Hey, I’m Zathong and this guide is about Legendary Azura Build in Fire Emblem Heroes (FEH).
Best Legendary 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 Legendary Azura build for the meta. Learn more about Legendary Azura’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.5/10
Legendary Azura Builds
: Prayer Wheel | A : Fury 4 |
: Gray Waves II | B : Wings of Mercy 3 |
: Moonbow | C : Guidance 3 |
S : Aerobatics 3 |
Recommended IVs
- +Spd/-Res
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 33 | Rank: 650/808 |
Atk | 30 | Rank: 569/808 |
Spd | 35 | Rank: 222/808 |
Def | 17 | Rank: 581/808 |
Res | 24 | Rank: 397/808 |
Roles
- Ranged Magic
- Exclusive Skill
- Refresher
- Legendary
Counters & Teammates
Counters
These picks are strong against Legendary Azura in game.
She is quite frail, so top units would not have trouble taking her out. Even units that are not considered extremely powerful can take her out especially if they land 2 hits on her. Keep her in the backlines and poisition her strategically in defenses.
Teammates
These picks are good against Legendary Azura in game.
Legendary Azura is mainly a refresher-assist support who can compound a powerful unit’s firepower so pairing her up with your most powerful units is your best bet for her!
Gameplay
Skills
These are all skill for Legendary Azura: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Push 1 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 2 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 3 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 4 | At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. | 5★ |
B Duel Flying 1 | Grants HP+3. If unit is 5★ and level 40 and unit’s stats total less than 160, treats unit’s stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) | 5★ |
B Duel Flying 2 | Grants HP+4. If unit is 5★ and level 40 and unit’s stats total less than 165, treats unit’s stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) | 5★ |
B Duel Flying 3 | Grants HP+5. If unit is 5★ and level 40 and unit’s stats total less than 170, treats unit’s stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) | 5★ |
Aerobatics 1 | If unit’s HP = 100%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. | 5★ |
Aerobatics 2 | If unit’s HP ≥ 50%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. | 5★ |
Aerobatics 3 | Unit can move to a space adjacent to any infantry, armored, or cavalry unit within 2 spaces. | 5★ |
Atk Tactic 1 | At start of turn, grants Atk +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. | 5★ |
Atk Tactic 2 | At start of turn, grants Atk +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. | 5★ |
Atk Tactic 3 | At start of turn, grants Atk +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. | 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★ |
Gray Waves II | 1 | Grants another action to target ally, and if target is an infantry or flying ally, grants 【Null Panic】 to target and target can move 1 extra space. (That turn only. Does not stack. Cannot target an ally with Sing or Dance. This skill is treated as Sing or Dance.) 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the “converts bonuses on target into penalties” effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) | 5★ |
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Light | 4 | 2 | No Effect | 5★ |
Ellight | 6 | 2 | No Effect | 5★ |
Shine | 9 | 2 | No Effect | 5★ |
Prayer Wheel | 14 | 2 | Grants Spd+3. If a skill like Sing or Dance is used, grants bonus to target’s Atk/Spd/Def/Res = highest bonus on target ally for 1 turn. (Example: if target has a +6 bonus to Atk, grants Atk/Spd/Def/Res+6.) | 5★ |
Read more: Fire Emblem Heroes Build