New Year Azura

Community Posts with Keyword New Year Azura All
Analysis by raelet
New Year Azura - Celebratory Spirit


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 37
ATK 30
SPD 35
DEF 22
RES 26

Stat Variations

Level 1 Stat Variation
Low 14 5 8 4 3
Middle 15 6 9 5 4
High 16 7 10 6 5

Level 40 Stat Variations
Low 33 27 32 19 22
Middle 37 30 35 22 26
High 40 33 38 25 29

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.

Before looking at movement and unit type, Azura has a very strong Speed stat and a lowish Attack stat, rounding out with a low Defense and decent Resistance.  In the end, her IVs matter less than a strictly combat unit due to her utility as a team support.


  • +SPD: This will always be the best choice for NY Azura- the less she's doubled, the more survivability she has, which is key to any dancer's viability on the field. It also allows her to be a more formidable combat unit on her own by increasing her doubling potential.
  • +ATK: Her second-best boon, which can help with her lower damage. This is only good if you intend to have her get into a few skirmishes, but she works nicely as a blue-check with the proper boon.


  • DEF: Lowering her Defense will worsen her combat capabilities, but it's not quite important enough to want a boon in. Keeping it neutral is your best bet.
  • RES: This also works best as neutral, particularly if you're going with an expensive DC build. You can take a bane in it otherwise.


  • -HP: The universal 'good bane', -HP works for NY Azura because she likes to either keep or increase the rest of her stats.

Skill Sets

Full Support

Build by
Hagoita+ (+Spd) A Fury 3
Sing B Flier Formation 3
Alternate: Wings of Mercy 3
Moonbow C Hone Fliers
IVsSFortify Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +RES or +ATK / -HP or -DEF or -RES
  • Weapon: Hagoita+ (+Spd)
  • Assist: Sing
  • Special: Moonbow / Iceberg
  • Passive A: Fury / Triangle Adept / Swift Sparrow
  • Passive B: Flier Formation / Wings of Mercy / Geyser Dance
  • Passive C: Hone Fliers / Guidance / Drive Spd
  • Seal: Fortify Def / Guidance / Atk Ploy

Azura is optimized to support fliers and this set will allow her to do so to her full capacity- though with a few small tweaks, it can also work to support her infantry and armored allies as well. 

With the suggested set, Azura can not only Sing but also offer her nearby flier allies +6/+6/+6/+2 buffs during combat. If Geyser Dance is inherited, she can use Atk Ploy in her seal slot and offer one ally +6/+6/+6/+6 after dancing them. Flier Formation is still preferred due to the remarkable synergy with flier emblem- this dramatically increases her mobility with an all flier team, allowing her to teleport as many as three spaces away to dance a unit four spaces away.

If using her with infantry or armored allies, Wings of Mercy or Geyser Dance would likely be preferred, as well as utilizing Guidance in either the C slot or seal slot for increased mobility. Drive Spd is an interesting option in the C slot, as it will pair with her weapon to offer her nearby allies +0/+3/+2/+2 in buffs, which can be very nice for more defensive units.

Her Special and A slot are more about using her offensively and don't matter quite so much, though she has the Resistance to counter blue mages and utilize Iceberg while having the Speed to make the most of Swift Sparrow. Triangle Adept will likely be your safest bet and will help her to fall into the comfortable niche of TA dancers.

Combat Capable

Build by
Slaying Axe+ (+Spd)
Alternate: Ardent Service+ (+Spd)
A Swift Sparrow (2 or 3)
Sing B Desperation 3
Luna C Hone Fliers
Alternate: Fortify Fliers
IVsSSwift Sparrow 2
Alternate: Darting Blow 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +RES or +ATK / -HP or -DEF or -RES
  • Weapon: Slaying Axe+ (+Spd) / Ardent Service (+Spd)
  • Assist: Sing
  • Special: Luna / Moonbow
  • Passive A: Swift Sparrow / Distant Counter / Fury
  • Passive B: Desperation / Quick Riposte / Wings of Mercy
  • Passive C: Hone Fliers / Fortify Fliers
  • Seal: Swift Sparrow / Quickened Pulse  

Being able to receive +6 buffs ensures that New Year Azura is absolutely a combat capable unit, despite her lower stat total. With this set, her Speed can be in the upper 40s, which helps her to double for a Luna or Iceberg proc, which will further add to her damage.

Iceberg will offer you a guaranteed +13 damage, whereas Luna will do more damage if your opponent has higher defenses- Luna is generally preferable except in niche cases, or if your Azura has a +RES IV.

Swift Sparrow supplements both of her offensive stats nicely, giving her an instant +4 to her impressive Speed and +4 to her previously-mediocre Attack power for a fast green nuke. However, you can also run DC here if you'd like to utilize her decent Resistance stat- with this, Quick Riposte would be ideal, as it helps her to take down fast ranged units who ordinarily she wouldn't be able to double, such as Nino, Delthea, and Linde. Emerald Axe is also optimal with a DC build so that she can reliably counter Reinhardt and other blue mages who may threaten your team.

Her Resistance is almost too low to be able to recommend Def Ploy, but if your Azura is +RES, it becomes a far more attractive option. Hone Fliers or your team buff of choice is also a good option to have, which will allow her to function as more of a hybrid support/damage unit.

Finally, her seal will help her to increase her Speed and Attack when initiating combat up to 44 (with +Speed boon and Speed forge). Alternatively, she can run Quickened Pulse alongside Glacies in order to proc it quickly during her first combat.


As the first flying dancer, Azura is previously uncharted territory. She boasts the same offensive stats as Shanna, with high Speed and low Attack, though her defenses are poorer. This makes her a fast green axe flier, which is a rarity in FEH.  While she should predominately be played as a support unit, her Speed and not-insignificant Attack allows her to duck into combat in a pinch and put in some work against blue units, particularly mages and dragons.

Don't let her lower stat total fool you, either- Azura is one of the only dancers capable of receiving emblem buffs, meaning that on a flier team she can potentially be defensively buffed +6/+6 to cover her weaker defenses, as well as offensively buffed (if you have another Hone Flier unit) to reach an ATK/SPD of 36/41 before weapon or IVs are counted. All of this together means that her combat capabilities are more than meets the eye if played on a team that can support her as she supports them.

Even if you aren't playing her on a flier emblem team, her mobility allows for significant control over the battlefield and she'll be able to uniquely assist your other units: not only can she passively buff nearby teammates by +2 Defense/+2 Resistance, and not only can she fly over forest or rocky terrain to dance her teammates, but she can also equip the Guidance seal, allowing for incredible team maneuverability on the battlefield.


Support Capabilities

Her support utility is very unique- capable of not only dancing but also buffing her allies through her default weapon and B and C slot skills

She also can help her infantry or armor team with their initial movement through the usage of Guidance

Good Speed

Her decent Speed helps to prevent her from being doubled in combat, which helps to offset her squishiness

This also makes her decent to use offensively in a pinch, as she's more inclined to double her opponent than many other green fliers

Decent Res

Like all other Azuras, NY Azura has a decent res stat, which allows her to soak a little damage from blue dragons and mages

She works decently as a Nowi bait/counter and can work to bait other blue mages with some care

An unbuffed +10 +ATK IV Death Blow 3 Reinhardt leaves neutral unmerged NY Azura at 1 HP


Poor Defenses

Azura will not be tanking much, nor is she capable of trading many blows. Her Speed may save her from being ORKOd by blues, but her defenses aren't going to give her any sort of sustain if she sees combat too many times

Her low HP puts her at risk of being panicked if you rely on buffing her to clear out enemy blues

Subpar Attack

Her Attack leaves something to be desired at 30 neutral. While it's higher than some units, it's generally right on the brink of usability. 

She will not be your main damage dealer by any means and may have difficulty killing bulkier blue units

Default kit does not benefit her

NY Azura has no skills or weapon effects that benefit her as a unit- everything she comes with revolves around supporting her teammates.

While this makes her a great out-of-the-box support unit, it offers her poor utility in terms of being a standalone fighter

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
HagoitaGrants Def/Res+2 during combat to allies within 2 spaces.
Inheritable by Axe users only.
200 1 10
Hagoita+Grants Def/Res+2 during combat to allies within 2 spaces.
Learns by default at 5 ★
Inheritable by Axe users only.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

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
Earth Dance 1If Sing or Dance is used, target also granted Def+3.
Non-inheritable by Staff-wielding units.
Earth Dance 2If Sing or Dance is used, target also granted Def+4.
Non-inheritable by Staff-wielding units.
Earth Dance 3If Sing or Dance is used, target also granted Def+5.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Hone FliersGrants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. Requires Hone Atk 2 or Hone Spd 2.
Only inheritable by flier units.
Unlocks at 5 ★

Other Info


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