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Analysis by StanTheWoz
Kaze - Easygoing Ninja

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 34
ATK 30
SPD 36
DEF 17
RES 34

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 5 9 3 7
Middle 17 6 10 4 8
High 18 7 11 5 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 31 27 33 13 31
Middle 34 30 36 17 34
High 37 33 39 20 37

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.
HPATKSPDDEFRES

Skill Sets

Bergspam (Special Spiral)

Build by StanTheWoz
Recommended
Kaze's Needle (+Eff) A Mirror Impact
Alternate: Swift Sparrow 3
Positional Assist B Special Spiral 3
Iceberg
Alternate: Luna
C Time's Pulse 3
Alternate: Spd Smoke 3
IVs

+Atk or +Spd / -Def

SBlade Session 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Kaze’s Needle (+Eff)

Assist: Positional Assist / flexible

Special: Iceberg / Luna

IVs: +Atk or +Spd / -Def

Passive A: Mirror Impact / Swift Sparrow 3 / flexible

Passive B: Special Spiral

Passive C: Time’s Pulse / Spd Smoke / flexible

Sacred Seal: Blade Session / Quickened Pulse / flexible

  • The combination of Special Spiral, Kaze’s Needle, and a 3-cooldown Special such as Iceberg or Luna allows Kaze to continuously activate his Special immediately in every combat, after he charges it the first time. Iceberg boosts damage based on Kaze’s Res, providing a consistent extra 20 or so damage depending on his stats at the time, while Luna provides more extra damage the higher his foe’s Def is, helping him out more against bulkier targets. 
  • Time’s Pulse charges Kaze’s Special by 1 if its charge is at maximum at the beginning of his turn. Quickened Pulse does the same on turn 1, so the combination of those allows him to immediately charge it at the start of the map. One or both can be swapped out for other skills if he he receives Pulse effects from teammates via skills such as Infantry Pulse or Ostia’s Pulse. If so, Blade Session is a great choice of Seal, boosting Kaze’s Atk and Spd by up to 9 depending on how many teammates have ended their turns before he takes his. 
  • Mirror Impact increases Kaze’s Atk by 6 and his Res by 10 when he initiates combat, increasing the damage of Iceberg by 11, as well as denying foe follow-up attacks if they survive his Special activation. Swift Sparrow 3 provides the same Atk boost while boosting Spd by 7, allowing him to more consistently gain follow-up attacks if possible and more reliably activate the extra 5 damage from outspeeding his foe from Kaze’s Needle. 
  • Kaze wants to do as much damage per hit as possible, and his Atk needs all the help it can get, so +Atk is the ideal boon, though +Spd is also a decent choice. -Def is a great choice of bane, as Kaze’s Def is already terrible and he falls in a single hit to many physical units regardless. 

Easy Breezy Ninja (Blazing Special Spiral)

Build by StanTheWoz
Recommended
Kaze's Needle (+Eff) A Life and Death (3 or 4)
Positional Assist B Special Spiral 3
Blazing Wind C Time's Pulse 3
IVs

+Atk / -Def

SLife and Death 3

Show Explanation/Analysis

Weapon: Kaze’s Needle (+Eff)

Assist: Positional Assist / flexible

Special: Blazing Wind

IVs: +Atk / -Def

Passive A: Life and Death

Passive B: Special Spiral

Passive C: Time’s Pulse / flexible

Sacred Seal: Life and Death

  • This build is similar to the previous build, but using Blazing Wind, which activates before combat. As such, Kaze wants to increase his out-of-combat Atk as much as possible using skills like Life and Death in both the A and S slots. Kaze’s base Atk is rather low, so he needs as much help as possible from skills and buffs from teammates. 
  • The challenge of this build is charging Blazing Wind initially. Kaze’s Needle reduces its cooldown to 3, and Kaze needs to reduce it to 0 for it to activate before combat. Time’s Pulse reduces it by an additional 1 if the cooldown is at max at the start of his turn. Teammate effects like Infantry Pulse and Ostia’s Pulse are necessary to go further. Alternatively, if there is a weak enemy Kaze can KO in a single hit and outspeed, he can gain 2 charge from KOing them via the Flashing Blade effect in Kaze’s Needle, and activate Blazing Wind at the start of his next combat after. Once he activates it, hits once in combat to gain 1 or 2 Special Charge, and then gains an additional 2 charge from Special Spiral after combat, he can almost always continue to activate it before every combat for the remainder of a map.  

Is Vantage still good? (Vantage)

Build by StanTheWoz
Kaze's Needle (+Eff)
Alternate: Broadleaf Fan+ (+Atk)
A Close Counter
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Vantage 3
Miracle C Pulse Smoke 3
Alternate: Spd Smoke 3
IVs

+Atk / -HP or -Def or -Res

SAtk/Spd Solo 3

Show Explanation/Analysis

Weapon: Kaze’s Needle (+Eff) / Broadleaf Fan+ (+Atk)

Assist: Positional Assist / flexible

Special: Miracle / flexible

IVs: +Atk / -HP or -Def or -Res

Passive A: Close Counter / Atk/Spd Solo / flexible

Passive B: VantagePassive C: Pulse Smoke / Spd Smoke / flexible

Sacred Seal: Atk/Spd Solo / flexible

  • While Vantage is not as reliable as it used to be, Kaze is a decent user of it, as with Kaze’s Needle he can hit solid Atk values with 5 extra damage if he outspeeds, as well as activating Miracle more quickly. Broadleaf Fan can also be used for extra damage if the opposing team has multiple penalties, but there are units that use this weapon better than Kaze, mostly those with higher Atk like Sothe
  • Miracle is a useful Assist, as once it is charged it allows Kaze to survive a single hit that would otherwise KO him with one HP remaining. A damaging special like Moonbow can also be used, but is generally less useful against enemy AI. 
  • +Atk is the ideal boon, as Kaze wants to KO as many enemies as possible in one hit. Any choice of defensive bane is acceptable. 
  • Close Counter is necessary if Kaze is being used against a team of mixed ranged and melee opponents and he needs to KO all of them. If he is being used in a different way, such as supported by a unit with AD Near Save or another Near Save, then he can forgo this in exchange for extra damage and Spd from something like Atk/Spd Solo, or another skill that boosts Atk and Spd on enemy phase. 
  • Pulse Smoke is a solid C slot that can prevent enemy Special activations, while Spd Smoke can help Kaze outspeed enemies if they get hit by the debuff.  

Strengths

Kaze’s Needle

Kaze’s Needle is a solid refine, with several useful effects including Slaying (reduces max Special cooldown by 1), the standard Dagger effect of debuffing enemy Def and Res by 7 after combat, a boost of up to 8 Atk, Spd, and Res if he initiates combat under the right conditions, as well as Flashing Blade 4, adding extra damage and charging his Special more quickly if he has enough Spd. This weapon allows him to deal solid damage and activate powerful Specials. 

Good Spd

Kaze’s base 36 Spd is solid and allows him to outspeed many foes and activate the Spd condition of Kaze’s Needle. 

Good Res

Kaze’s base 34 Res is good and allows him to take a hit from many mages, and gives him the option to use Specials that scale with Res such as Iceberg and Glacies

Dagger Infantry 

Kaze’s status as a dagger-wielding infantry lets him use some useful skills like Special Spiral, Disarm Trap, and Time’s Pulse

Weaknesses

Mediocre Atk

Kaze’s base 30 Atk is mediocre or even bad by today’s standards. While Kaze’s Needle gives him an extra 8 under the right conditions, this still leaves him at or below the level of modern offensive units like Ninja Igrene or Yuri. While Kaze’s Needle would seem well-suited to a build using AoE specials like Blazing Wind to deal high damage to multiple units with each activation, Kaze’s low Atk limits the damage potential compared to other users of this build like Ophelia

Bad HP and Terrible Def

Kaze’s base 34 HP is rather low and his base 17 Def is awful, meaning he will be KOd quickly by physical hits, often in one hit. 

Competition

There are many other dagger units available, as well as strong ranged units of other types like bows and tomes. Many of these have powerful combat or utility effects that Kaze lacks, such as Ninja Lyn, Yuri, Ninja Igrene, and others. While Kaze can be a solid unit with investment, he simply cannot compete with the advantage that some other units have in stats or weapon effects.  

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Learns by default at 3 ★
Dagger users only.
100 2 5
Barb ShurikenAccelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8
Barb Shuriken+Accelerates Special trigger (cooldown count-1). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces through their next actions.
Unlocks at 5 ★
Dagger users only.
300 2 12
Kaze's NeedleAccelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Res+4 to unit during combat. Effect:【Dagger 7】  【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Poison Strike 1Inflicts 4 damage to foe after any combat this unit initiates.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
B
Poison Strike 2Inflicts 7 damage to foe after any combat this unit initiates.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
B
Poison Strike 3Inflicts 10 damage to foe after any combat this unit initiates.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
B
Atk Smoke 1After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
60
C
Atk Smoke 2After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
C
Atk Smoke 3After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Fates

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