- Default
- Attack
- Special
- Injured




Ayra - Astra's Wielder |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 6 | 10 | 6 | 3 |
Middle | 19 | 7 | 11 | 7 | 4 |
High | 20 | 8 | 12 | 8 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 30 | 34 | 28 | 18 |
Middle | 41 | 33 | 37 | 31 | 21 |
High | 44 | 36 | 40 | 34 | 24 |
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 |
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Skill Sets
Queen of Blades (Mixed Phase Generalist)
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Ayra's Blade (+Eff) | A | Distant Counter |
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Positional Assist | B | Spurn 3 Alternate: Null Follow-Up 3 |
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Regnal Astra | C | Joint Drive Spd Alternate: Pulse Smoke 3 |
IVs | +SPD or +ATK | S | Atk/Spd Solo 3 Alternate: Mystic Boost 3 |
Weapon: Ayra’s Blade (+Eff)
Assist: Positional Assist / Flexible
Special: Regnal Astra
Passive A: Distant Counter
Passive B: Spurn / Null Follow-Up
Passive C: Joint Drive Skills / Smoke Skills / Time’s Pulse / Flexible
Sacred Seal: Atk/Spd Solo / Mystic Boost / Quickened Pulse
- Ayra’s two exclusive abilities are by far her most defining features, and this set aims to maximize the usage of both to let her excel both on the offensive and defensive. It’s essentially something similar to the set that led to her original notoriety—just updated for current standards. Ayra covets a +SPD IV here over all else, though a +ATK IV is workable if unavailable.
- Combining Regnal Astra with Ayra’s Blade and Distant Counter provides the warrior princess immense combat prowess; since her refined PRF stops foes from preventing her Special activation, Ayra can consistently leverage her high damage output ability to function as a versatile counter without necessitating that she initiate combat herself.
- She has two main B skill choices to consider here, and they both have their merits: Spurn and Null Follow-Up.
- Spurn provides Speed-based damage reduction to grant Ayra much greater survivability (as her inherently high Speed renders it simple to maintain its maximum effect), and also supplements her Regnal Astra damage. This is largely redundant if Flayn support is available, however.
- In contrast, Null Follow-Up is a formidable B skill that helps Ayra can engage in combat without fear of either having her offensive capabilities hampered or being potentially shut down by foes with automatic follow-ups; it doesn’t directly enhance her survivability like Spurn, but it does give her much greater applicability.
- Null Follow-Up can also be paired with the Mystic Boost Sacred Seal (since using Spurn makes it harder to use something other than a stat booster) if Ayra’s longevity becomes too much of a concern.
- Joint Drive Spd works excellently in Ayra’s C slot to build upon her Speed for improved performance across the board—you literally cannot have enough Speed with her—and some minor ally support. Smoke skills and Time’s Pulse may also be worthwhile considerations, but ultimately her C skill choice is flexible.
- The Atk/Spd Solo Sacred Seal lends itself perfectly to Ayra’s intended playstyle here, granting a fearsome offensive boost in both phases. As previously mentioned, if Null Follow-Up is equipped, Mystic Boost works wonderfully to make up for the loss of Spurn’s supplemental damage reduction through consistent healing. Quickened Pulse is an option as well to immediately let Ayra access Regnal Astra.
I Am Speed (Defensive Tank / Sustain Focus)
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Ayra's Blade (+Eff) | A | Distant Counter |
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Positional Assist | B | Null Follow-Up 3 Alternate: Null C-Disrupt 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +SPD or +ATK or +RES | S | Spd/Res Solo 3 |
Weapon: Ayra’s Blade (+Eff)
Assist: Positional Assist / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Null Follow-Up / Null C-Disrupt / Lull Atk/Spd
Passive C: Smoke Skills / Joint Drive Skills / Flexible
Sacred Seal: Spd/Res Solo / Atk/Spd Solo / Swift Stance / Kestrel Stance / Quick Riposte
- This build optimizes Ayra for a more defensive-leaning role reminiscent of standard tanks, though backed by her fantastic versatility. A +SPD IV is ideal once again as Ayra will be primarily dependent on her ability to naturally perform and avoid follow-ups for her longevity, but +ATK and +RES (strictly for Aether Raids Offense) are decent alternatives as well.
- Ayra should swap out Regnal Astra for a healing Special given the greater focus on tanking here, as her refined weapon’s damage reduction alone generally won’t be sufficient to cover her fully—especially against foes who can exploit her poor Resistance. Noontime is best for an instant activation on each counterattack, though Sol can be used with accelerated cooldown support (e.g. Brave Lucina’s refined Geirskögul).
- Distant Counter is once again recommended to maximize Ayra’s matchup spread. Null Follow-Up is undoubtedly her best B skill choice as it negates effects most detrimental to her performance and instead forces her opponents into a regular Speed contest, the likes of which she would win. Other options include Null C-Disrupt and Lull Atk/Spd, but they are not nearly as universally useful.
- Ayra isn’t at all attached to a specific C skill and most will generally work provided that they assist her or her team in some way, though Smoke skills and Joint Drives are always solid choices. In the context of Aether Raids Offense, Pulse Smoke is particularly lucrative to reduce the effectiveness of Infantry Pulse compositions.
- Any Sacred Seal that builds upon her key stats will likely work here, with Solo skills being highly recommended for their easily fulfilled requirement and strong accompanying boosts. If using something other than Null Follow-Up as her B skill, Ayra can make good use of Quick Riposte to break through follow-up denial effects.
Airplanes in the Night Sky (Player Phase Offensive)
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Ayra's Blade (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Solo (3 or 4) |
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Positional Assist | B | Null Follow-Up 3 Alternate: Wings of Mercy 3 |
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Regnal Astra Alternate: Galeforce |
C | Time's Pulse 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD | S | Atk/Spd Solo 3 |
Weapon: Ayra’s Blade (+Eff)
Assist: Positional Assist / Flexible
Special: Regnal Astra / Galeforce
Passive A: Swift Sparrow / Atk/Spd Solo / Atk/Spd Push / Flashing Blade
Passive B: Null Follow-Up / Wings of Mercy / Lull Spd/Def / Desperation
Passive C: Time’s Pulse / Smoke Skills / Joint Drive Skills / Flexible
Sacred Seal: Atk/Spd Solo / Flashing Blade / Quickened Pulse / Swift Sparrow
- Ayra also has the option to simply focus entirely on her Player Phase prowess and adopt an overall more aggressive playstyle. Surprising absolutely no one given this set’s focus on her offensive ceiling, improving either one of Ayra’s offensive stats with an Asset is once again ideal.
- Her signature Regnal Astra is the obvious choice if maximum damage potential is preferred, though Ayra can potentially replace this Special in favor of Galeforce for a more mobility-based strategy. It does come with a stringent five-turn cooldown, but her PRF’s Slaying effect means that she can easily activate it with Flashing Blade as long as she doubles.
- The Guard-nullification aspect of Ayra’s Blade does make her an exceptionally great choice of unit for Galeforce strategies within Aether Raids Offense as well, though using her within this context does make it much more important to reduce its cooldown as much as possible.
- For maximum effectiveness, Ayra should ideally be able to activate Galeforce on her first hit rather than the second by reducing its base cooldown. This can be done by making Flashing Blade her A skill and equipping both Time’s Pulse and the Quickened Pulse Seal, or with outside Infantry Pulse support.
- Any standard offensive A slot skills that enhance both Attack and Speed (such as her base Swift Sparrow) will work here, solidifying Ayra’s damage output. Specifically if using her within a Galeforce-centric composition for AR-O, she can also utilize Flashing Blade 4 in her A slot to free up space for the Quickened Pulse Sacred Seal.
- For her B slot, Null Follow-Up further assists Ayra in ensuring her follow-up attack, negating skills that would otherwise prevent it. Mobility-based options like Wings of Mercy also complement this build’s intended playstyle (especially for Aether Raids), as do more aggressive skills like Lull Spd/Def and Desperation.
- Time's Pulse is an exceptional C skill that allows Ayra to access Regnal Astra twice in a single round of combat, and also has its uses with Galeforce as mentioned previously. Besides this, Smokes skills work great to enhance the quality of Ayra’s subsequent battles, and Joint Drive skills carry useful mutual buffing utility.
- Aside from Flashing Blade and Quickened Pulse to accelerate her Special activations, any available Sacred Seal that boosts Ayra’s offensive stats fits well.
Strengths
Ayra’s Blade
The original queen of blades comes back with a vengeance via the unique refinement upgrade to her aptly named Ayra’s Blade. It immediately draws parallels to the Creator Sword through its cooldown reduction and similar ability to nullify both Guard effects and enemy skills that hasten Special activations (e.g. Heavy Blade, Steady Breath, etc.), making Ayra incredibly consistent and hard to shut down through conventional means.
Although it lacks the Creator Sword’s inbuilt Null Follow-Up, Ayra’s Blade does its best to lessen the gap through a massive helping of stats—an impressive +3/+7/+7/+4/+4 stat swing in her favor to be exact. This allows Ayra to keep up with recent units despite her early release, especially when invested through Dragonflowers and merges. As a bonus, Ayra’s Blade also grants a reasonable 20% damage reduction from her foe’s first attack in both phases which, combined with her high Speed and access to further Speed-based reduction effects, make the warrior princess deceptively bulky.
Regnal Astra
Her initial claim to fame, Ayra’s access to Regnal Astra provides considerable burst damage potential due to its short cooldown and synergy with her high Speed. Regnal Astra may not necessarily be required for every build (as other Specials simply benefit certain playstyles more), but it’s always a nice option to have. Further, it does open up otherwise inaccessible venues like Aether Raids Defense viability.
Solid Overall Statline
Despite being one of the earlier sword units released, Ayra’s statline nonetheless is quite solid even by current standards. Although her Attack and physical bulk are respectable and don’t trail too far behind, her high Speed undoubtedly remains her statline’s main focal point and pairs excellently with both of her exclusive abilities to altogether grant Ayra great versatility.
Infantry Benefits
Ayra greatly appreciates her infantry status due to the impressive array of skills it grants accessibility to, including but most certainly not limited to Null Follow-Up, Spurn, and Time’s Pulse. This quality further builds upon her sheer adaptability, as her specific build can easily be polished to best lend itself to one’s desired purpose
Weaknesses
Unimpressive Resistance
Ayra’s most exploitable weakness is her terrible base Resistance stat of 21. Although the impact of this can be offset somewhat by her weapon’s damage reduction and accompanying Resistance boost, she will still struggle notably against sustained magical pressure—especially AoE Special wielders—at lower levels of investment and/or support.
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Ayra's Blade | A | Swift Sparrow 3 |
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Reposition | B | Desperation 3 |
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Galeforce | C | Time's Pulse 3 |
S | Swift Sparrow 2 |
Disclaimer: This unit's statistics assumes having maximum merges, max Dragonflowers and S-Rank Summoner Support. The build this unit has is also for reference ONLY.
[ Overview ]
Offensive Player Phase Approach
This build aims to go all out offensive using Galeforce or Regnal Astra depending on your preference. As once the original "Speed Demon" in her utmost prime, she is still viable to this day, but requires tremendous amount of investment to compare to someone even her own daughter, Larcei, who practically surpasses Ayra in every aspect.
[ Weapon ]
Ayra's Blade / Slaying Edge+ (Spd)
Since Ayra's Blade has an innate Flashing Blade effect, she does not need to run Flashing Blade skill itself, unless you run something else like Slaying Edge+ with a Speed refine. If you are running the latter weapon, then you MUST run Flashing Blade on her A-Slot or Sacred Seal slot. Ayra's Blade has 2 more Might compared to Slaying Edge+, but Slaying Edge+ has a permanent Special cooldown count which is valuable to trigger Specials faster.
This is entirely up to the preference of the player themselves.
[ Assist ]
Reposition / Rally / Any Other Assist
Self-explanatory.
[ Special ]
Galeforce / Regnal Astra
Ayra has enough Speed to become a natural "Speed Demon", allowing her to run Specials like Galeforce with Flashing Blade in effect. Alternatively, if one does not wish to run Galeforce or she simply does not have it, Regnal Astra is still a viable option so that she may smite her enemies to oblivion.
While running Ayra's Blade and Regnal Astra is once her bread and butter build, it's not too great, but it's still mighty effective to this day. Also, when running Regnal Astra with a Slaying Edge+, you do NOT need to run Flashing Blade since it already has a very low cooldown count as is.
[ A-Passive ]
Swift Sparrow / Life & Death / Atk/Spd Solo / Brazen Atk/Spd / Flashing Blade
If running Ayra's Blade, it is recommended to run Swift Sparrow or other skills that boosts Ayra's Attack and Speed such as Fury, Life & Death or even Atk/Spd Solo. This assumes that they're Tier 3 or 4 depending on what you have available.
However, if you are running Slaying Edge+ instead, then Flashing Blade is a must. However, if you plan to run Flashing Blade as a Sacred Seal, then you may keep one of her stat-boosting A-Slot skills.
[ B-Passive ]
Desperation / Repel / Null Follow-Up
Desperation is the main go-to skill so that Ayra can get around her critical condition and still be able to take out her enemies in a single round of combat -- if there's a combat to begin with.
Alternatively, Repel can be a good option since it preserves Ayra's HP to some degree, but it shouldn't be relied heavily upon since there are naturally enemies who are on par or even faster than Ayra herself. Null Follow-Up is another viable option to get around Wary Fighter and Swordbreaker and weapon effects that prevents Ayra from making any follow-up, but this leaves Ayra extremely vulnerable to all sources of damage. So unless you have a healer on your team, this should be the last thing to run.
[ C-Passive ]
Time's Pulse / Any C-Passive
If running Ayra's Blade with Galeforce, Time's Pulse is a necessary importance as it will allow her to start Galeforce's cooldown count to 4 instead of the usual 5. But if running Slaying Edge+ instead, Time's Pulse is not needed to run.
However, you can be cheeky to run Time's Pulse with Slaying Edge+ and Regnal Astra equipped so that you have an instant Special ready for pure devastation.
While Ayra can function perfectly well with or without a suitable C-Slot skill. However, her C-Slot is open to the preference of the player. Whether it is for Ayra's self-sufficiency or supporting her allies.
[ Sacred Seal ]
Swift Sparrow 2 / Brazen Atk/Spd 3 / Flashing Blade 3
If you are running Ayra's Blade, then typically you should be running a stat-boosting skill like Swift Sparrow or Brazen Atk/Spd Sacred Seals. But if she's not running Ayra's Blade and uses Slaying Edge+ instead, then Flashing Blade is a must for running Galeforce.
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[ Conclusion ]
At the end of day, Ayra remains to be a strong threat with enough dedicated investment onto her. With Regnal Astra, she can easily remove a large amount of threats, including a good number of Blue units in the game. She will struggle against especially tanky Blue units, so it is ill-advised to so, unless they're low on HP.
Galeforce is a fairly strong option as it allows Ayra to have another turn of action, which is the sole intent of running Flashing Blade on her A-Slot or Sacred Seal slot, or even Ayra's Blade. Combined with Time's Pulse, it definitely opens up many new possibilities for her.
In comparison to her daughter, Larcei, Ayra pales in comparison due to Larcei's Edge being the better weapon of choice overall. Something that Ayra and her Ayra's Blade wished it had at the very beginning. One can hope that her eventual Weapon Refine will help change that for the better.
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Wo Dao+ (+Spd) | A | Atk/Spd Solo 3 |
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Reposition | B | Special Spiral 3 |
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Regnal Astra | C | Threat. Atk/Spd 3 |
S | Swift Sparrow 2 |
maximizing ayra's speed for best damage of regnal astra, you only need to survive the first encounter because after that you are unleashing the special in every round of combat thanks to special spiral and counting all of the skills she gets a +15spd and +15 atk when initiating, which kinda mitigates her middling atk. just be careful of very sturdy blue units like travant or forsyth
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Ayra's Blade | A | Darting Blow 4 |
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Reposition | B | Desperation 3 |
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Regnal Astra | C | Threaten Spd 3 |
S | Phantom Spd 3 |
This build is built around Ayra's Blade's cool-down effect conditions, which requires that Ayra's speed be greater than her foes, and abusing it to proc Regnal Astra every time she attacks. While this isn't usually a problem for her with her base build (and it may not be for a very long time), this build has carried me through countless battles and functions as a deadly player-phase kit while compromising just a sliver of her enemy phase flexibility.
Reposition's use in this kit functions differently than in other builds that I have seen for Ayra. Being able to use allies as meat shields protects this vulnerable enemy phase unit, especially if said ally is a solid defensive unit, and is beneficial to making sure your Ayra will survive to player phase to body her foes in one fell swoop. It is also a near-universal support skill for Ayra builds and super cheap to obtain, so SP is not wasted on obtaining this skill should you go another route.
Darting Blow 4 (or Darting Blow 3 for a budget build like my Ayra, which otherwise follows this build) provides Ayra with an insane amount of additional speed in combat when added to her speed bonus from Ayra's Blade, and while it lacks the attack increase of Swift Sparrow 3, this kit is solely focused on building Ayra's speed - Regnal Astra will carry any lapse in attack prowess that may be induced by the absence of Swift Sparrow. Swift Sparrow 3 (or Swift Sparrow 2 for budget builds, which is in her base kit) or Fury 4 are also both fine alternative options if you have no qualms about sacrificing some speed (and Fury may help you meet your Desperation requirements).
Desperation 3, which comes in her base kit, makes her ability to basically always double (and, with this build, certainly always proc) all the more terrifying once player phase one is over - I can think of no alternatives to replace this essential skill, and since it comes on her as packaged it would be insane to swap it out anyways.
Threaten Speed 3 is easily the most flexible skill in the build - Speed Ploy, Odd or Even Speed Wave, Speed Smoke or any other such C skills may very well work in your favor. But, Threaten Speed is super cheap and sufficiently effective in sealing Ayra's advantage in the speed department when facing foes. A straightforward, accessible choice that compliments the build's needs.
Lastly, Phantom Speed 3 is the ideal choice for a Seal slot when making an Ayra of this build: its effect treats her speed as +10 higher when compared to another unit's for the purposes of skills and effects. This +10 bonus to Ayra's Blade's cool-down conditions ensures that Ayra procs Regnal Astra every time, no questions asked. If one absolutely wishes (or is doing a budget build), double Darting Blow or double Threaten Speed could both work, as could Speed Smoke. But Phantom Speed is optimized for this proc-focused build.
I will mention that my particular Ayra is +1 merged, has +6 Dragon Flowers, has a speed boon, and has my summoner support. While not having this may not hurt your chances of success with the build, it may be a personal advantage that I have been experiencing. I also want to stress that this kit is optimized by support with a team consisting of AT LEAST one solid refresher unit, to keep Ayra in player phase - or at least out of danger for enemy phase - as long as possible (I use a Ninian with a custom build), and giving the two units S support also goes a long way.
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Slaying Edge+ (+Spd) | A | Brazen Atk/Spd 3 |
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Reposition | B | Wrath 3 |
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Regnal Astra | C | Joint Hone Spd |
S | Brazen Atk/Spd 3 |
despite being +atk this ayra is going to out speed just about anyone as soon as she is in the brazen range which would also cover the wrath range making her regnal astra do crazy amounts of damage while keeping her good def for a player phase unit joint hone spd and wrath are hard to get but if you do and have a good iv ayra laying around i suggest this build
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Slaying Edge+ (+Spd) | A | Distant Counter |
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Reposition | B | Vantage 3 |
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Regnal Astra | C | Even Spd Wave 3 |
S | Squad Ace D 3 |
This is simply my Ayra. A non-attack bane would have been nice... but that would require a level of luck (or money) I do not have. She is sans-wrath for the same reason.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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500 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
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120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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50 | B |
![]() Inheritable by all units.
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100 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | B |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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