Table of Contents
- Default
- Attack
- Special
- Injured
| New Year Azura - Celebratory Spirit |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 14 | 5 | 8 | 4 | 3 |
| Middle | 15 | 6 | 9 | 5 | 4 |
| High | 16 | 7 | 10 | 6 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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.
Boons
- +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.
Neutral
- 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.
Banes
- -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
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Hagoita+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Sing | B | Flier Formation 3 Alternate: Wings of Mercy 3 |
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Moonbow | C | Hone Fliers |
| SP | 1,060 | S | Fortify Def 3 |
- Preferred IV: +SPD or +RES or +ATK / -HP or -DEF or -RES
- Weapon: Hagoita+ (+Spd)
- Assist: Sing
- Special: Moonbow / Iceberg
- Passive A: Fury / Triangle Adept / Swift Sparrow
- Passive B: Flier Formation / Wings of Mercy / Geyser Dance
- Passive C: Hone Fliers / Guidance / Drive Spd
- Seal: Fortify Def / Guidance / Atk 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 Atk 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 Resistance 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
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Slaying Axe+ (+Spd) | A | Swift Sparrow 2 |
|---|---|---|---|
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Sing | B | Desperation 3 |
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Luna | C | Hone Fliers |
| SP | 990 | S | Speed +3 |
- Preferred IV: +SPD or +RES or +ATK / -HP or -DEF or -RES
- Weapon: Slaying Axe+ (+Spd) / Emerald Axe+
- Assist: Sing
- Special: Luna / Iceberg / Glacies
- Passive A: Swift Sparrow / Distant Counter / Fury
- Passive B: Desperation / Quick Riposte / Wings of Mercy
- Passive C: Hone Fliers / Def Ploy / Flexible
- Seal: Speed +3 / Quickened Pulse / Attack +3
Being able to receive +6 buffs ensures that New Year 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 Resistance 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 Reinhardt and other blue mages who may threaten your team.
Her Resistance 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 +Speed boon and Speed forge). Alternatively, she can run Quickened Pulse alongside Glacies in order to proc it quickly at the beginning of the fight.
Introduction
As the first flying 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 one of the only dancers 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 an 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 Defense/+2 Resistance, 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.
Strengths
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 the 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
Weaknesses
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
Counters
In a one on one combat situation, Azura is easily countered. The challenge in defeating a team with a New Year 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.
- Red units: Almost all red units, such as Ayra, Mia, Ryoma, and Ike will make mincemeat out of her.
- Green Units: A majority of green units, such as Hector, Dorcas, Minerva, and Brave Ike will be able to handle her easily
- Strong Blue Units: Even some strong blues, such as Effie, Ephraim, or Tana would likely be able to take her on, provided they were properly built.
- Archers: Of course, due to her movement type, all archers will be a threat to her, such as Brave Lyn, Halloween Jakob, Klein, or Takumi.
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Hagoita+ | A | Fury 3 |
|---|---|---|---|
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Sing | B | Desperation 3 |
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Moonbow | C | Hone Fliers |
| S | Guidance 3 | ||
With +ATK boon, this build makes NY Azura a hybrid support and attack at the same time.
Fury 3 synergize well with desperation because the offensive stats specially with +SPD Enhanced weapon are very high. But be carefull with ranged units, specially archers and brave weapons, prepare your units with Draw Back or Reposition to save her.
C Skill and Seal depends of team. Escape route works well too depends the damage countered from the enemy.
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Hagoita+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Sing | B | Flier Formation 3 |
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Iceberg | C | Hone Fliers |
| S | Distant Def 3 | ||
This build is for blowing up Mages during the Enemy Phase. If you are on a Flier Team with Hone and Fortify Flier, you can get the res during combat to 45, which will tank a lot of mages and then counter them with Iceberg.
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Hagoita+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Hone Fliers |
| S | Speed +3 | ||
NY Azura makes any flier team become much more amazing thanks to her Sing support skill. Even mixed teams will perform better with her around and unimpeded by any terrain. A speed boon is preferred because she will most likely be fulfilling the support role. Speed would be her primary source of damage mitigation should she come under attack, especially against pesky fast sword units that might be marking her as the prime target. Fury 3 is great on her to soak up more damage and grant her more speed. With weapon refine and speed sacred seal, she can get a total of +9 speed before buffs.
She works well paired up with an offensive unit that could benefit from her weapon combat buff, hone buff, and an extra action from her Sing. When using her outside of a flier team, hone/drive speed or attack can be used in her C slot instead. If you can spare modding off a Tana though, Guidance 3 would be an amazing asset as well, allowing your infantry and armored units to get into position and then she would be able to support them immediately.
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Hagoita+ | A | Atk/Res Bond 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Drive Atk 2 |
| S | Guidance 3 | ||
This is a mixed team build that makes use of the Sing, Wings of Mercy and Guidance skills to increase the mobility of your other units, while using her Hagoita+ weapon and Drive Attack skill to further boost their stats. This build is especially effective with armored units to protect her as she is rather frail. Bond skills are ideal for her A skill slot due to her movement abilities which will land her next to an ally a majority of the time. For a budget build Spur Attack can replace Drive Attack and the A skill can be traded for another skill as it is the least important skill for her. Escape Route is not recommended as a replacement for Wings of Mercy because of her risk of dying from just one hit.
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Hagoita+ (+Res) | A | Fury 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Iceberg | C | Drive Spd 2 |
| S | Iote's Shield | ||
(Keep in mind that I pulled two New Year Azuras and I merged them, so the stats are of a 40+1 New Year Azura)
I wanted to make her a buffer, for what I could, using her weapon and the C skill to do that.
She is +res, and I refined Hagoita+ (+Res) for her, so I think Iceberg suits perfectly.
I was unsure at the beginning on giving her Fury, but I have to say that it works pretty fine, and it sure helps her.
For the B skill, Wings of Mercy/Guidance are the best choices.
As a Seal, I gave her Iote's Shield, to help her against archers a little bit.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 10 |
| Learns by default at 5 ★ Inheritable by Axe users only.
|
300 | 1 | 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 5 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | B |
| Non-inheritable by Staff-wielding units.
|
100 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Only inheritable by flier units.
|
200 | C |
Other Info
| Origin |
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes