Table of Contents
- Default
- Attack
- Special
- Injured
| Azura - Lady of the Lake |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 4 | 6 | 3 | 5 |
| Middle | 17 | 5 | 7 | 4 | 6 |
| High | 18 | 6 | 8 | 5 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 33 | 28 | 30 | 18 | 24 |
| Middle | 36 | 31 | 33 | 21 | 28 |
| High | 40 | 34 | 36 | 24 | 31 |
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 |
|---|---|---|---|---|
Azura was one of the first dancers and had arguably the best statline for a dancer in the beginning months of the game. With decent Speed and Attack, subpar Defense, and good Resistance, she quickly became a staple on most high-level Arena teams.
Boons
- +SPD: Arguably the most important stat for any dancer, +SPD helps Azura to avoid doubles from threatening enemy units who may get the jump on her.
- +ATK: While Attack isn’t as important for dancers as it is for other units, Azura can still be used as a combat unit in a pinch, particularly if she has an increased Attack stat.
Neutral
- DEF: Azura’s Defense is naturally rather poor and making it much worse will make her more likely to be oneshot. Raising her Speed is also better for her defensively; therefore, her Defense should be left alone.
- RES: Azura has a naturally decent Resistance stat to handle the likes of both Tikis and can wield Distant Counter for red mages and to heighten arena score. If you aren’t interested in either, then a bane can be taken in this.
Banes
- -HP: HP isn’t very important to Azura, as she does not have enough HP to Panic Ploy and she will not see combat often.
Skill Sets
Offensive Singer (Combat Build)
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Harmonic Lance+ (+Spd) | A | Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 Alternate: Lancebreaker 3 |
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Moonbow | C | Hone Spd 3 |
| SP | 1,260 | S | Speed +3 |
- Preferred IV: +SPD / -HP or -RES
- Weapon: Harmonic Lance (+Spd) / Slaying Lance (+Spd)
- Assist: Sing
- Special: Moonbow / Iceberg / Luna
- Passive A: Triangle Adept / Fury
- Passive B: Wings of Mercy / Lancebreaker / Gale Dance
- Passive C: Hone Spd / Spd Tactic / Flexible
- Sacred Seal: Speed +3 / Fortify Def / Spur Spd
This Azura trades her built-in Sapphire Lance for a Harmonic Lance that not only offers her a higher Attack with bonus damage during Special activation, but is also open to forges for a permanent stat boost without the detriment of Fury. In exchange, she trades her A slot in for Triangle Adept to sustain her tankiness vs red units.
A Slaying Lance can also be taken in lieu of the Harmonic Lance, which offers Azura shorter cooldowns on her Special charges. With Slaying Lance+Iceberg, Azura will deal 14 guaranteed additional damage, while a Harmonic Lance+Moonbow has the same charge rate and slightly more variable damage- though as long as your opponent has a Defense stat of higher than 12, Harmonic Lance+Moonbow will outdamage Slaying+Iceberg. Slaying+Luna is trickier to calculate, but essentially Slaying+Luna deals more damage if the opponent's Defense stat is over 50; otherwise Harmonic+Moonbow will still outdamage it.
Through this, Azura is capable of limited combat and can help to handle red and some blue threats to your team while also supporting your other units via Sing and Wings of Mercy. It’s generally advised to run a buff in her C slot- whether or not you also want to buff in her Seal slot or if you want to make her more combat capable is up to you.
With +SPD IV, a Speed forged Harmonic Lance, and a Sacred seal, Azura is capable of reaching a speed of 42. This allows her to dodge most doubles in the game, as well as giving her far more capability to double her opponent - and if she doubles, she will proc Moonbow as her Special with Harmonic Lance's bonus damage added in.
Support Singer (Team Support)
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Sapphire Lance+ | A | Fury 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Hone Atk 3 |
| SP | 1,260 | S | Fortify Def 3 |
- Preferred IV: +SPD or +ATK / -HP
- Weapon: Sapphire Lance
- Assist: Sing
- Special: Moonbow / Luna
- Passive A: Fury
- Passive B: Wings of Mercy / Gale Dance / Geyser Dance
- Passive C: Hone Atk / Hone Spd / Breath of Life
- Sacred Seal: Fortify Def / Hone Spd / Breath of Life / Flexible
A far more supportive Azura, this build focuses predominantly on her supportive capabilities. With a Sapphire Lance, Azura naturally counters many red units, though she should not engage in more than one combat per round- hence, Fury for a temporary stat boost at the cost of losing HP after that combat.
The focus here is more on buffing allies than it is holding her own in combat. With Hone Atk, Gale Dance, and Fortify Def, Azura can give a +4/+4/+4 after a dance - even without a Geyser Dance, she can use her C and Seal slot to give +4/+4. Whether you prefer offensive or defensive buffs is up to you.
Wings of Mercy is a typical B slot for Dancers, as it allows her to support her low HP teammates. It has an interesting synergy with Breath of Life that allows Azura to function as a pseudo-healer if any of your teammates have Hit and Run or are ranged- the gap between your unit and the enemy can be filled by Azura as she uses Wings of Mercy to rush in, kill off the low HP opponent, and heal the other unit.
High Investment Singer (DC Build)
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Sapphire Lance+ | A | Distant Counter |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 Alternate: Renewal 3 |
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Iceberg | C | Spur Def/Res 2 Alternate: Hone Atk 3 |
| SP | 1,470 | S | Distant Def 3 |
- Preferred IV: +SPD or +RES / -HP or -DEF
- Weapon: Sapphire Lance / Deft Harpoon (+Res)
- Assist: Sing
- Special: Iceberg / Moonbow / Aether
- Passive A: Distant Counter
- Passive B: Wings of Mercy / Renewal / BTomebreaker
- Passive C: Spur Def/Res / Hone Atk
- Sacred Seal: Distant Def / Flexible
This Azura is a high-investment one and some may balk at sacrificing a Hector to your singer- however, Distant Counter not only allows Azura to increase her score potential in the Arena, but also offers her a utility of being able to counter ranged red threats on the enemy team- such as Winter Tharja.
Now, running Deft Harpoon is a double edged sword- er, lance- that requires you keeping her HP topped up in order to maintain her +2 to all stats from Deft Harpoon. Both Aether and Renewal can help her with this, or you can run a healer to keep her health at the 100% HP requirement. Both Aether and Renewal also serve as score carry, to push her into higher tiers of Arena. This build is generally only recommended for those who wish to push the envelope in T20 while retaining a Singer on their team.
Still, it can prove to be very effective. With Deft Harpoon forges and buffs up, a +SPD/-HP Azura reaches a stat spread of 38/47/38/23/34, allowing her to counter both red and blue dragons, as well as most non-green ranged units you would come across. She can do all of this while still keeping her ability to Sing and refresh your other units’ turns.
Spur Def/Res is a high-SP cost C slot that will further boost Arena score, while supporting all of your defensive units regardless of whether they need boosts to their Defense or Resistance. Distant Def goes in the Sacred Seal slot, which further allows her to tank mages. Her Resistance reaches an effective 40 when attacked from range in Enemy Phase.
Introduction
Azura is a lance-wielding songstress from the Fire Emblem Fates game. While her combat skills are somewhat below par, she is highly sought after thanks to her Sing ability, which effectively transfers her turn to an ally. Because of this, she trades off some of her stats, which hinders her ability as a flat-out combat unit. In compensation, she is traditionally given a Sapphire Lance, which drastically increases her effectiveness against red units in particular, though it serves as a double-edged sword by making her exceptionally vulnerable to greens.
Strengths
Singer
Azura’s greatest strength is her access to Sing, as it can refresh an ally’s turn and make basically any Player Plase unit twice as effective.
She sacrifices some combat capability and stats out of her base stat total for this. In addition, she will not score as highly in the Arena modes of the game.
Decent offenses
Compared to other dancers/singers, Azura’s statline isn’t bad at all. She sacrifices some stats off of her overall stat total, but with a 31/33 offenses, she’s still very capable of showing up when there’s work to be done.
Most of her missing stats seems to come from her Defense, making it difficult for her to engage in combat safely, particularly with red and blue units.
Weaknesses
Lower stats
As aforementioned, Azura has fewer stats overall, making her allocation a bit tight. While ultimately her stat spread is decent for a dancer, she’s still limited by her class type.
Her build options are limited due to this - it’s difficult for her to run a variety of builds, just as it’s difficult for her to reliably get kills.
She makes up for this with weapon triangle advantage, though that can be a double edged sword.
Low Defense
If Azura had her Resistance and Defense switched, she could easily make up for most of her shortcomings. However, her low defenses makes her vulnerable to most engagements she gets into.
This makes it difficult for Azura to survive prolonged combat, and getting into more than one or two duels will typically be enough to finish her off.
Team Options
Counters
Azura’s low defenses and inherent Sapphire Lance means that she’s countered by most units, particularly greens.
- Axe Units: Raven, Frederick, Cherche, and Brave Ike are just a few of the units that can easily take 1v1s with Azura.
- Strong Lance Units: Ephraim, Effie, Cordelia, and Oscar are strong lancers who can outduel Azura.
- Green Tome Units: Despite her higher RES, she still must be wary of mages, particularly Nino, Cecilia, and Rhajat.
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Firesweep Lance+ | A | Life and Death 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Drive Spd 2 |
| S | Initiate Seal Spd 3 | ||
Inspired by Gins from Facebook groups. Azura is fast enough for a firesweep build to safely poke for damage. WoM can be replaced with any chill ability or wrath to either support units or get in extra damage respectively. Drive skills are recommended for the C slot to support units after teleporting in from WoM. Speed +3 to make firesweep more potent, this can also be drive defense for more team support.
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Sapphire Lance+ | A | Armored Blow 1 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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New Moon | C | Fortify Res 2 |
| S | Initiate Seal Def 1 | ||
For the love of god, protect her from any stiff breezes.
[Final Build]
Sapphire Lance+
Sing
Moonbow
A: Armored Blow 3
B: Wings of Mercy 3
C: Fortify Res 3
S: Hone Atk +3
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Sapphire Lance+ | A | Fortress Def 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Iceberg | C | Hone Atk 3 |
| S | Hone Spd 3 | ||
Merged +4
Sacred Seal: Hone Spd 3
Immortal to most reds especially when buffed with spurs. Buffs both Speed and Attack to adjacent allies and is an excellent singer.
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Sapphire Lance+ | A | Darting Blow 3 |
|---|---|---|---|
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Sing | B | Swordbreaker 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Initiate Seal Spd 3 | ||
I got a minus speed and plus attack Azura recently from the bound of heroes banner that was release. As this build is a focus on countering reds through the use of Sword breaker and Sapphire Lance +. As I decided to use both Darting blow and a +3 Speed Seal to make up for the -speed bane (Allowing her to own 39 Spd when she initiate). As the use of Threaten Speed 3 on her C skill which help her with being able to double most fast Sword users that own a speed 39. In case of any sword users that own a speed faster than 39, sword breaker will make sure that she is able to double swords users regardless. Moving on to the skills and super ability, you should keep Azura as a singer even with an offensive build such as this one, as she is meant to only attack when she needed to do so. Such as a situation where your bow or sword user can't kill another sword or red, as you would use her to tank a sword as well a red mage too because of her decent default res to get the enemy low or finishing them off entirely. Which she would be later switch back to the backline and be used as a dancer/singer again for your team. As for her super ability, I used Moonbow as it has a low cool down and will help her potentially oneshot armor reds.
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Berkut’s Lance+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Iceberg | C | Drive Atk 2 |
| S | Quickened Pulse | ||
*Note: This Azura, Lady of the Lake build is a theory craft tailored to go along with my Lyn, Lady of the Plains [Brisk Winds of Sacae] build. My Lyn and Azura are S-rank supporting allies.
As opposed to the statistical breakdown and analysis provided for Lyn's build, this will more or less explain the reasoning behind the skill choices and team comp. This will still be rather long however, so you can move on, if you don't feel like reading a wall of text.
My name for this Build is [Aria: Serene Swell of a Midwinter Lake]
My ideal ivs for her is +Spd -Def and at +10 merge, with a Res forged Berkut's Lance (Gives +5 HP and +4 Res), and Wind Blessing (Gives +3 HP and +4 Res) her stats are: 48 HP/49 Atk/40 Spd/22 Def/40 Res.
Some of you may be asking, why not a speed forged weapon since she's got a speed boon (or giving her a Water Blessing)? My first reason is to make up for her lower BST since she is a dancer/singer. She receives 1 extra BST from resistance forges/blessings (+4) as opposed to (+3) from speed forges/blessings, since I care about min-maxing (I won't be using her in my first team for Arena Assault unfortunately).
My second reason is that I needed a proper res tank (and preferably one that was capable of counter-killing) red mages; but I didn't want to give up Azura at the same time because of her utility. Thankfully, a weapon refined Berkut's Lance can make most Lance heroes pretty good at tanking magic hits by giving them an additional 7 res if initiated upon (Azura can reach up to 47 Res on her own); not to mention that she handle a bunch of green mages just fine.
And lastly, a vast majority of top tier speed units sporting speed boons, speed forged weapons, and Water Blessings, will seldom surpass the 50s in terms of speed; the only way I've seen this happen is if the Hero stacks blessing bonuses, utilizes a Speed +3 Sacred Seal in addition to permanent stat changing A skills such as Fury and Life & Death, and/or receives the appropriate buffs.
As examples, I will be using the most common and ideal builds for some of the faster units more recently introduced in the game.
A standard Spd boon at +10 Mia with Resolute Blade and Flashing Blade can reach 47 speed, 50 if she has Water Blessing, and 53 if she has a Speed +3 SS. A Spd boon Ayra with speed forged Slaying Edge DC Regnal Astra will reach up to 50 speed with a Water Blessing.
With a simple Hone Speed, Ally support, and Chilling Seal Debuff (thanks to being on the same team as Gunnthra for the Wind Blessing effect). Azura can reach 46 speed, and only be outsped by opposing heroes sporting 51 speed after receiving a -6 to their speed. So even though she has a pitifully low 22 def, her respectably high 48 HP and inability to be doubled by most units (unless they have a neutral speed of 57 or more at start, run Lancebreaker, or utilize Brave Weapons/guaranteed follow-up skills) will allow her to survive a good amount of physical encounters.
Needless to say, her magic bulk is pretty dank, and definitely helps her special Iceberg, play off of it. With 47 res, Azura can consistently dish out an additional 23 to 24 extra damage based on WTA/DA, if unbuffed. The main problem however, is that while Azura may have just enough speed to avoid getting doubled by key heroes, she doesn't have the speed to actually double them; which leads to my next point of cooldown count for her special.
49 atk isn't really anything to write home about, especially if she can only get one hit in. This is where the choices of SS and teammates come in. Quickened Pulse or Quick Riposte as SS in tandem with a teammate running Infantry Pulse can insure that she will be able to trigger Iceberg on the counter-attack (so long as they aren't running Guard or Firesweep weapons). With Infantry Pulse in play, her cooldown count will drop to 2.
If she runs Quickened Pulse, it will drop to 1 and she will be guaranteed the special trigger when she retaliates; however, she will not be able to double as many units or consistently trigger Iceberg thereafter. QP is more geared towards finishing off an opponent before they can get their second hit in (if they can follow-up on Azura).
If she runs Quick Riposte, she will be guaranteed the special trigger on her second follow-up on retaliation; she will be able to get Iceberg out (and double) a bit more consistently thereafter. This is only if she stays at or above her 70% HP threshold (which in this case is 34 HP), which may be difficult seeing as how she has to be initiated on to double most of the time.
With this set-up she essentially becomes a one-time nuke against mages (one who you would prefer to get rid of right off the bat before engaging other heroes); while she can tank and revenge kill even some of the stronger Green mages, such as Nino and Cecilia, I have found Bladetome buffs to be a bit troubling (unless she is sitting on a defense tile), so having an ally that can run Infantry Pulse and Panic Ploy might be a good idea. I would recommend having a Dragon ally in this case, as they have naturally large HP pools, can cover Azura's physical weakness, run DC as well (in Lightning Breath) and utilize forged weaponry for extra stats including their HP (which Infantry Pulse and Panic Ploy are dependent upon). I personally run with Fae, since my Azura is paired with my Lyn, so having a green unit around would round out the team.
Sing and WoM are no-brainer, must have, skills of choice for a singer/dancer. My C slot choice for her is to provide an additional buff to attacking/retaliating allies since I have a visible attack buff coming from elsewhere. Should Lyn fall below 50% HP, WoM kicks in and watch the duo (your sweeper of choice for your team) go to town.
Thanks for reading!
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 8 |
| Learns by default at 5 ★ Lance Users Only
|
300 | 1 | 12 |
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 5 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Inheritable by all units.
|
60 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
120 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

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