- Default
- Attack
- Special
- Injured




Legendary Azura - Vallite Songstress |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 13 | 5 | 6 | 3 | 4 |
Middle | 14 | 6 | 7 | 4 | 5 |
High | 15 | 7 | 8 | 5 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 30 | 27 | 32 | 13 | 21 |
Middle | 33 | 30 | 35 | 17 | 24 |
High | 37 | 33 | 38 | 20 | 28 |
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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Assets
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+SPD: Speed is a fantastic asset choice for Legendary Azura. The extra Speed equates to greater survivability thanks to increased ability to avoid double attacks while also improving her offensive capabilities for whenever she needs to fight.
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+ATK: Attack is another good asset for Legendary Azura. Her neutral Attack of 30 is not that high, so the extra Attack will be much appreciated for any time that she needs to fight. However, since support is her speciality, Speed is more preferable in most cases.
Neutral
-
RES: Legendary Azura comes with fairly underwhelming Resistance. At a value of 24, she is still susceptible to taking a lot of damage from opposing magical foes. As such, a Resistance flaw can work. While a Resistance asset will increase her BST bin, this is effectively pointless since anyone interested in Arena scoring would use B Duel Flying instead. Not a bad asset or bad flaw choice for her, but best kept neutral if possible.
Flaws
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-HP: Legendary Azura’s HP is extremely bad. She won’t be seeing much combat regardless, so an HP flaw will make for a fine choice.
- -DEF: Legendary Azura’s Defense is also extremely bad. Physical enemies will make short work of Legendary Azura with or without a Defense flaw, making it also a fine choice.
Skill Sets
Song of The Salty Sea (Flier Team Support)
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Prayer Wheel | A | Fury 3 Alternate: Triangle Adept 3 |
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Gray Waves | B | Chill Spd 3 Alternate: Wings of Mercy 3 |
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Moonbow | C | Hone Fliers Alternate: Fortify Fliers |
IVs | S | Flier Formation 3 Alternate: Earth Dance 3 |
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Preferred IV: +SPD or +ATK / -HP or -DEF
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Weapon: Prayer Wheel
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Assist: Gray Waves
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Special: Moonbow
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Passive A: Fury / Triangle Adept / B Duel Flying
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Passive B: Chill Spd / Chill Def / Chill Atk / Wings of Mercy
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Passive C: Flier Buff / Hone Atk 4
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Sacred Seal: Flier Formation / Earth Dance
Legendary Azura has everything available to her in order to make her an incredible support unit for almost any flier team.
For her IVs, Legendary Azura ideally wants either an Attack or Speed asset with HP or Defense flaw. Speed will help to keep her safe from follow-up attacks and increase offensive potential while Attack would simply increase her damage output, so Speed is better overall. Prayer Wheel is a great personal and there is no reason to replace it. While all her allies on a flier team should ideally consistently receive flier buffs, receiving both Hone and Fortify Fliers at once is not always possible, which is where this weapon will come into good use.
Similarly, there is no reason to replace Gray Waves at all since it’s Legendary Azura’s main defining feature, allowing her to not only refresh units but also increase the movement range of that unit if they’re infantry or flying. For the Special, Moonbow is a cheap and effective Special for those times that she actually needs to see combat.
In the A slot, Fury is a cheap but very effective choice. As Legendary Azura won’t be seeing a great deal of combat, inheriting more expensive A slot skills to her can be a bit of a waste. Fury grants her a nice all-around boost to her stats for those times when she does need to fight. Triangle Adept is also a nice choice, helping her to excel more against red enemies, though one will need to be wary of any nearby green threats. For anyone using Legendary Azura to score in Arena, B Duel Flying is an obvious choice, though the skill is inferior to Fury otherwise. Her B slot can be used for a Chill skill to further increase her supportive capabilities. Any of the Chill skills can work absolutely fine. Which Chill skill that one picks should be based off what one thinks their team needs most or based on what stats allies already debuff. For a cheaper option, Wings of Mercy allows Legendary Azura to move adjacent to any ally with less than 50% HP, regardless of distance.
Since this build is designed specifically for full flier teams, the C slot is an easy choice. Either Hone Fliers or Fortify Fliers will be Legendary Azura’s best option, allowing her to give a large offensive or defensive buff to any adjacent allies at the start of each turn. This allows her to also activate Prayer Wheel on anyone affected. Hone Atk 4 could also be used so Legendary Azura can provide a slightly higher buff to anyone affected that she sings for, but given she can only sing for one unit per turn, the fact that Hone or Fortify Fliers buffs two stats at once means anyone she doesn’t dance can still enjoy significant buffs. Finally, Flier Formation makes for a fantastic Sacred Seal choice, allowing her to move adjacent to any flying ally within 2 spaces of her. Flier Formation can also be used as a B slot, but there is not much reason to use it there when it’s available as a Sacred Seal unless it’s already being used elsewhere. She can also run the Earth Dance Sacred Seal, allowing her to activate Prayer Wheel on anyone regardless of whether they were buffed or not prior to Legendary Azura’s sing. Earth Dance specifically is used since it has the highest buff of all the Dance Seals, giving it the highest effectiveness with Prayer Wheel.
Love, Fate, and Blood (Mixed/Infantry Team Support)
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Prayer Wheel | A | Fury 3 Alternate: Triangle Adept 3 |
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Gray Waves | B | Wings of Mercy 3 Alternate: Aerobatics 3 |
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Moonbow | C | Atk Tactic 3 Alternate: Hone Atk 4 |
IVs | S | Guidance 3 Alternate: Flier Formation 3 |
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Preferred IV: +SPD or +ATK / -HP or -DEF
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Weapon: Prayer Wheel
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Assist: Gray Waves
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Special: Moonbow
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Passive A: Fury / Triangle Adept / B Duel Flying
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Passive B: Wings of Mercy / Aerobatics / Chill Spd
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Passive C: Atk Tactic / Hone Atk 4
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Sacred Seal: Guidance / Flier Formation / Earth Dance
Legendary Azura can also make for an incredible support unit on mixed or infantry teams too, particularly any team which is comprised of infantry and fliers.
Again, Legendary Azura would ideally want either a Speed or Attack asset with HP or Defense flaw. Speed remains a superior option to Attack for asset due to increasing her ability to avoid double attacks as well as her offensive potential. Prayer Wheel is a fantastic personal and it doesn’t need to be replaced under any circumstance. This allows Legendary Azura to give a huge stat bonus to anyone already buffed which can synergize perfectly with her C slot.
Likewise, Gray Waves is simply a superior dance and again, there’s no reason to ever replace it. Not only is Gray Waves a typical refresh ability, but it also gives increased movement range to any danced infantry or flying allies. For Special, Moonbow makes for an effective choices thanks to its low cooldown, particular since Legendary Azura won’t be seeing much combat overall.
Since Legendary Azura won’t be fighting much, inheriting expensive A slot skills to her can be a bit of a waste. Fury is cheap and very effective for those times she needs to fight, granting her a all-around boost to her combat capabilities. Triangle Adept is also a nice option that allows her to perform extremely well against enemy red units, though green units will make even quicker work of her than normal. For usage in Arena, her default B Duel Flying skill increases her Arena scoring capabilities by a massive amount, but this skill is outclassed by Fury everywhere else. For the B slot, Wings of Mercy allows her to move adjacent to any ally that’s below 50% HP, regardless of range. Her default Aerobatics is also a great choice, allowing her to move adjacent to any non-flying ally within two spaces. Any of the Chill skills also make for a great choice.
For the C slot, her default Atk Tactic synergizes perfectly with Prayer Wheel and doesn’t need to be changed at all, so long as the team can meet the activation requirements of two or less allies of that movement type. If the team is something like three infantry with Legendary Azura, she’ll need to use a Hone, Fortify, or Wave C slot skill instead. In these cases, Hone Atk 4 is her best choice since it provides the highest single buff of any C slot. Guidance makes for a great Sacred Seal choice, allowing her to support her infantry allies with increased mobility. Flier Formation can also be used to be able to move adjacent to any flying allies within two spaces. Flier Formation can also synergize with Aerobatics to effectively give her the benefit of Halloween Nowi’s Grimoire but without the HP requirements. Earth Dance is another option to consider as this allows Legendary Azura to activate Prayer Wheel on anyone she sings regardless of whether they were already buffed or not. Earth Dance specifically is recommended since it provides the highest stat boost of the Dance skills, making it the most effective pairing with Prayer Wheel.
Introduction
Legendary Azura is a lot like the ocean’s gray waves: she’s destined to seek the life of her allies, possibly of those beyond the shore, but they’ll unfortunately be just out of reach because of how far they moved on the turn before.
Azura takes the place of the 14th legendary hero. More notably though, she is the first legendary hero to be a refresher. Legendary Azura joins as a blue mage flier and comes with a powerful personal weapon and even her own personal Assist skill, making her an incredibly desirable unit.
Statwise, she isn’t anything particularly special. She comes with a serviceable offensive spread with decent Attack and good Speed. She has very poor defensive capabilities though, with both physical and magical foes alike being capable of dealing great damage to her. Her stats are not her selling point however. What makes Legendary Azura so amazing is her skills. Namely, her personal weapon that allows her to give immense buffs to her allies and her personal Assist skill that is a flat out better version of her typical Sing skill.
All in all, Legendary Azura is nothing less than an incredible unit. Her ability to provide a ridiculous amount of buffs by herself and access to a more powerful refresh ability solidifies her place as the top choice for a refresher. However, the waters of Fire Emblem Heroes ever change, flowing just like time, so who knows if she’ll keep her place. Whether or not you want to summon for her, the path is yours to climb.
Strengths
Legendary Hero
Being a Water Legendary Hero, Legendary Azura is able to provide a stat boost of three HP and four Resistance to any unit on her team carrying a Water Blessing. Note that this bonus will only apply if it is currently a Water season and Legendary Azura is on the team with the unit carrying the Water Blessing.
Flying Refresher
Being a flying unit is a great boon for any refresher. As a flier, Legendary Azura is capable of moving over normally inaccessible terrain such as water and mountains. She can also move over forests with no penalty to movement range. This unparalleled mobility only adds to her usefulness as a refresher.
Gray Waves
Gray Waves is Legendary Azura’s personal assist. It is an improved version of the typical Sing ability she comes with. Gray Waves retains the functionality of Sing, allowing her to grant any ally with an extra action, but also comes with the added benefit of giving any infantry or flying allies that she uses this on with an extra point of movement. This is incredibly powerful, allowing for her infantry and flying allies to have much greater reach. The one thing to be wary of with Gray Waves is that if one utilizes the extra movement range, it will be more tricky for Legendary Azura to catch up with them for further uses.
Prayer Wheel
Prayer Wheel is Legendary Azura’s personal weapon. This weapon grants a bonus to all stats to any ally that Legendary Azura uses Sing or Gray Waves on equivalent to the highest stat bonus that ally already has. So, if an ally has a four point bonus to Attack and Legendary Azura uses Gray Waves on them, that ally will get four points to all of their stats. Note that the bonuses provided from Prayer Wheel do not stack with the buffs that unit already has, so a unit that already has a four point boost in all stats will receive no benefit from this weapon.
Still though, this weapon remains an amazing choice for Legendary Azura, allowing her to provide immense buffs to her allies all by herself and synergizing perfectly with C slot skills such as her default Atk Tactic.
Good Speed
If there is one good thing one could say about Legendary Azura’s statline, it would be her Speed. With a base value of 35 that is boosted further by Prayer Wheel’s innate +3 Speed, Legendary Azura is quite fast. She can avoid double attacks with relative ease, helping her survivability somewhat, as well as helping her offensive potential for whenever she needs to fight.
Weaknesses
Lackluster Attack
With 30 Attack, Legendary Azura leaves quite a bit to be desired. Even with her personal weapon, she only reaches 44 Attack. This is not a massive negative overall since Legendary Azura is far more about supporting her team than dealing damage, but it is worth noting for the times that she will need to attack.
Poor Defensive Capabilities
With 33 HP, 17 Defense, and 24 Resistance, Legendary Azura is not sustainable at all. While her Speed can save her from being ORKOd in some situations, she will still only be typically capable of taking a single hit before the next puts her out of action. One should take caution when deciding to leave Legendary Azura in the range of any enemy and avoid leaving her in the range of archers and multiple foes at all costs.
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Prayer Wheel | A | Atk/Spd Push 4 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Hone Spd 4 |
S | Torrent Dance 3 |
Support :
Prayer wheels work amazingly with all the hone 4 (no matter if that's atk, spd etc, I just prefer speed since all the allies around her with benefit the +7 spd) as it will give +7 bonus to all the stats of the refreshed ally, with the condition of being aside her at the start of the turn.
Torrent dance or earth dance will pretty much do the same than hone 4 except the bonus will be +5 instead of +7 but with the high benefice of not needing to be aside her to get the +5 bonus to all the refreshed ally stats.
Offensive :
Atk/spd push 4 will help her survive and boost her atk/spd stats in case an enemy is nearby as long as she can one shot it, making her a bit more offensive without loosing all her formidable support skills.
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Blárblade+ | A | Life and Death 4 |
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Gray Waves | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 |
S | Heavy Blade 3 |
Is the same you can do with every high attack or speed blue tome, in this case we want to take advantage of her great base speed
IV: Atk+, Spd+/HP-, Def-
Weapon: Blárblade+/Juicy Wave+(Spd)/Juicy Wave+(Atk)
Assist: Gray Waver/Ardent Sacrifice/Flexible
Special: Glimmer/Moonbow
Passive A: Life and Dead 4/Life and Dead 3/ Fury 4/Fury 3/ Swift Sparrow 3/Swift Sparrow 3/Dead Blow 4/Dead Blow 3
Passive B: Desperation 3/Chill Res 3
Passive C: Odd Wave Atk 3/Even Wave Atk 3/Atk Smoke
Sacred Seal: Heavy Blade 3/Swift Sparrow 2/Dead Blow 3/Brazen Atk/Spd 3/Even Wave Atk 3/ Atk Smoke 3
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Prayer Wheel | A | Fury 3 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Hone Spd 4 |
S | Guidance 3 |
Atk bane isn't preferred, but isn't the end of the world b/c she is a top tier support unit. Fury 3 helps boosts her overall bulk which comes in handy when she is forced to attack. Can take at minimum 1 shot from any mage with her Res at 31, other than strong greens.
Hone Spd 4 works incredibly well with PW and Gray Waves, granting +7 Atk/Spd/Def/Res for one turn along with the extra movement for infantry and flying allies. G3 seal further expands the mobility of infantry and armored allies. This build really opens up the majority of maps and allows me to be very creative.
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Prayer Wheel | A | Fury 3 |
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Gray Waves | B | Aerobatics 3 |
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Moonbow | C | Atk Tactic 3 |
S | Def Tactic 3 |
HP Boon was not my choice. Would have preferred ATK or even Res Boon considering how she normally gets used. This is nothing special here. I don't typically use her on just flying teams, and if I do I switch her to a Flyer Emblem build.
This is a pretty cut and dry full support build where you can toss her onto pretty much any team and she gets to work. Atk and Def are the most important stats usually so you prioritize those. I know you technically need only 1 for Gray Wave's effect, but I don't like my units so naked on their first turn. This also means I get to buff more than just the 1 unit I am dancing, so in general I think it's actually more versatile to have both on her (and yes, sometimes I do Atk/Res tacts instead).
Aerobatics is a no-brainer, and can't tell you how many creative manuevers this has allowed. For mixed teams, I can't think of I skill I'd actually want to switch this out for unless I am using Guidance seal instead.
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Prayer Wheel | A | Defense +3 |
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Gray Waves | B | Wings of Mercy 3 |
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Moonbow | C | Atk Tactic 3 |
S | Drive Atk 2 |
[Merged +1]
She almost never sees combat unless I'm using autobattle, to be honest. She's simply too useful as a buffer/refresher. For the record, I use her to train new units that I want to build. It lets them rip through the training grounds at record speed.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Blue Tome Users Only
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50 | 2 | 4 |
![]() Blue Tome Users Only
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100 | 2 | 6 |
![]() Blue Tome Users Only
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
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1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Flying Only
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70 | A |
![]() Flying Only
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150 | A |
![]() Flying Only
Unlocks at 5 ★ |
300 | A |
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60 | B |
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120 | B |
![]() Only inheritable by flier units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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