sing | B | Windsweep 3 |
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Blue Flame | C | Drive Atk 2 |
| S | Phantom Spd 3 | ||
Her tome combined with Windsweep and Phantom Speed make it very easy for her to be a strong poking unit while staying in the back. Fury can also be replaced with G Duel Infantry and can act as great arena utility.
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Book of Shadows | A | HP +5 |
|---|---|---|---|
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Sing | B | Torrent Dance 3 |
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Blue Flame | C | Spd Smoke 3 |
| S | Darting Stance 3 | ||
This Azura is built with the Arena in mind, and is fairly high investment (higher than what I can afford, sadly).
The interface won't let me pick G Duel Infantry as her A-skill, so I have put HP+5 there instead. The system doesn't have Null Follow-Up for the B slot either, so I have just put her default skill there. If Null Follow-Up isn't available, you can also use Chill Spd, Quick Riposte or Dull Ranged instead.
Azura's main priority is that of support. The rest of her skills are based around allowing her to survive if she gets attacked.
Her pref tome penalizes her target's stats if she's adjacent to an ally; pair that with the Darting Stance Sacred Seal, and she can get a fairly good effective speed of 42 when attacked, making her unlikely to suffer a follow up except for from exceptionally fast opponents, or if you don't have Null Follow-Up, Bold Fighter Armors. Her pref tome penalizing her opponent's atk gives her an effective bulk of 62/70, which paired with her good speed enables her to reliably survive being targeted at least once, as long as she isn't hit by a brave weapon.
She only has an effective 51 attack (her 47 + a -4 penalty to target's res), but the speed granted by her seal (or perhaps Quick Riposte), means she might get a few kills through her follow-ups. Blue Flame is an obvious pick for her special. Not just does it score for 500 SP, it synergizes well with her pref tome since both want her to stick close to her team Otherwise, Moonbow or Luna could potentially be useful. Sadly, the cooldown of 3 means she won't get to use it during her first encounter unless she is supported by an ally with infantry flash, infantry pulse or Ostia Pulse. She could run Flashing Blade in the seal slot, but I don't think losing the +6 speed granted by darting stance would be worth it.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Green Tome Users Only
|
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.
|
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.
|
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
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|---|
Banners Featured In
None

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