New Year Azura

Overall Rating
Analysis by raelet
New Year Azura - Celebratory Spirit


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 37
ATK 30
SPD 35
DEF 22
RES 26
Stat Variations
Level 1 Stat Variation
Low 14 5 8 4 3
Middle 15 6 9 5 4
High 16 7 10 6 5

Level 40 Stat Variations
Low 33 27 32 19 22
Middle 37 30 35 22 26
High 40 33 38 25 29
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.

Before looking at movement and unit type, Azura has a very strong speed stat and a lowish attack stat, rounding out with a low defense and decent resistance.  In the end, her IVs matter less than a strictly combat unit due to her utility as a team support.


  • +SPD: This will always be the best choice for NY Azura- the less she's doubled, the more survivability she has, which is key to any dancer's viability on the field. It also allows her to be a more formidable combat unit on her own by increasing her doubling potential.
  • +ATK: Her second-best boon, which can help with her lower damage. This is only good if you intend to have her get into a few skirmishes, but she works nicely as a blue-check with the proper boon.


  • DEF: Lowering her defense will worsen her combat capabilities, but it's not quite important enough to want a boon in. Keeping it neutral is your best bet.
  • RES: This also works best as neutral, particularly if you're going with an expensive DC build. You can take a bane in it otherwise.


  • -HP: The universal 'good bane', -HP works for NY Azura because she likes to either keep or increase the rest of her stats.
Skill Sets
Full Support
Hagoita+ (+Spd) A Fury 3
Sing B Flier Formation 3
Budget: Wings of Mercy 3
Moonbow C Hone Fliers
SP1,060SFortify Def 3

Show Explanation/Analysis
  • Preferred IVs: +Spd -HP  | Alternate: +Res, +Atk, -Def, -Res
  • Weapon:  Hagoita+ (+spd forge)
  • Assist: Sing
  • Special: Moonbow | Iceberg
  • A Slot: Fury | Triangle Adept | Swift Sparrow
  • B Slot: Flier Formation | Wings of Mercy | Geyser Dance
  • C Slot: Hone Fliers | Guidance | Drive Spd
  • Seal: Fortify Def | Guidance |  Attack Ploy

Azura is optimized to support fliers and this set will allow her to do so to her full capacity- though with a few small tweaks, it can also work to support her infantry and armored allies as well. 

With the suggested set, Azura can not only sing, but also offer her nearby flier allies +6/+6/+6/+2 buffs during combat. If Geyser Dance is inherited, she can use Attack Ploy in her seal slot and offer one ally +6/+6/+6/+6 after dancing them.  Flier Formation is still preferred due to the remarkable synergy with flier emblem- this dramatically increases her mobility with an all flier team, allowing her to teleport as many as three spaces away to dance a unit four spaces away.

If using her with infantry or armored allies, Wings of Mercy or Geyser Dance would likely be preferred, as well as utilizing Guidance in either the C slot or seal slot for increased mobility.  Drive Spd is an interesting option in the C slot, as it will pair with her weapon to offer her nearby allies +0/+3/+2/+2 in buffs, which can be very nice for more defensive units.

Her special and A slot are more about using her offensively and don't matter quite so much, though she has the Res to counter blue mages and utilize Iceberg, while having the speed to make the most of Swift Sparrow. Triangle Adept will likely be your safest bet and will help her to fall into the comfortable niche of TA dancers.

Combat Capable
Slaying Axe+ (+Spd) A Swift Sparrow 2
Sing B Desperation 3
Luna C Hone Fliers
SP990SSpeed +3

Show Explanation/Analysis
  • Preferred IVs: +Spd -HP  | Alternate: +Res, +Atk, -Def, -Res
  • Weapon:  Slaying Axe + (+spd forge) | Alternate: Emerald Axe +
  • Assist: Sing
  • Special: Luna | Iceberg | Glacies
  • A Slot: Swift Sparrow | Distant Counter | Fury
  • B Slot: Desperation | Quick Riposte | Wings of Mercy
  • C Slot: Hone Fliers | Def Ploy | Team Buff
  • Seal: Spd +3 | Quickened Pulse | Atk +3 

Being able to receive +6 buffs ensures that NY Azura is absolutely a combat capable unit, despite her lower stat total.  With this set, her speed reaches 44- 49 on initiating an attack with Swift Sparrow. This helps her to double for a Luna or Iceberg proc, which will further add to her damage.

Iceberg will offer you a guaranteed +13 damage, whereas Luna will do more damage if your opponent has higher defenses- Luna is generally preferable except in niche cases, or if your Azura has a +Res IV.

Swift Sparrow supplements both of her offensive stats nicely, giving her an instant +4 to her impressive speed and +4 to her previously-mediocre attack power for a fast green nuke.  However, you can also run DC here if you'd like to utilize her decent Res stat- with this, Quick Riposte would be ideal, as it helps her to take down fast ranged units who ordinarily she wouldn't be able to double, such as Nino, Delthea, and Linde. Emerald Axe is also optimal with a DC build so that she can reliably counter Reinhardts and other blue mages who may threaten your team.

Her Res is almost too low to be able to recommend Def Ploy, but if your Azura is +Res, it becomes a far more attractive option. Hone Fliers or your team buff of choice is also a good option to have, which will allow her to function as more of a hybrid support/damage unit.

Finally, her seal will help her to increase her speed up to 44 (with Spd IV and spd forge). Alternatively, she can run Quickened Pulse alongside Glacies in order to proc it quickly at the beginning of the fight.



  • Flying Dancer
  • Fantastic support unit for both flier emblem and infantry/armor units
  • Good speed


  • Low defenses
  • Lower base stat total- will lower arena score
  • Subpar combat unit

As the first flying dancer and thusfar the only non-infantry dancer, Azura is previously uncharted territory. She boasts the same offensive stats as Shanna, with high speed and low attack, though her defenses are poorer. This makes her the fastest green axe flier to date.  While she should predominately be played as a support unit, her speed and not-insignificant attack allows her to duck into combat in a pinch and put in some work against blue units, particularly mages and dragons.

Don't let her lower stat total fool you, either- Azura is now the only dancer capable of receiving emblem buffs, meaning that on a flier team she can potentially be defensively buffed +6/+6 to cover her weaker defenses, as well as offensively buffed (if you have another Hone Flier unit) to reach atk/spd of 36/41 before weapon or IVs are counted. All of this together means that her combat capabilities are more than meets the eye if played on a team that can support her as she supports them.

Even if you aren't playing her on a flier emblem team, her mobility allows for significant control over the battlefield and she'll be able to assist your units in a wholly unique way: not only can she passively buff nearby teammates by +2 def/ +2 res, and not only can she fly over forest or rocky terrain to dance her teammates, but she can also equip the Guidance seal, allowing for incredible team maneuverability on the battlefield.


Support Capabilities

  • Her support utility is entirely unique in the game- capable of not only dancing, but also buffing her allies through her default weapon and B and C slot skills
  • She also can help her infantry or armor team with their initial movement through usage of Guidance

Good Speed

  • Her decent speed- the best in class for her weapon/movement type combo- helps to prevent her from being doubled in combat, which helps to offset her squishiness
  • This also makes her decent to use offensively in a pinch, as she's more inclined to double her opponent than any other green flier

Decent Res

  • Like all other Azuras, NY Azura has a decent res stat, which allows her to soak a little damage from blue dragons and mages. She works decently as a Nowi bait/counter and can work to bait other blue mages with some care. An unbuffed +10 +Atk IV Death Blow Reinhardt leaves neutral unmerged NY Azura at 1 HP.

Poor Defenses

  • Azura will not be tanking much, nor is she capable of trading many blows. Her speed may save her from being ORKOd by blues, but her defenses aren't going to give her any sort of sustain if she sees combat too many times
  • Her low HP puts her at risk of being panicked if you rely on buffing her to clear out enemy blues

Subpar Attack

  • Her attack leaves something to be desired at 30 neutral. While it's higher than some units, it's generally right on the brink of usability. 
  • She will not be your main damage dealer by any means and may have difficulty killing bulkier blue units

Default kit does not benefit her

  • NY Azura has no skills or weapon effects that benefit her as a unit- everything she comes with revolves around supporting her teammates.
  • While this makes her a great out-of-the-box support unit, it offers her poor utility in terms of being a standalone fighter
Team Options

Azura's utility means that she is able to support both flier emblem and infantry/armor units.

  • On the flier side, just about every flier in the game would benefit from her buffs- if not the hone buff, then her weapon passive.  However, her support really shines with speedy offensive units such as CordeliaElinciaMinervaHinokaCatriaPalla, or ShannaTana in particular is a devastating partner to NY Azura due to her ability to fully utilize all four of the buffs that Azura provides.
  • Azura will crumble quickly to red units or strong green units. This means that she can use teammates who are capable of demolishing both of them, such as AyraTiki Y, Black Knight, and Mia. In addition, she's able to supplement these units' movement via her Guidance seal.
  • Azura will have trouble with physical attacks in general, but archers are particularly dangerous to her. Therefore, good archer counters and Raven tome users such as LeonRobin M, or Sophia would be good choices as welll.

In a one on one combat situation, Azura is easily countered.

  • Almost all red units, such as AyraMia, Ryoma, and Ike will make mincemeat out of her.
  • A majority of green units, such as HectorDorcasMinerva, and Brave Ike will be able to handle her easily
  • Even some strong blues, such as EffieEphraim, or Tana would likely be able to take her on, provided they were properly built.
  • Of course, due to her movement type, all archers will be a threat to her, such as CYL LynHalloween Jakob, Klein, or Takumi.

The challenge in defeating a team with a NY Azura isn't necessarily from defeating her as a unit, but rather taking her down before her team utilizes her support skills to overwhelm your team.  This is done more through tactics and strategy than anything else.

Weapon Skills
Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
HagoitaGrants Def/Res+2 during combat to allies within 2 spaces.
Inheritable by Axe users only.
200 1 10
Hagoita+Grants Def/Res+2 during combat to allies within 2 spaces.
Learns by default at 5 ★
Inheritable by Axe users only.
300 1 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
Passive Skills
Passive Skills SP Slot
Earth Dance 1If Sing or Dance is used, target also granted Def+3.
Non-inheritable by Staff-wielding units.
Earth Dance 2If Sing or Dance is used, target also granted Def+4.
Non-inheritable by Staff-wielding units.
Earth Dance 3If Sing or Dance is used, target also granted Def+5.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Hone FliersGrants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. Requires Hone Atk 2 or Hone Spd 2.
Unlocks at 5 ★
Only inheritable by flier units.
Other Info

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