Table of Contents

Tier Rating

Analysis by RedFerrari1998
Legendary Azura - Vallite Songstress

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
139
HP 33
ATK 30
SPD 35
DEF 17
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 13 5 6 3 4
Middle 14 6 7 4 5
High 15 7 8 5 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 30 27 32 13 21
Middle 33 30 35 17 24
High 37 33 38 20 28

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.
HPATKSPDDEFRES

Assets

  • +SPD: Speed is a fantastic asset choice for Legendary Azura. The extra Speed equates to greater survivability thanks to increased ability to avoid double attacks while also improving her offensive capabilities for whenever she needs to fight.

  • +ATK: Attack is another good asset for Legendary Azura. Her neutral Attack of 30 is not that high, so the extra Attack will be much appreciated for any time that she needs to fight. However, since support is her speciality, Speed is more preferable in most cases.

Neutral

  • RES: Legendary Azura comes with fairly underwhelming Resistance. At a value of 24, she is still susceptible to taking a lot of damage from opposing magical foes. As such, a Resistance flaw can work. While a Resistance asset will increase her BST bin, this is effectively pointless since anyone interested in Arena scoring would use B Duel Flying instead. Not a bad asset or bad flaw choice for her, but best kept neutral if possible.

Flaws

  • -HP: Legendary Azura’s HP is extremely bad. She won’t be seeing much combat regardless, so an HP flaw will make for a fine choice.

  • -DEF: Legendary Azura’s Defense is also extremely bad. Physical enemies will make short work of Legendary Azura with or without a Defense flaw, making it also a fine choice.

Skill Sets

Song of The Salty Sea (Flier Team Support)

Recommended
Prayer Wheel A Fury 3
Alternate: Triangle Adept 3
Gray Waves B Chill Spd 3
Alternate: Wings of Mercy 3
Moonbow C Hone Fliers
Alternate: Fortify Fliers
SP1,440SFlier Formation 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP or -DEF

  • Weapon: Prayer Wheel

  • Assist: Gray Waves

  • Special: Moonbow

  • Passive A: Fury / Triangle Adept / B Duel Flying

  • Passive B: Chill Spd / Chill Def / Chill Atk / Wings of Mercy

  • Passive C: Flier Buff / Hone Atk 4

  • Sacred Seal: Flier Formation / Earth Dance

Legendary Azura has everything available to her in order to make her an incredible support unit for almost any flier team.

For her IVs, Legendary Azura ideally wants either an Attack or Speed asset with HP or Defense flaw. Speed will help to keep her safe from follow-up attacks and increase offensive potential while Attack would simply increase her damage output, so Speed is better overall. Prayer Wheel is a great personal and there is no reason to replace it. While all her allies on a flier team should ideally consistently receive flier buffs, receiving both Hone and Fortify Fliers at once is not always possible, which is where this weapon will come into good use.

Similarly, there is no reason to replace Gray Waves at all since it’s Legendary Azura’s main defining feature, allowing her to not only refresh units but also increase the movement range of that unit if they’re infantry or flying. For the Special, Moonbow is a cheap and effective Special for those times that she actually needs to see combat.

In the A slot, Fury is a cheap but very effective choice. As Legendary Azura won’t be seeing a great deal of combat, inheriting more expensive A slot skills to her can be a bit of a waste. Fury grants her a nice all-around boost to her stats for those times when she does need to fight. Triangle Adept is also a nice choice, helping her to excel more against red enemies, though one will need to be wary of any nearby green threats. For anyone using Legendary Azura to score in Arena, B Duel Flying is an obvious choice, though the skill is inferior to Fury otherwise. Her B slot can be used for a Chill skill to further increase her supportive capabilities. Any of the Chill skills can work absolutely fine. Which Chill skill that one picks should be based off what one thinks their team needs most or based on what stats allies already debuff. For a cheaper option, Wings of Mercy allows Legendary Azura to move adjacent to any ally with less than 50% HP, regardless of distance.

Since this build is designed specifically for full flier teams, the C slot is an easy choice. Either Hone Fliers or Fortify Fliers will be Legendary Azura’s best option, allowing her to give a large offensive or defensive buff to any adjacent allies at the start of each turn. This allows her to also activate Prayer Wheel on anyone affected. Hone Atk 4 could also be used so Legendary Azura can provide a slightly higher buff to anyone affected that she sings for, but given she can only sing for one unit per turn, the fact that Hone or Fortify Fliers buffs two stats at once means anyone she doesn’t dance can still enjoy significant buffs. Finally, Flier Formation makes for a fantastic Sacred Seal choice, allowing her to move adjacent to any flying ally within 2 spaces of her. Flier Formation can also be used as a B slot, but there is not much reason to use it there when it’s available as a Sacred Seal unless it’s already being used elsewhere. She can also run the Earth Dance Sacred Seal, allowing her to activate Prayer Wheel on anyone regardless of whether they were buffed or not prior to Legendary Azura’s sing. Earth Dance specifically is used since it has the highest buff of all the Dance Seals, giving it the highest effectiveness with Prayer Wheel.

Love, Fate, and Blood (Mixed/Infantry Team Support)

Recommended
Prayer Wheel A Fury 3
Alternate: Triangle Adept 3
Gray Waves B Wings of Mercy 3
Alternate: Aerobatics 3
Moonbow C Atk Tactic 3
Alternate: Hone Atk 4
SP1,720SGuidance 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP or -DEF

  • Weapon: Prayer Wheel

  • Assist: Gray Waves

  • Special: Moonbow

  • Passive A: Fury / Triangle Adept / B Duel Flying

  • Passive B: Wings of Mercy / Aerobatics / Chill Spd

  • Passive C: Atk Tactic / Hone Atk 4

  • Sacred Seal: Guidance / Flier Formation / Earth Dance

Legendary Azura can also make for an incredible support unit on mixed or infantry teams too, particularly any team which is comprised of infantry and fliers.

Again, Legendary Azura would ideally want either a Speed or Attack asset with HP or Defense flaw. Speed remains a superior option to Attack for asset due to increasing her ability to avoid double attacks as well as her offensive potential. Prayer Wheel is a fantastic personal and it doesn’t need to be replaced under any circumstance. This allows Legendary Azura to give a huge stat bonus to anyone already buffed which can synergize perfectly with her C slot.

Likewise, Gray Waves is simply a superior dance and again, there’s no reason to ever replace it. Not only is Gray Waves a typical refresh ability, but it also gives increased movement range to any danced infantry or flying allies. For Special, Moonbow makes for an effective choices thanks to its low cooldown, particular since Legendary Azura won’t be seeing much combat overall.

Since Legendary Azura won’t be fighting much, inheriting expensive A slot skills to her can be a bit of a waste. Fury is cheap and very effective for those times she needs to fight, granting her a all-around boost to her combat capabilities. Triangle Adept is also a nice option that allows her to perform extremely well against enemy red units, though green units will make even quicker work of her than normal. For usage in Arena, her default B Duel Flying skill increases her Arena scoring capabilities by a massive amount, but this skill is outclassed by Fury everywhere else. For the B slot, Wings of Mercy allows her to move adjacent to any ally that’s below 50% HP, regardless of range. Her default Aerobatics is also a great choice, allowing her to move adjacent to any non-flying ally within two spaces. Any of the Chill skills also make for a great choice.

For the C slot, her default Atk Tactic synergizes perfectly with Prayer Wheel and doesn’t need to be changed at all, so long as the team can meet the activation requirements of two or less allies of that movement type. If the team is something like three infantry with Legendary Azura, she’ll need to use a Hone, Fortify, or Wave C slot skill instead. In these cases, Hone Atk 4 is her best choice since it provides the highest single buff of any C slot. Guidance makes for a great Sacred Seal choice, allowing her to support her infantry allies with increased mobility. Flier Formation can also be used to be able to move adjacent to any flying allies within two spaces. Flier Formation can also synergize with Aerobatics to effectively give her the benefit of Halloween Nowi’s Grimoire but without the HP requirements. Earth Dance is another option to consider as this allows Legendary Azura to activate Prayer Wheel on anyone she sings regardless of whether they were already buffed or not. Earth Dance specifically is recommended since it provides the highest stat boost of the Dance skills, making it the most effective pairing with Prayer Wheel.

Introduction

Legendary Azura is a lot like the ocean’s gray waves: she’s destined to seek the life of her allies, possibly of those beyond the shore, but they’ll unfortunately be just out of reach because of how far they moved on the turn before.

Azura takes the place of the 14th legendary hero. More notably though, she is the first legendary hero to be a refresher. Legendary Azura joins as a blue mage flier and comes with a powerful personal weapon and even her own personal Assist skill, making her an incredibly desirable unit.

Statwise, she isn’t anything particularly special. She comes with a serviceable offensive spread with decent Attack and good Speed. She has very poor defensive capabilities though, with both physical and magical foes alike being capable of dealing great damage to her. Her stats are not her selling point however. What makes Legendary Azura so amazing is her skills. Namely, her personal weapon that allows her to give immense buffs to her allies and her personal Assist skill that is a flat out better version of her typical Sing skill.

All in all, Legendary Azura is nothing less than an incredible unit. Her ability to provide a ridiculous amount of buffs by herself and access to a more powerful refresh ability solidifies her place as the top choice for a refresher. However, the waters of Fire Emblem Heroes ever change, flowing just like time, so who knows if she’ll keep her place. Whether or not you want to summon for her, the path is yours to climb.

Strengths

Legendary Hero

Being a Water Legendary Hero, Legendary Azura is able to provide a stat boost of three HP and four Resistance to any unit on her team carrying a Water Blessing. Note that this bonus will only apply if it is currently a Water season and Legendary Azura is on the team with the unit carrying the Water Blessing.

Flying Refresher

Being a flying unit is a great boon for any refresher. As a flier, Legendary Azura is capable of moving over normally inaccessible terrain such as water and mountains. She can also move over forests with no penalty to movement range. This unparalleled mobility only adds to her usefulness as a refresher.

Gray Waves

Gray Waves is Legendary Azura’s personal assist. It is an improved version of the typical Sing ability she comes with. Gray Waves retains the functionality of Sing, allowing her to grant any ally with an extra action, but also comes with the added benefit of giving any infantry or flying allies that she uses this on with an extra point of movement. This is incredibly powerful, allowing for her infantry and flying allies to have much greater reach. The one thing to be wary of with Gray Waves is that if one utilizes the extra movement range, it will be more tricky for Legendary Azura to catch up with them for further uses.

Prayer Wheel

Prayer Wheel is Legendary Azura’s personal weapon. This weapon grants a bonus to all stats to any ally that Legendary Azura uses Sing or Gray Waves on equivalent to the highest stat bonus that ally already has. So, if an ally has a four point bonus to Attack and Legendary Azura uses Gray Waves on them, that ally will get four points to all of their stats. Note that the bonuses provided from Prayer Wheel do not stack with the buffs that unit already has, so a unit that already has a four point boost in all stats will receive no benefit from this weapon.

Still though, this weapon remains an amazing choice for Legendary Azura, allowing her to provide immense buffs to her allies all by herself and synergizing perfectly with C slot skills such as her default Atk Tactic.

Good Speed

If there is one good thing one could say about Legendary Azura’s statline, it would be her Speed. With a base value of 35 that is boosted further by Prayer Wheel’s innate +3 Speed, Legendary Azura is quite fast. She can avoid double attacks with relative ease, helping her survivability somewhat, as well as helping her offensive potential for whenever she needs to fight.

Weaknesses

Lackluster Attack

With 30 Attack, Legendary Azura leaves quite a bit to be desired. Even with her personal weapon, she only reaches 44 Attack. This is not a massive negative overall since Legendary Azura is far more about supporting her team than dealing damage, but it is worth noting for the times that she will need to attack.

Poor Defensive Capabilities

With 33 HP, 17 Defense, and 24 Resistance, Legendary Azura is not sustainable at all. While her Speed can save her from being ORKOd in some situations, she will still only be typically capable of taking a single hit before the next puts her out of action. One should take caution when deciding to leave Legendary Azura in the range of any enemy and avoid leaving her in the range of archers and multiple foes at all costs.

Team Options

Being a refresher, it’s hard to find a team that wouldn’t benefit from her support. That being said, Legendary Azura’s best allies overall are those which can benefit from the bonus movement effect of Gray Waves, namely flying and infantry allies.

  • Fliers: Being a flier herself, Legendary Azura makes for a fantastic fit to any flier-centric team. Not only can she provide them with benefits from Flier Buffs and Gray Waves, but they can also provide her with Flier Buffs too. A strong red ally such as Legendary Ryoma, Summer Tana, or Laegjarn is imperative to keep her safe from green foes. A green ally such as Myrrh, SF Nino, or Summer Innes will also be appreciated for protection from blue foes. Fliers also have strong colorless options such as Summer Takumi, Halloween Mia, and Eir.

  • Strong Red Infantry: Of all the infantry allies Legendary Azura could get, red infantry are the most important as these will be able to keep her safe from opposing green foes. There are plentiful strong choices available, including but not limited to Karla, Legendary Marth, Adult Tiki, and Celica.

  • Strong Infantry of Other Colors: Of course, Legendary Azura wouldn’t just want red infantry allies. A strong green infantry will also be beneficial for fighting against blue threats. Strong choices include Helbindi, Raven, Female Kana, and Lewyn. There are also plentiful strong blue infantry choices too, such as Nephenee, Ophelia, and Ishtar.

Counters

Taking down Legendary Azura once one actually gets past her allies is not exactly a hard task to accomplish. As mentioned earlier, her poor defenses make her an easy target for a lot of different units. Red units can sometimes struggle due to the Weapon Triangle disadvantage, but will often still deal good damage.

  • Archers: Due to bows coming with innate effective damage against fliers, archers are the most obvious choice for fighting Legendary Azura. Her low Defense means all but the weakest of archers will be capable of defeating her in a single arrow. Some archers to look out for include Brave Lyn, Halloween Jakob, Summer Takumi, and WF Hinoka.

  • Strong Green Fighters: Green units are another clear choice for countering Legendary Azura. All Armads wielding Hector, Fallen Robin, and Dorcas come with natural Distant Counter, allowing them to easily fight back against Legendary Azura and easily OHKO her. Plentiful other green units can also resist her and fight back, such as Surtr, Brave Ephraim, Helbindi, Myrrh, Lewyn, and SF Nino.

  • Strong Blue Fighters: The lack of benefit from the Weapon Triangle plus her low defensive capabilities makes Legendary Azura easy picking for a lot of blue units too. Brave Hector, Winter Ephraim, Legendary Tiki, Ophelia, and Reinhardt are a small handful of units that Legendary Azura will need to look out for.

Weapon Skills

Weapons SP Rng. Mt.
Light
Blue Tome Users Only
50 2 4
Ellight
Blue Tome Users Only
100 2 6
Shine
Blue Tome Users Only
200 2 9
Prayer WheelGrants Spd+3. If Sing or Dance is used, grants bonus to target's Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target already has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.)
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

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
Gray WavesGrants another action to target ally, and if target is an infantry or flying ally, target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.)
Unlocks at 5 ★
1 400

Passive Skills

Passive Skills SP Slot
B Duel Flying 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Flying Only
70
A
B Duel Flying 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Flying Only
150
A
B Duel Flying 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stats total calculation excludes any values added by merges and skills.)
Unlocks at 5 ★
Flying Only
300
A
Aerobatics 1If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60
B
Aerobatics 2If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120
B
Aerobatics 3Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Unlocks at 5 ★
240
B
Atk Tactic 1At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
60
C
Atk Tactic 2At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
120
C
Atk Tactic 3At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Unlocks at 5 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem Heroes

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