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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Slaying Lance+ | A | Fury 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Galeforce | C | Threaten Spd 3 |
With the release of Slaying Lance+, paired with Quickened Pulse, Azura's Galeforce count is at 3 at the start of each match. With a +SPD boon, this ensures that Galesforce activates when Azura initiates a slower melee non-green unit. This will result in enabling her to Attack, then Sing another unit in the same turn. If paired with an Infantry pulse user, this enables her to activate Galeforce when in combat with any unit she can double or melee non-green units.
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Iron Lance | A | Iote's Shield |
|---|---|---|---|
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Martyr | B | Bowbreaker 3 |
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Galeforce | C | Armor March 3 |
So right off the bat, you want an Azura with
-Speed +Defense
This is because you really don't want to be OHKO'd by massive threats like Bartre and Brave Axe Zephiel. Azura's main use is to heal other units, not dealing damage, so Iron lance is preferred, also, Grani's Shield is preferred so you do not get ORKO'd by threats such as Poison Dagger Felicia or the occasional Iron Sword Nowi, as these attacks will deal 100% extra damage to you, so you will survive much easier. Because you will be facing a lot of Bow users, such as Spring Cordelia and Setsuna. This will prevent them from doubling up on you, but you won't even be close to other units anyways. Ah, Armor March, the most important skill in Azura's kit. This will allow for all of your armored units to move 2 spaces in your vacinity (aside from Ike who can already move 2 spaces)! Azura, being the ONLY Lance and Staff user in the game, has access to Martyr, which allows her to heal all of her HP if an ally had just been defeated! Azura can use Galeforce after healing enough allies so she can even heal many more after it triggers! So that's pretty much it for my Azura build! If you have any questions, please ask!
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Sapphire Lance+ | A | Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Vantage 3 |
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Sol | C | Threaten Atk 3 |
Sword bait and destroyer
If she doesn't KO them in the first encounter, no problem. Most sword users have vantage, so it's not wise to initiate the second encounter. Instead, let them initiate the attack, and her vantage ensures she gets the first hit. More often then not, that will KO them. Sol and Threaten Atk are to keep the damage minimum and ensure her survival to continue her support duties.
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Sapphire Lance+ | A | HP +5 |
|---|---|---|---|
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Sing | B | Vantage 3 |
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Astra | C | Fortify Res 3 |
Just like Lucina, A high Hp really matters, a minus Res is (in my option) better than minus Def/Spd/Atk/Hp. Boosting her Hp + Giving her first counter attack is wonderful for Azura, Astra basically kills her enemies quickly (Maybe not so useful for greens!). A strong red can KO those greens for Azura as she can sing and make the red unit go twice for multiple green units.
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

IV Calc
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