GamePress
Analysis by Chibi_Chu
Azelle - Youthful Flame

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 41
ATK 37
SPD 39
DEF 26
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 10 3 5
Middle 19 9 11 4 6
High 20 10 12 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 34 36 22 20
Middle 41 37 39 26 23
High 44 40 42 29 26

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.
HPATKSPDDEFRES

Skill Sets

Steady as Stone (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Sparking Tome A Steady Impact
Alternate: Swift Impact

Alternate: Positional Assist
B Null Follow-Up 3
Glimmer
Alternate: Ruptured Sky
C Time's Pulse 3
IVs

+ATK or +SPD / -HP or -RES

SHardy Bearing 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Sparking Tome 

Assist: No Assist / Positional Assist 

Special: Glimmer / Ruptured Sky / Draconic Aura / Dragon Fang

Passive A: Steady Impact / Swift Impact

Passive B: Null Follow-Up 

Passive C: Time’s Pulse 

Sacred Seal: Hardy Bearing / Swift Sparrow / Quickened Pulse

  • Sparking Tome allows Azelle to inflict -6 Spd/Res and reverse the enemy’s visible Spd/Res buffs during combat if the enemy’s HP is ≥ 50%, making him a unique and potentially excellent counter to teams that use visible Spd/Res buffs on their carry/superunit. In combination with his high Attack and Speed, Azelle can deal excellent amounts of damage while frequently performing follow-up attacks against even fast and bulky enemies.
  • Since Azelle is a potent offensive force, having no Assist on him may be more beneficial because units without Assists typically move before units with Assists. This means that Azelle can receive refreshes from allies, allowing him to move again.
  • An awkward drawback of Sparking Tome’s Resistance debuffs is that Azelle is left without a particularly strong special to use. Usually, a Special with 3 or 4 cooldown that scales based on a defensive stat (such as Iceberg or Glacies) works wonderfully for nukes, but Azelle’s middling 26 Defense and low 23 Resistance are poor for using them. Luna’s -50% Resistance means little if Azelle is potentially inflicting -20 Resistance during combat already. As such, Azelle is left with Glimmer, Ruptured Sky, Draconic Aura, and Dragon Fang.
    • Glimmer is very inconsistent since it simply increases damage by 50% on activation, but its low 2 cooldown allows some of Azelle’s allies to use C slots other than Infantry Pulse. If Azelle is using both Time’s Pulse and Quickened Pulse, Glimmer is ready on turn 1, so none of his allies even need to necessarily be Infantry to begin with.
    • Ruptured Sky deals bonus damage equal to 20% of the enemy’s Attack (or 40% if the enemy is a Dragon or Beast). If the enemy is Attack-stacking, this can potentially deal more damage than Glimmer, especially if the enemy is a Dragon or Beast.
    • Draconic Aura has 3 cooldown and grants bonus damage equal to 30% of Azelle’s Attack, while Dragon Fang has 4 cooldown and bonus damage equal to 50%. Which one is chosen is dependent on how much Special cooldown reduction he can receive from his allies’ skills (such as Grandscratcher, Ostia’s Pulse, and Infantry Pulse). Ideally, Azelle has his Special ready on turn 1.
  • Impact skills are excellent A slots because if Azelle initiates, they prevent the enemy from performing a follow-up attack. In tandem with Null Follow-Up, the enemy would need to have ≥ 5 more Speed than Azelle and an effect that neutralizes effects that prevent follow-up attacks. Steady Impact grants Azelle +7 Speed and +10 Defense on initiation, while Swift Impact grants +10 Resistance instead of Defense. Physical superunits are typically more common in Aether Raids Offense, however, making Steady Impact more appealing.
  • Hardy Bearing is the go-to seal for Aether Raids Defense nukes. Vantage strategies in which a unit sweeps the enemy team on Enemy Phase are common in Aether Raids Offense, but Hardy Bearing shuts these down by nullifying skills that change attack priority (such as Vantage and Desperation). However, if Azelle needs an extra -1 Special cooldown reduction to have his Special ready on turn 1 or needs to pack a bit more punch, then Quickened Pulse and Swift Sparrow respectively are great alternatives.

Sparks When I’m With You (General Offense)

Build by Chibi_Chu
Recommended
Sparking Tome A Atk/Spd Push 4
Alternate: Fury (3 or 4)
Positional Assist B Desperation 3
Alternate: Null Follow-Up 3
Glimmer C Joint Drive Spd
IVs

+ATK or +SPD / -RES

SFlashing Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Sparking Tome 

Assist: Positional Assist 

Special: Glimmer

Passive A: Atk/Spd Push 4 / Fury (3 or 4) / Swift Sparrow (2 or 3)

Passive B: Desperation / Null Follow-Up

Passive C: Joint Drive Spd / Flexible 

Sacred Seal: Flashing Blade / Atk/Spd Solo / Swift Sparrow / Brazen Atk/Spd / Life and Death

  • 37/39 offenses and Sparking Tome make Azelle a strong Player Phase unit. In addition to granting a permanent +3 Speed, Sparking Tome inflicts -6 Spd/Res and reverses the enemy’s visible Spd/Res buffs during combat if their HP is ≥ 50%. While Azelle’s offenses are already excellent, he is especially powerful against enemies that attempt to minimize the amount of damage they receive from magical enemies with visible Spd/Res buffs.
  • The classic combination of Glimmer, Desperation, and Flashing Blade works well on Azelle. If Azelle’s HP is ≤ 75% and he initiates combat, he can perform his follow-up attack before the enemy counterattacks. In combination with Flashing Blade’s Speed-conditioned +1 Special charge per Azelle’s attack, Azelle can activate Glimmer, a 2-cooldown Special, on his follow-up attack to deal +50% damage and ensure that the enemy will not get a chance to counterattack.
  • Swift Sparrow, Atk/Spd Push 4, and Fury are all strong choices for Azelle’s A slot. Swift Sparrow’s +4/6 Attack and +4/7 Speed is only granted on initiation, and while it does not inflict recoil damage, recoil can actually help Azelle fall into Desperation’s ≤ 75% HP condition. If Azelle is using Null Follow-Up to neutralize enemy effects that prevent his follow-up / guarantee their follow-up, Swift Sparrow is arguably the best option. Azelle is at much greater risk of receiving a counterattack, so avoiding recoil damage is nice for preserving his bulk.
  • Joint Drive Spd grants +4 Speed to Azelle if an ally is within 2 spaces and grants +4 Speed to all allies within 2 spaces, making it a nice combination of selfish and supportive stat bonuses. Any Sacred Seal that increases Attack and Speed serves as a good alternative to Flashing Blade if raw damage is preferred over Special activations.

Strengths

Great offenses

With 37 Attack and 39 Speed, Azelle packs a punch and is among the most offensive mages in the game. He can deal great damage and consistently perform follow-up attacks, especially in combination with his Sparking Tome and support.

Decent physical bulk

Although 66 physical bulk is far from special, it is typically enough to survive 1 physical attack, especially considering most Infantry melee units stack Speed rather than Attack to take advantage of damage reduction skills such as Spurn.

Sparking Tome

IS was surprisingly nice enough to give Azelle a personal weapon in Sparking Tome! This tome:

  • ...grants +3 visible Speed to Azelle, and
  • ...if the enemy’s HP is ≥ 50%, inflicts a -6 Spd/Res debuff and reverses the enemy’s visible Spd/Res buffs during combat. For instance, if the enemy has a visible +3 Speed buff and a visible +4 Resistance buff, Sparking Tome will inflict -12 Speed and -14 Resistance to the enemy during combat.

This can help Azelle turn the tables on enemies that attempt to stat-stack, as he effectively has a “bonus reversal” effect.

Infantry advantages

As always, being an Infantry unit is great for Azelle. In addition to rarely needing to worry about receiving effective damage, Azelle also has access to excellent skills such as Steady Impact, Swift Impact, Null Follow-Up, Lull Spd/Res, and Time’s Pulse to augment his combative capabilities.

Weaknesses

Shaky magical bulk

While not much worse than his physical bulk, 63 magical bulk leaves Azelle prone to being OHKO’d by particularly strong Mages like Lysithea and Legendary Lilina. This can also be troublesome in Aether Raids Defense, as powerful Dragons such as Nowi, Halloween Tiki, and Legendary Corrin (F) will oftentimes score OHKO’s on Azelle.

Inconsistent

Azelle’s Sparking Tome only unlocks its full potential when the enemy has visible Speed and/or Resistance buffs and their HP is ≥ 50%. While the HP condition usually isn’t problematic, many players try to avoid visible buffs in Aether Raids Offense due to the ubiquity of Lulls and Panic, making Sparking Tome’s “bonus reversal” effect inconsistent.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Sparking TomeGrants Spd+3. At start of combat, if foe's HP ≥ 50%, inflicts Spd/Res-6 on foe during combat and inflicts penalty on foe's Spd/Res during combat = current bonus on each of foe's stats × 2. (Example: if foe has +7 bonus to Spd, inflicts Spd-20, for a net penalty of Spd-13.) Calculates each stat penalty independently.
Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by all units.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally SpeedGrants Spd +4 to an adjacent ally until the end of the turn
Learns by default at 4 ★
1 150
Rally Up SpdGrants Spd+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
1 300
Rally Up Spd+Grants Spd+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
1 400

Passive Skills

Passive Skills SP Slot
R Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Red Infantry units only
Unlocks at 2 ★
70
A
R Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Red Infantry units only
Unlocks at 3 ★
150
A
R Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Red Infantry units only
Unlocks at 4 ★
300
A
R Duel Infantry 4Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Red Infantry units only
Unlocks at 5 ★
300
A
Spd/Res Ruse 1If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions. 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Excludes Armor, Flying and Staff Units
Unlocks at 1 ★
60
B
Spd/Res Ruse 2If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions. 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Excludes Armor, Flying and Staff Units
Unlocks at 2 ★
120
B
Spd/Res Ruse 3If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions. 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Excludes Armor, Flying and Staff Units
Unlocks at 4 ★
240
B
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
100
C
Hone Spd 3Grants adjacent allies Spd+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone SpdAt start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

Banners Featured In