Performing Azura

Overall Rating
Analysis by Maskilraid
Performing Azura - Lady of Ballads


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 35
ATK 32
SPD 34
DEF 20
RES 28
Stat Variations
Level 1 Stat Variation
Low 15 5 7 2 5
Middle 16 6 8 3 6
High 17 7 9 4 7

Level 40 Stat Variations
Low 32 29 31 17 24
Middle 35 32 34 20 28
High 39 35 37 23 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.

As primarily a support unit, P!Azura focuses on staying alive and maintaining acceptable combat potential. She shouldn't be picking too many fights outside of those where she possesses color advantage, so her IV's are geared towards survival and reliability.


  • +SPD could be useful for Azura for both its offensive and defensive properties; double slower enemies and prevent the same from faster enemies.
  • +RES is mainly used when using a Distant Counter enemy phase set. This allows her to take on mages more reliably, especially a certain tiny hands on a horse.


  • HP should stay neutral to aid her magical bulk.
  • ATK is always useful for a unit, and P!Azura does expect to see some combat so lowering attack will harm her killing potential.


  • -DEF is pretty much Azura's most disposable stat as by default she is already physically squishy, and any additional increase does not increase her longevity by any significant amount.
Skill Sets
Thunder's Requiem (Blue Magic Check)
Urðr A Distant Counter
Sing B Wings of Mercy 3
Budget: Escape Route 3
Luna C Atk Ploy 3
Budget: Drive Res 2
SP1,370SDeflect Magic 3

Show Explanation/Analysis
  • Preferred IV: RES / -DEF
  • Weapon: Urðr 
  • Assist: Sing
  • Special: Luna
  • Passive A: Distant Counter
  • Passive B: Wings of Mercy / Escape Route
  • Passive C: Atk Ploy / Drive RES
  • Sacred Seal: Deflect Magic / Atk Ploy

The concept of the build is to leverage on Azura’s relatively high RES stat. This is done by using Distant Counter such that she will be able to take on blue mages and kill them on retaliation. For this build we shall keep Urðr to keep her utility as a dancer who can provide stat buffs.

The typical Wings of Mercy on Dancer works, as she will be able to rush to them when the ally is below 50% health. This is extremely useful as the allies who needs help the most are usually the lowest health ones. Alternatively, Escape Route is a good option as she could bait a single combat and activate the passive to provide global support.

The remaining skills are used to further hone Azura’s ability to take on Blue Mages. ATK Ploy allows Performing Azura to have an option to decrease the opponent’s ATK. Deflect Magic is specifically to deal with Reinhardt and OIwen if your team really struggles against them. ATK Ploy is also useful as a general utility skill for your team.

With Urðr's phenomenal stat buffs, this Azura build enables her to bait a blue mage in turn 1, and focus on supporting her allies after that, making her extremely useful throughout the fight.

Fate's Lullaby (Supportive Duelist)
Urðr A Triangle Adept 3
Sing B Wings of Mercy 3
Budget: Escape Route 3
Moonbow C Drive Spd 2
Budget: Drive Res 2
SP1,120SSpur Spd 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -DEF or -HP
  • Weapon: Urðr
  • Assist: Sing
  • Special: Moonbow / Glimmer / Luna
  • Passive A: Triangle Adept 3
  • Passive B: Wings of Mercy / Escape Route
  • Passive C: Drive Spd / Drive Res
  • Sacred Seal: Spur Spd

Azura’s core skill set is rather competent as a blue duelist that focuses on supporting her allies. We can fill up her remaining skill slots to fill up her niche as a supportive combatant.

Dancers are mostly not expected to go on toe-to-toe with a combat unit of the same color, so using her base Triangle Adept 3 makes a lot of sense to solidify her foundations against the blue units. As she rarely engages in combat, Moonbow is her preferred option, while Glimmer can also be used due to Triangle Adept amplifying her ATK to one-shot low DEF blue targets. Keeping her default Luna is also a decent option.

The remaining skills are used to support her allies. Wings of Mercy and Escape Route provide immediate assistance when required and can give many combat buffs (Spurs and Drives) upon demand. As the buff effect of Urðr cannot stack with other Hones, it is better to leverage on in-combat buffs as those do stack. The choice of the C slot and Seal depends on your preference of buffs.

This build can check blue mages by baiting and attacking afterwards, but usually dancers should not use their turn to attack an enemy most of the time. It is more ideal for another unit to do the attacking on the behalf of Azura in this case.

Ocean Gray Waves (Blue Duelist)
Emerald Axe+ A Distant Counter
Budget: Fury 3
Sing B Wings of Mercy 3
Budget: Escape Route 3
Moonbow C Drive Res 2
SP1,800SHone Spd 3

Show Explanation/Analysis
  • Preferred IV: +ATK or SPD / -DEF or -RES or -HP 
  • Weapon: Emerald Axe+
  • Assist: Sing
  • Special: Moonbow / Luna
  • Passive A: Distant Counter / Fury
  • Passive B: Wings of Mercy / Escape Route
  • Passive C: Drive Res / Pref
  • Sacred Seal: Hone Spd / Pref

For those who do not rely on Azura’s buff effect, it is possible to drop her Legendary Axe to fuse the Triangle Adept effect into her weapon. This frees up the Passive A slot for a skill that could further increase her combat prowess. Other than that, the philosophy is very similar to the Fate’s Lullaby build above.

The main difference is the supportive skill selection. As her axe is replaced, she can use buff skills without overlapping with her axe effect. This means that Tactic, Hone and Fortifies are all option that are open for Performing Azura when Urðr is replaced. The C skill and Seal slot should be adjusted to buff whatever stat your team desires.

The remaining choices are the same; Moonbow or Glimmer to quickly resolve combat and Wings of Mercy or Escape Route are present for teleportation when required; although this Azura can fight Blue units well, she is still meant primarily to assist with Sing support.


Azura is the first melee Green dancer in Fire Emblem Heroes and also the first dancer to obtain a legendary weapon. Similar to her non-seasonal counterpart, Performing Azura is a Dancer which focuses more on offensive prowess, making her an excellent duelist when against opponents which she has advantage against. However, due to her being a dancer, she does sport a lower BST, which is a hindrance to her durability. Still, P!Azura boasts a unique weapon that tremendously buffs any unit that she dances. This makes her worth considering on almost any team, as she can fight, dance, and buff units.



Sing allows another unit to act again, always a good thing to have. It grants the team tremendous flexibility in picking fights, since a unit can dive in to be Sung back out to safety.


Urðr is a very respectable weapon that grants essentially a +3 Rally to all stats after she sings. This becomes a huge boon to units with proper positioning/timing and becomes particularly deadly on Bladetome units.

Good Offensive Stats

With a high base ATK and SPD stat for a dancer-class unit, she is a rather competent duelist and can dish out respectable amount of damage. She may not be the best fighter, but she more than holds her ground against Blue units and some neutral matchups.

Decent Magical Bulk

Her RES stat is another high point of her stat distribution. She will be able to take magical hits with the help of triangle advantages. However, do adjust your expectations as she is still a singer and possesses lower BST.



As Sing is a very powerful ability, she is balanced by removing a good amount of her base stat total. Expectations in her combat abilities need to be adjusted as she does not have enough stat points to go around to excel in everything. Do expect Azura to only engage combat when she has the Triangle Advantage.

Low Physical Bulk

35 HP and 20 DEF is very little to work with in terms of physical bulk. It is very easy for Azura to get knocked out in a single hit so her SPD is rarely used defensively against non Blue-units. This can be problematic against any archers, especially against a particular Choose Your Legend unit on a horse.

Urðr's Buff Timing

As the buffs from her Prf weapon only come into play after she dances a unit, those buffs will not occur for that unit's initial actions. Blade tome units will not enjoy this buff for turns before being Sung, meaning that they cannot take advantage of them and then be danced away to just retreat.

Team Options

As a Singer, P!Azura synergizes with the majority of the Heroes in FEH. However, some units do stand out.

  • Nino, Linde, and Tharja: Blade tomes are the most intuitive partners of Performing Azura, but keep in mind that they only benefit from the buffs after a Sing. However, with proper timing these units can deal explosive damage, freeing P!Azura's Passive C for other support skills such as Drive Spd.
  • Ryoma, Nowi, and Fjorm: Since her weapon's buffs persist through the enemy phase, bait-type units can use her buffs very easily. They also form a solid front line for P!Azura, keeping her safe from dangerous threats that can pierce through her low defenses.

Any moderately bulky unit with high physical damage can easily shatter Azura . Furthermore, due to her dancer status, her stats are not up to snuff compared to many of the general combat units. As such, any unit that is not of a triangle disadvantage can be used to pit against this version of Azura.

  • Ayra, Zelgius, Winter Tharja, and Celica: She has the durability of a mango; easily sliced by a sword or burned into a crisp by fire magic. She should almost never fight Red units.
  • Brave Lyn, Bridal Cordelia, and Raven: Azura's remarkably low defense leaves her vulnerable to any matchup where she doesn't possess triangle advantage.
  • Hector, Winter Chrom, Dorcas, and Myrrh: Green units with high defense take pittance from P!Azura and can potentially even OHKO her.
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
Silver Axe
Inheritable by Axe users only.
200 1 11
UrðrIf Sing or Dance is used, target also granted Atk/Spd/Def/Res+3.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
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
Triangle Adept 1Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.
Excludes Colorless Weapon Users.
Triangle Adept 2Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.
Excludes Colorless Weapon Users.
Triangle Adept 3Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Unlocks at 5 ★
Excludes Colorless Weapon Users.
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Drive Res 1Grants allies within 2 spaces Res+2 during combat.
Inheritable by all units.
Drive Res 2Grants allies within 2 spaces Res+3 during combat.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem Fates

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