Table of Contents
- Default
- Attack
- Special
- Injured
| Performing Azura - Lady of Ballads |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 5 | 7 | 2 | 5 |
| Middle | 16 | 6 | 8 | 3 | 6 |
| High | 17 | 7 | 9 | 4 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
As primarily a support unit, Performing 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 IVs are geared towards survival and reliability.
Boons
- +SPD: A boon in Speed could be useful for Azura for both its offensive and defensive properties, as it allows her to double slower enemies and prevent the same from faster enemies.
- +RES: A boon in Resistance is especially prevalent when using a Distant Counter set, as it allows her to take on mages more reliably.
Neutral
- HP: Azura's HP should stay neutral in order to aid her magical bulk.
- ATK: Attack is always useful for a unit, and Performing Azura does expect to see some combat so lowering Attack will harm her killing potential.
Banes
- -DEF: Defense is pretty much Azura's most disposable stat as by default she is already physically frail, and any additional increase does not increase her longevity by any significant amount.
Skill Sets
Thunder's Requiem (Blue Magic Check)
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Urðr | A | Distant Counter |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 Alternate: Escape Route 3 |
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Luna | C | Atk Ploy 3 Alternate: Drive Res 2 |
| SP | 1,370 | S | Deflect Magic 3 |
- 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 Resistance 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 Attack. 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 on turn 1, and focus on supporting her allies after that, making her extremely useful throughout the fight.
Fate's Lullaby (Supportive Duelist)
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Urðr | A | Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 Alternate: Escape Route 3 |
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Moonbow | C | Drive Spd 2 Alternate: Drive Res 2 |
| SP | 1,120 | S | Spur Spd 3 |
- Preferred IV: +SPD / -DEF or -HP
- Weapon: Urðr
- Assist: Sing
- Special: Moonbow / Glimmer / Luna
- Passive A: Triangle Adept
- 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 makes a lot of sense to solidify her foundations against the blue units. As she rarely engages in combat, Moonbow is her preferred option though Glimmer can also be used due to Triangle Adept amplifying her Attack in order to one-shot low Defense 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 Sacred Seal depends on your preference of team support.
This build can check blue mages by baiting and attacking afterward, 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)
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Emerald Axe+ | A | Distant Counter Alternate: Fury 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 Alternate: Escape Route 3 |
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Moonbow | C | Drive Res 2 |
| SP | 1,800 | S | Hone Spd 3 |
- 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 / Flexible
- Sacred Seal: Hone Spd / Flexible
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.
Introduction
Azura is the first melee green refresher in Fire Emblem Heroes and also the first one to obtain a unique weapon. Similar to her non-seasonal counterpart, Performing Azura is a refresher who focuses more on offensive ability, making her an excellent duelist when combating those she has the Weapon Triangle advantage over. However, due to her being a refresher, she does sport a lower BST, which is a hindrance to her durability. Still, 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, refresh, and buff units.
Strengths
Refresher
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 refreshed back out to safety.
Urðr
Urðr is a fantastic support weapon that grants a +3 boost to all stats of the unit she refreshes. This becomes a huge boon to units with proper positioning/timing and becomes particularly effective on Blade tome users.
Good offensive stats
With a high base Attack and Speed stat for a dancer-class unit, she is a rather competent duelist and can dish out a 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 Resistance 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 refresher and possesses lower BST.
Weaknesses
Low 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 Defense 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 Speed is rarely used defensively against non blue-units.
Team Options
Counters
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.
- Strong reds: Units such as Ayra, Zelgius, Winter Tharja, and Celica can all easily cut through Azura due to her meager bulk and Weapon Triangle disadvantage.
- Physically bulky: Hector, Winter Chrom, Dorcas, and Myrrh are among many units that can easily mitigate Azura's damage output while dealing powerful blows in return.
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Urðr | A | Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Moonbow | C | Drive Res 2 |
| S | Deflect Magic 3 | ||
Hjands down my best dancer/singer unit. Her main weapon allows her to give +3 on all stats to any unit she sings to and wings of mercy is standard as it will allow her to warp to units who are weaken and need the extra turn too attack. Triangle is her best double edge ability as long she doesn't face any axe or red units she can take a hit not problem and with her high neutral speed keeps her from being doubled a lot of threats with average or poor speeds though watch out for brave units. Deflect Magic seal complements her high Res as she can shrug off a couple green/blue magic no problem making her an anti non-red mage killer if given an opportunity.
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Urðr | A | Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Escape Route 3 |
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Moonbow | C | Drive Res 2 |
| S | Atk Ploy 3 | ||
Theorycraft.
Alternatives
Special: Sacred Cowl/Escutcheon
A: Distant Counter
B: Wings of Mercy
C: Drive Spd/Hone Spd/Atk Ploy
Seal: Resistance
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Urðr | A | Triangle Adept 3 |
|---|---|---|---|
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Sing | B | Axebreaker 3 |
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Moonbow | C | Drive Res 2 |
| S | Speed +3 | ||
This was my attempt at solving a -spd azura :( Axebreaker+TA allows her to duel with blues and greens alike, allowing her to thrive under the right conditions
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Urðr | A | Distant Counter |
|---|---|---|---|
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Dance | B | Vantage 3 |
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Luna | C | Drive Res 2 |
| S | HP +3 | ||
Well.... it does sound like a stupid build for her because it's not pure supporter nor pure attacker but hear me out!
With the right support this Azura can be a real pain in the arse for your enemies in arena defence and offense, true the lack of wings of mercy and escape route do take some of her mobility, but that vantage can secure quite some lucky kills. We all know P! Azura is awesome but would somebody really expect her to survive a blow and the taking you down woth vantage? Well I wouldn't. If you choose to summoner support her she reaches a state of a more though to kill unit for blue's and green's (she will mostly just scrap by with a few HP but she does the deed and is in vantage mode afterwards) she can even take some hits from red's too. after she baited her enemy you can play her like the singer she is of course. But would be a waste not using that unprounceable axe to chop some heads off, now would it?
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Urðr | A | HP +5 |
|---|---|---|---|
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Sing | B | Wings of Mercy 3 |
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Draconic Aura | C | Drive Res 2 |
| S | Atk Ploy 1 | ||
Alternates (I haven't actually put these on her yet, but they're alternate choices):
Special: Pavise/Aegis/Eschutcheon/Buckler/Sol
A: Fury/Fortress Defense/Fortress Res
B: Escape Route/Renewal/Windsweep
C: Drive Skill of any kind/Spur (Any kind) Threaten (etc.)
Don't ask. I ended up with 3 Azura's and I merged them. End of story
My standard dancer set usually consists of: HP+5, WoM, and whatever C skill.
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 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
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 |
|---|---|---|
| Excludes Colorless Weapon Users.
|
50 | A |
| Excludes Colorless Weapon Users.
|
100 | A |
| Unlocks at 5 ★ Excludes Colorless Weapon Users.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes