Performing Azura

Analysis by Maskilraid
Performing Azura - Lady of Ballads


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 35
ATK 32
SPD 34
DEF 20
RES 28

Stat Variations

Level 1 Stat Variation
Low 15 5 7 2 5
Middle 16 6 8 3 6
High 17 7 9 4 7

Level 40 Stat Variations
Low 32 29 31 17 24
Middle 35 32 34 20 28
High 39 35 37 23 31

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.

As primarily a support unit, Performing Azura focuses on staying alive and maintaining acceptable combat potential. She shouldn't be picking too many fights outside of those where she possesses color advantage, so her IVs are geared towards survival and reliability.


  • +SPD: A boon in Speed could be useful for Azura for both its offensive and defensive properties, as it allows her to double slower enemies and prevent the same from faster enemies.
  • +RES: A boon in Resistance is especially prevalent when using a Distant Counter set, as it allows her to take on mages more reliably. 


  • HP: Azura's HP should stay neutral in order to aid her magical bulk.
  • ATK: Attack is always useful for a unit, and Performing Azura does expect to see some combat so lowering Attack will harm her killing potential.


  • -DEF: Defense is pretty much Azura's most disposable stat as by default she is already physically frail, and any additional increase does not increase her longevity by any significant amount.

Skill Sets

Thunder's Requiem (Blue Magic Check)

Build by
Urðr A Distant Counter
Sing B Wings of Mercy 3
Alternate: Escape Route 3
Luna C Atk Ploy 3
Alternate: Drive Res 2
IVsSDeflect Magic 3

Show Explanation/Analysis
  • Preferred IV: +RES-DEF
  • Weapon: Urðr 
  • Assist: Sing
  • Special: Luna
  • Passive A: Distant Counter
  • Passive B: Wings of Mercy / Escape Route
  • Passive C: Atk Ploy / Drive Res
  • Sacred Seal: Deflect Magic / Atk Ploy

The concept of the build is to leverage on Azura’s relatively high Resistance stat. This is done by using Distant Counter such that she will be able to take on blue mages and kill them on retaliation. For this build we shall keep Urðr to keep her utility as a dancer who can provide stat buffs.

The typical Wings of Mercy on Dancer works, as she will be able to rush to them when the ally is below 50% health. This is extremely useful as the allies who needs help the most are usually the lowest health ones. Alternatively, Escape Route is a good option as she could bait a single combat and activate the passive to provide global support.

The remaining skills are used to further hone Azura’s ability to take on Blue Mages. Atk Ploy allows Performing Azura to have an option to decrease the opponent’s Attack. Deflect Magic is specifically to deal with Reinhardt and OIwen if your team really struggles against them. Atk Ploy is also useful as a general utility skill for your team.

With Urðr's phenomenal stat buffs, this Azura build enables her to bait a blue mage on turn 1, and focus on supporting her allies after that, making her extremely useful throughout the fight.

Fate's Lullaby (Supportive Duelist)

Build by
Urðr A Triangle Adept 3
Sing B Wings of Mercy 3
Alternate: Escape Route 3
Moonbow C Drive Spd 2
Alternate: Drive Res 2
IVsSSpur Spd 3

Show Explanation/Analysis
  • Preferred IV: +SPD-DEF or -HP
  • Weapon: Urðr
  • Assist: Sing
  • Special: Moonbow / Glimmer / Luna
  • Passive A: Triangle Adept 
  • Passive B: Wings of Mercy / Escape Route
  • Passive C: Drive Spd / Drive Res
  • Sacred Seal: Spur Spd

Azura’s core skill set is rather competent as a blue duelist that focuses on supporting her allies. We can fill up her remaining skill slots to fill up her niche as a supportive combatant.

Dancers are mostly not expected to go on toe-to-toe with a combat unit of the same color, so using her base Triangle Adept makes a lot of sense to solidify her foundations against the blue units. As she rarely engages in combat, Moonbow is her preferred option though Glimmer can also be used due to Triangle Adept amplifying her Attack in order to one-shot low Defense blue targets. Keeping her default Luna is also a decent option.

The remaining skills are used to support her allies. Wings of Mercy and Escape Route provide immediate assistance when required and can give many combat buffs (Spurs and Drives) upon demand. As the buff effect of Urðr cannot stack with other Hones, it is better to leverage on in-combat buffs as those do stack. The choice of the C slot and Sacred Seal depends on your preference of team support.

This build can check blue mages by baiting and attacking afterward, but usually, dancers should not use their turn to attack an enemy most of the time. It is more ideal for another unit to do the attacking on the behalf of Azura in this case.

Ocean Gray Waves (Blue Duelist)

Build by
Emerald Axe+ A Distant Counter
Alternate: Fury 3
Sing B Wings of Mercy 3
Alternate: Escape Route 3
Moonbow C Drive Res 2
IVsSHone Spd 3

Show Explanation/Analysis
  • Preferred IV: +ATK or SPD-DEF or -RES or -HP 
  • Weapon: Emerald Axe+
  • Assist: Sing
  • Special: Moonbow / Luna
  • Passive A: Distant Counter / Fury
  • Passive B: Wings of Mercy / Escape Route
  • Passive C: Drive Res / Flexible
  • Sacred Seal: Hone Spd / Flexible

For those who do not rely on Azura’s buff effect, it is possible to drop her Legendary Axe to fuse the Triangle Adept effect into her weapon. This frees up the Passive A slot for a skill that could further increase her combat prowess. Other than that, the philosophy is very similar to the Fate’s Lullaby build above.

The main difference is the supportive skill selection. As her axe is replaced, she can use buff skills without overlapping with her axe effect. This means that Tactic, Hone and Fortifies are all option that are open for Performing Azura when Urðr is replaced. The C skill and Seal slot should be adjusted to buff whatever stat your team desires.

The remaining choices are the same; Moonbow or Glimmer to quickly resolve combat and Wings of Mercy or Escape Route are present for teleportation when required; although this Azura can fight Blue units well, she is still meant primarily to assist with Sing support.


Azura is the first melee green refresher in Fire Emblem Heroes and also the first one to obtain a unique weapon. Similar to her non-seasonal counterpart, Performing Azura is a refresher who focuses more on offensive ability, making her an excellent duelist when combating those she has the Weapon Triangle advantage over. However, due to her being a refresher, she does sport a lower BST, which is a hindrance to her durability. Still, Azura boasts a unique weapon that tremendously buffs any unit that she dances. This makes her worth considering on almost any team, as she can fight, refresh, and buff units.



Sing allows another unit to act again, always a good thing to have. It grants the team tremendous flexibility in picking fights, since a unit can dive in to be refreshed back out to safety.


Urðr is a fantastic support weapon that grants a +3 boost to all stats of the unit she refreshes. This becomes a huge boon to units with proper positioning/timing and becomes particularly effective on Blade tome users.

Good offensive stats

With a high base Attack and Speed stat for a dancer-class unit, she is a rather competent duelist and can dish out a respectable amount of damage. She may not be the best fighter, but she more than holds her ground against blue units and some neutral matchups.

Decent magical bulk

Her Resistance stat is another high point of her stat distribution. She will be able to take magical hits with the help of triangle advantages. However, do adjust your expectations as she is still a refresher and possesses lower BST.



As Sing is a very powerful ability, she is balanced by removing a good amount of her base stat total. Expectations in her combat abilities need to be adjusted as she does not have enough stat points to go around to excel in everything. Do expect Azura to only engage combat when she has the Triangle Advantage.

Low physical bulk

35 HP and 20 Defense is very little to work with in terms of physical bulk. It is very easy for Azura to get knocked out in a single hit so her Speed is rarely used defensively against non blue-units. 

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
Silver Axe
Inheritable by Axe users only.
200 1 11

If Sing or Dance is used, target also granted Atk/Spd/Def/Res+3.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Þrima
Arcane Downfall
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Enables 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
Triangle Adept 1

Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.

Excludes Colorless Weapon Users.
Triangle Adept 2

Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.

Excludes Colorless Weapon Users.
Triangle Adept 3

Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.

Excludes Colorless Weapon Users.
Unlocks at 5 ★
Spur Res 1

Grants Res+2 to adjacent allies during combat.

Inheritable by all units.
Drive Res 1

Grants Res+2 to allies within 2 spaces during combat.

Inheritable by all units.
Drive Res 2

Grants Res+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 5 ★

Other Info

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