Hey, I’m Zathong and this guide is about Hatari Azura Build in Fire Emblem Heroes (FEH).
Best Hatari Azura build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Hatari Azura build for the meta. Learn more about Hatari Azura’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.5/10
Hatari Azura Builds
![]() | A : Fury 4 |
![]() | B :S/R Far Trace 3 |
![]() | C : Cross Spur Res |
S : Blade Session 3 |
Recommended IVs
- +Spd/-Res
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
Roles
- Ranged Magic
- Exclusive Skill
- Refresher
- Duo / Harmonized
Counters & Teammates
Counters
These picks are strong against Hatari Azura in game.
Teammates
These picks are good against Hatari Azura in game.
Gameplay
Skills
These are all skill for Hatari Azura: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Fury 1 | Grants Atk/Spd/Def/Res +1. Unit take 2 damage after combat. | 5★ |
Fury 2 | Grants Atk/Spd/Def/Res +2. Unit take 4 damage after combat. | 5★ |
Fury 3 | Grants Atk/Spd/Def/Res +3. Unit take 6 damage after combat. | 5★ |
Fury 4 | Grants Atk/Spd/Def/Res+4. After combat, deals 8 damage to unit. | 5★ |
S/R Far Trace 1 | Enables 【Canto (Rem.)】. Inflicts Spd/Res-1 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
S/R Far Trace 2 | Enables 【Canto (Rem.)】. Inflicts Spd/Res-2 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
S/R Far Trace 3 | Enables 【Canto (Rem.)】. Inflicts Spd/Res-3 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
Spur Res 1 | Grants adjacent allies Res +2 during combat. | 5★ |
Spur Res 2 | Grants adjacent allies Res +3 during combat. | 5★ |
Spur Res 3 | Grants adjacent allies Res +4 during combat. | 5★ |
Cross Spur Res | Grants Res+5 to allies in cardinal directions of unit during combat. | 5★ |
For Specials Skill
For Assists Skill
Skill Name | Range | Effect | Learned At |
Sing | 1 | Enables target to take another action. Cannot be used on units with Sing or Dance | 5★ |
Gray Waves | 1 | 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.) | 5★ |
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Wind | 4 | 2 | No Effect | 5★ |
Elwind | 6 | 2 | No Effect | 5★ |
Rexcalibur | 9 | 2 | No Effect | 5★ |
Dancing Flames | 14 | 2 | 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. | 5★ |
Read more: Fire Emblem Heroes Build