- Default
- Attack
- Special
- Injured




Hatari Azura - Hatari Duet |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 6 | 8 | 2 | 3 |
Middle | 15 | 7 | 9 | 3 | 4 |
High | 16 | 8 | 10 | 4 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 34 | 36 | 12 | 20 |
Middle | 37 | 37 | 39 | 16 | 23 |
High | 40 | 41 | 43 | 19 | 27 |
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
The Desert Wind’s Song (Aether Raids Offense / General Use)
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Dancing Flames | A | Fury 4 Alternate: Life and Death (3 or 4) |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Cross Spur Atk Alternate: Cross Spur Res |
IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Fury 3 Alternate: Life and Death 3 |
Weapon: Dancing Flames
Assist: Gray Waves
Special: Moonbow
Passive A: Fury 4 / Life and Death (3 or 4)
Passive B: Wings of Mercy
Passive C: Cross Spur Atk / Cross Spur Res / Flexible
Sacred Seal: Fury / Life and Death
- Azura and Leanne have a laundry list of reasons for being one of the best units for Aether Raids Offense and general usage:
- 3 Movement allows them to refresh allies and attack enemies further away than most units (particularly refreshers) can.
- Gray Waves is the Hatari Duet’s personal Assist; in addition to refreshing an ally, if said ally is an Infantry or Flier unit, they also gain +1 Movement for that turn. This greatly enhances the team’s flexibility and mobility for both attacking and retreating; even at its worst, a refresh is still powerful.
- Azura and Leanne’s Harmonic Skill grants themselves and all allies from Fates or Path of Radiance the【Resonance: Blades】effect, granting +4 Atk/Spd during combat for one turn. Additionally, they refresh the ally with the highest remaining HP within 2 spaces, assuming they are from Fates or Path of Radiance. While the Duo’s Hindrance structure in Aether Raids can make it difficult to activate this in the first place, players using Galeforce strategies can plan to destroy said structure or KO the Duo/Harmonic units on the enemy Defense Keep so the Hatari Duet can use their Skill.
- 37/39 offenses are solid, and in combination with Dancing Flame’s +3 base Speed and +6 Atk/Spd during combat and Atk/Spd Boosting A and S Slots, Azura and Leanne can deal unexpectedly high damage. If using A and S Slots that boost their visible offenses (such as Fury and Life and Death), they can maximize their damage output while also soaking visible Atk/Spd debuffs such as Chill Atk, Chill Spd, and the Bright Shrine structure in Aether Raids.
- Being able to teleport to spaces adjacent to allies with ≤ 50% HP is incredibly valuable for retreating or catalyzing a one-turn sweep, making it by far the best option for the Hatari Duet. Naturally, teleporting adjacent to allies makes Azura and Leanne closer to them, also making it easier to refresh an ally within 2 spaces via their Harmonic Skill.
- As usual, the duet’s C Slot is flexible, though effects that grant in-combat buffs to faraway allies such as Cross Spur Atk and their native Cross Spur Res are typically best for flexibility’s sake.
Serene Waves (Aether Raids Defense)
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Dancing Flames Alternate: Weaponless |
A | Fury 4 Alternate: Fort. Def/Res 3 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Joint Dist. Guard Alternate: Close Guard 3 |
IVs | Flexible | S | Distant Guard 3 Alternate: Close Guard 3 |
Weapon: Dancing Flames / Weaponless
Assist: Gray Waves
Special: Moonbow / Flexible
Passive A: Fury 4 / Fort. Def/Res 3
Passive B: Wings of Mercy
Passive C: Joint Dist. Guard / Close Guard / Flexible
Sacred Seal: Distant Guard / Close Guard / Flexible
- The Hatari Duet has all the tools they need to be a fantastic Defense Keep unit and then some: 3 Movement, a personal refresh that grants +1 Movement to Infantry and Flier targets, a personal weapon that grants +6 Atk/Spd/Def/Res to adjacent allies after using said refresh, the potential to be a nuisance during cleanup if they keep said weapon equipped, and the ability to activate Duo’s Hindrance to prevent Raiding Parties’ Duo/Harmonic Heroes from using their Duo/Harmonic Skills.
- Dancing Flames vs. Weaponless:
- Dancing Flames- If Azura and Leanne have Dancing Flames equipped, they will attack rather than refresh if they can deal at least 5 damage to their target. This can be detrimental, as refreshing a more threatening ally is preferred. However, keeping Dancing Flames equipped allows for Rally-Dance traps (7th unit ends turn immediately, then the Hatari Duet refreshes said unit; if an enemy is within the duet’s threat range, the duet will receive a Rally from a unit, then said unit will be refreshed by another ally, who will then attack the enemy Raiding Party). Additionally, cleanup is more difficult because the duet may be able to KO enemies while they are breaking the Aether Fountain and Aether Amphorae or get themselves KO’d before the enemies can break them.
- Weaponless- Because Azura and Leanne do not have Dancing Flames equipped, they will always refresh and never attack; pros and cons are the opposite of the above.
- Azura and Leanne’s base A Slot, Fury 4, boosts both their survivability and damage output, making it a great choice. However, if wanting to minimize the chances of the Hatari Duet attacking while maximizing their bulk, Fort. Def/Res 3 is the best choice, trading -2 Attack for +6 Def/Res; this is also ideal if they do not have Dancing Flames equipped at all, as they will never deal damage.
- Wings of Mercy allows Azura and Leanne to teleport to a space adjacent to allies with ≤ 50% HP, allowing their team to continue the offensive. Note, however, that the Hatari Duet may use this Skill to attack rather than refresh, making them ripe for the picking on the following Player Phase.
- The Hatari Duet’s C and S Slots are fairly flexible, though they should be dedicated to support. Distant Guard and Close Guard are popular choices in both, granting +4 Def/Res to allies within 2 spaces during any combat against a ranged enemy (former) or melee enemy (latter); these Skills make the frontlines more difficult to hit-and-run against. Offensive support skills such as Drive Atk and Drive Spd are strong choices as well, maximizing damage output rather than survivability.
Harmonized Harmony (Max-Investment Arena)
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Dancing Flames | A | G Duel Cavalry 4 |
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Gray Waves | B | Wings of Mercy 3 |
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Ruptured Sky Alternate: Blue Flame |
C | Cross Spur Res |
IVs | +Atk and/or +Spd | S | Distant Guard 3 |
Weapon: Dancing Flames
Assist: Gray Waves
Special: Ruptured Sky / Blue Flame / Aether
Passive A: G Duel Cavalry 4
Passive B: Wings of Mercy / Flexible
Passive C: Cross Spur Res / 300 SP C Slot
Sacred Seal: Distant Guard / 240 SP Sacred Seal
- This set focuses on maximizing Azura and Leanne’s Coliseum score by artificially increasing their BST with G Duel Cavalry 4 and equipping high-SP Skills to land them in the highest SP cost bin possible.
- Because the Hatari Duet lacks access to a 300 SP B Slot, the maximum SP cost they can reach is 2380, landing them in the 2300 SP bin. However, there is no scoring difference between 2300 SP and 2380 SP, so there is some flexibility in Skill choices.
- Since Azura and Leanne probably will not be participating in combat often, any 500 SP Special works. However, lower cooldown is preferred, as the ubiquity of Special-slowing effects in high-tier Arena makes it difficult for the Hatari Duet to charge their Special to begin with.
- In order to score in the 2300 SP bin, Azura and Leanne need their B, C, and S Slots to cost ≥ 700 SP. Supportive Skills such as Wings of Mercy (teleporting adjacent to allies with ≤ 50% HP), their native Cross Spur Res (granting +5 Resistance to allies within cardinal directions during combat), and Distant Guard (granting +4 Def/Res to allies within 2 spaces that are in combat against ranged enemies) respectively are best to maximize the team’s mobility and survivability, though more offensive supportive Skills such as Joint Drive Atk, Drive Spd, Chill Def, and Chill Res can be selected instead.
Strengths
Potent offenses
37/39 offenses are surprisingly potent for a Cavalry refresher, allowing for solid damage and follow-up consistency.
Dancing Flames
Azura and Leanne wield what is effectively a powercreep Prayer Wheel, granting +6 to all stats to adjacent allies after refreshing an ally. Comparing Dancing Flames to Prayer Wheel, the latter requires the target to already have +6 to a stat, in addition to only granting +6 to all stats to the target ally. Being able to grant visible buffs to multiple allies while refreshing an ally and not needing a C Slot or Sacred Seal that grants visible buffs is…incredibly powerful.
The icing on the cake is its selfish effect, granting +6 Atk/Spd during combat if the Hatari Duet’s HP is ≥ 25% at the start of combat. If Azura and Leanne find themselves needing to fight, their damage output can be deceptively high.
Gray Waves
Original to Legendary Azura, Gray Waves is a refresh that grants +1 Movement to Infantry and Flier allies. Being able to extend an Infantry or Flier ally’s reach greatly increases the team’s flexibility, broadening combat and mobility options. +1 Movement is particularly valuable for Flier allies with【Canto】effects, as these effects take Movement buffs into account.
Harmonic Hero
The supportive fun doesn’t quite stop at Gray Waves, however. The Hatari Duet is a Harmonic Hero, so in addition to activating the Duo’s Hindrance and Indulgence structures in Aether Raids Defense and Offense respectively and scoring higher in Resonance Battles, they have a Harmonic Skill that can be activated once per battle that:
- Grants【Resonance: Blades】to both themselves and allies from Fates and Path of Radiance.【Resonance: Blades】grants +4 Atk/Spd during combat, boosting damage output.
- Refreshes the ally from Fates or Path of Radiance within 2 spaces that has the highest remaining HP. Potentially being able to refresh the same ally twice in one turn is extremely beneficial for Player Phase units, allowing them to continue the offensive or retreat.
Cavalry strengths
Currently, the only other 3 Movement refresher in the game is Masquerade Sigurd, making Azura and Leanne uniquely capable on their Cavalry status alone. Access to Cavalry-exclusive Skills such as Hone Cavalry for support, Atk/Spd Catch for combat, and their native S/R Far Trace for a combination of both only furthers their strength.
Weaknesses
Horrendous bulk
Azura and Leanne share terrible bulk; 37 HP, 16 Defense, and 23 Resistance leave the Hatari Duet prone to being OHKO’d.
Harmonized Skill
Grants【Resonance: Blades】to unit and allies from the same titles as unit.
Grants another action to ally with the highest HP that is within 2 spaces, has already acted, and is from the same titles as unit (excluding unit). (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.)
【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★
Green Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Green Tome Users Only
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200 | 2 | 9 |
![]() Grants Atk+3. If Sing or Dance is used, grants Atk/Spd/Def/Res+6 to adjacent allies for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Enables target to take another action. Cannot be used on units with Sing or Dance Learns by default at 4 ★ |
1 | 150 |
![]() Grants another action to target ally, and if target is an infantry or flying ally, target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) |
1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
100 | A |
![]() Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() Enables【Canto (Rem.)】. Inflicts Spd/Res-1 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 1 ★ |
60 | B |
![]() Enables【Canto (Rem.)】. Inflicts Spd/Res-2 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 2 ★ |
120 | B |
![]() Enables【Canto (Rem.)】. Inflicts Spd/Res-3 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 4 ★ |
240 | B |
![]() Grants Res+2 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() Grants Res+3 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Grants Res+4 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
![]() Grants Res+5 to allies in cardinal directions of unit during combat.
Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Path of Radiance
Fire Emblem Fates
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