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Tier Rating

Analysis by RedFerrari1998
Kaze - Easygoing Ninja


Obtainable as a 3 - 4 only

Hero Stats

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

Stat Variations

Level 1 Stat Variation
Low 16 5 9 3 7
Middle 17 6 10 4 8
High 18 7 11 5 9

Level 40 Stat Variations
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.


  • +ATK: An Attack asset will take Kaze from 30 to 33 Attack. This will help improve his offensive potential and pairs great with the Kitty Paddle in a anti-mage set.

  • +SPD: Kaze’s 36 Speed is solid for a dagger unit. A Speed asset will aid Kaze in performing and avoiding double attacks, as well as helping him to activate skills such as Windsweep in a debuff set.

  • +RES: Kaze simply has fantastic Resistance. A Resistance asset will place Kaze at 37 Resistance and will push his mage baiting and ploy capabilities even further.


  • HP: Kaze has fairly low HP, even by dagger unit standards. A flaw in HP won’t hinder him greatly, but it will make him slightly weaker at taking attacks in general.


  • -DEF: Defense is easily the weakest stat for Kaze and the one that benefits him the least, making it the optimal flaw choice. While Defense is a superflaw, this will not cause Kaze to move into a lower BST bin, so his scoring in Arena will not be affected.

Skill Sets

Ladies’ Ninja (Anti-Mage)

Kitty Paddle+
Alternate: Barb Shuriken+ (+Spd)
A Fury 3
Alternate: Distant Def 3
Draw Back B Cancel Affinity 3
Alternate: Quick Riposte 3
Alternate: Moonbow
C Atk Smoke 3
Alternate: Def Ploy 3
SP1715SDistant Def 3
Alternate: Def Ploy 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF

  • Weapon: Kitty Paddle+ / Barb Shuriken+ (+Spd)

  • Assist: Draw Back / Flexible

  • Special: Iceberg / Moonbow / Glimmer

  • Passive A: Fury / Distant Def

  • Passive B: Cancel Affinity / Quick Riposte / Guard

  • Passive C: Atk Smoke / Def Ploy / Spd Ploy

  • Sacred Seal: Distant Def / Def Ploy

This set is designed to turn Kaze into a extremely effective mage killer.

An Attack or Speed boon will serve to increase Kaze’s offensive potential. Given he will be relegated to fighting mages, Defense is the optimal bane. The Kitty Paddle will grant Kaze with a 50% Attack boost against all tome users, making it an extremely effective weapon for fighting even the bulkiest of mages. His default Barb Shuriken also works nicely, granting him increased Special cooldown. Draw Back allow Kaze to pull his allies one space back, helping to remove them from danger. Iceberg grants Kaze with a huge boost to damage thanks to his high Resistance. Moonbow and Glimmer are also both effective options thanks to their low 2 charge cooldown.

Fury grants Kaze a good all-around boost to his stats, giving him a nice increase to his combat effectiveness during all phases. Distant Def is a strong alternative, granting Kaze with a solid enhancement to his Defense and Resistance when attacked from a distance. The B slot has a nice selection of options. Cancel Affinity allows Kaze to effectively deal with any mage running the Raven tome and Triangle Adept combo. Quick Riposte allows Kaze to be extremely effective at baiting mages as the guaranteed double will help him to safely secure KOs against faster mages. Guard also prevents enemies from charging their own Special when fighting Kaze, helping to keep him safe. His default Atk Smoke works very nicely, allowing him to debuff the Attack of enemies surrounding his target. Thanks to his high Resistance, he can also use Ploy skills to great effect, particularly Def Ploy and Spd Ploy. For his Sacred Seal, Distant Def helps to increase his mage baiting capabilities even further. Def Ploy is also a great option.

A Dark Fall (Sweep Debuffer)

Barb Shuriken+ (+Spd) A Fury 3
Draw Back B Windsweep 3
Alternate: Watersweep 3
Alternate: Moonbow
C Atk Smoke 3
Alternate: Spd Smoke 3
SP1325SSpd Smoke 3
Alternate: Atk Smoke 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -DEF

  • Weapon: Barb Shuriken+ (+Spd) / Barb Shuriken+ (+Atk)

  • Assist: Draw Back / Flexible

  • Special: Iceberg / Moonbow

  • Passive A: Fury / Atk/Spd Solo

  • Passive B: Windsweep / Watersweep 

  • Passive C: Atk Smoke / Spd Smoke

  • Sacred Seal: Spd Smoke / Atk Smoke / Speed +3

This set makes Kaze into a very effective debuffer with strong support potential while maintaining some offensive power.

A Speed asset is optimal in order to maximize Kaze’s chance to activate the Sweep skills. A Defense asset is also ideal as it is his least valuable stat. His default Barb Shuriken works greatly for this build, accelerating Special cooldown and also debuffing his target and surrounding enemies by 7 Defense and Resistance. A Speed forge will help Kaze to activate the Sweep skills, while an Attack forge will increase Kaze’s damage output. Draw Back allows him to pull back an ally should they be in danger. Iceberg works greatly as the Special thanks to his high Resistance, but Moonbow is also a great option as it’ll activate every other attack thanks to the Barb Shuriken.

Fury makes for the ideal A slot skill, granting Kaze with a boost to all of his stats which helps him both offensively and defensively. Atk/Spd Solo is also an extremely effective option and arguably superior to Fury, but the cost of this skill hurts it's desirability for this build. For the B slot, one of the Sweep skills will allow Kaze to block certain counterattacks depending on which one he takes, with Windsweep blocking physical counterattacks and Watersweep blocking magical counterattacks. Windsweep is more preferable in general due to his low Defense, but Watersweep will keep him safe from dragons with refined Breaths.

His C slot and Sacred Seal should be used to cover debuffing the stats that his weapon does not debuff, these being Attack and Speed. Both Atk Smoke and Spd Smoke are available as Sacred Seals, so the C slot should have one and the Sacred Seal slot should have the other. As Kaze comes with Atk Smoke by default, there is little reason to inherit Spd Smoke to him unless you want him to have Spd Smoke alongside a different Sacred Seal. This will allow Kaze to debuff all stats by 7 for anyone within 2 spaces of his target, while the target will be debuffed for 7 Defense and Resistance. An alternative Sacred Seal is Speed +3 which helps Kaze to activate Sweep skills.

Corrin’s Protector (Offensive)

Barb Shuriken+ (+Spd) A Atk/Spd Solo 3
Alternate: Life and Death 3
Draw Back B Desperation 3
Alternate: Iceberg
C Def Ploy 3
Alternate: Atk Smoke 3
SP1545SAttack +3
Alternate: Speed +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF

  • Weapon: Barb Shuriken+ (+Spd) / Lethal Carrot+ (+Spd)

  • Assist: Draw Back / Flexible

  • Special: Moonbow / Iceberg

  • Passive A: Atk/Spd Solo / Swift Sparrow / Life and Death

  • Passive B: Desperation

  • Passive C: Def Ploy / Atk Smoke

  • Sacred Seal: Attack +3 / Speed +3 / Def Ploy

This is a full offensive set for Kaze, focusing on giving him a strong offensive presence.

A asset in either Attack or Speed will help Kaze with his overall offensive potential. His default Barb Shuriken is a perfect fit for this set, accelerating his Special cooldown by one and debuffing his target and nearby enemies by 7 Defense and Resistance. The Lethal Carrot is a potent alternative that gives Kaze a nice boost to damage from his Special. In either case, a Speed forge will aid Kaze with doubling opponents. Draw Back is a strong Assist for ranged units, allowing Kaze to pull an ally back by one space. Moonbow makes for the ideal Special thanks to it’s low cooldown. With the Barb Shuriken, Moonbow has a cooldown of one, meaning it’ll activate every round of combat if Kaze performs a follow-up attack. Iceberg makes for a good alternative option, though it won’t activate as often as Moonbow.

In the A slot, Atk/Spd Solo grants Kaze with a huge offensive boost whenever he's not adjacent to an ally. Alternatively, Swift Sparrow also grants him with a strong offensive boost, but instead granting it when Kaze initiates combat. Life and Death is a cheaper alternative to the aforementioned skills, granting slightly more Attack and Speed, but at the cost of Kaze’s defensive stats. Desperation makes for the perfect B slot, allowing Kaze to perform any follow-up Attack immediately which works very well when combined with the Barb Shuriken and Moonbow. Def Ploy allows Kaze to make use of his high Resistance to debuff the Defense of enemies from a distance, allowing himself and other physical allies to deal more damage. If one is unable to give Def Ploy to Kaze or is using Life and Death, his default Atk Smoke is a fine budget alternative. Either an Attack or Speed Sacred Seal will grant Kaze with some extra offensive power. If Def Ploy is not being used in the C slot, one can opt to give him the Def Ploy Sacred Seal instead.


Kaze is the twin brother of Saizo and a ninja from Hoshido, finally making his long awaited debut in Fire Emblem Heroes. He joins us as a infantry dagger unit and is very comparable to both Felicia and Halloween Sakura.

Much like Felicia and Halloween Sakura, Kaze possesses high Speed and Resistance, among the highest for both stats in the entire game. On top of this, he also has middling Attack for a dagger unit. His downsides are his low HP and Defense, both of which are on the lower end for dagger units.

His stat spread lends to him being specialized for fighting magical units with his Resistance and Speed leading him to be capable of taking magical attacks very well. He is poorly suited for fighting physical units, especially those who can retaliate on his attack such as Zelgius and Legendary Ike. Dragons can also be a problem thanks to their refined Breaths targeting Kaze’s Defense as opposed to his Resistance.

All in all, Kaze is a strong choice for a colorless mage killer. When compared to the two other mentioned units, Kaze possesses far greater Attack than Felicia and more Speed than Halloween Sakura, though both still have their own advantages over him. Still, if what you want is a dagger unit to take care of magical units, Kaze is a solid choice for the job.


Fantastic Resistance

Kaze possesses a Resistance stat of 34. This is the third highest Resistance value in the entire game, tying with units such as Sanaki, Lute, and Fjorm. This makes Kaze a solid choice for fighting mages, as well as a great choice for Ploy skills.

Great Speed

At 36 Speed, Kaze has the second highest Speed for dagger units, tying with Gaius and being beaten by Felicia. This gives him solid doubling potential as well as good security from being doubled himself.


Middling Attack

Kaze’s Attack stat of 30 is very middling for dagger units. When compared to the rest of the cast, however, his Attack stat is on the lower end. 30 Attack isn’t outright terrible, but his damage output does suffer somewhat because of it.

Poor physical bulk

With only 34 HP and 17 Defense, Kaze is very physically frail. A physical attack that deals 51 damage or greater will take down Kaze in a single hit. He should avoid attacking any physical units capable of retaliation unless his safety can be guaranteed. He should also avoid baiting archers if possible, though the use of skills such as Distant Def makes him fare better against archers.

Team Options

Kaze’s primary weakness is anything physical and as such he’ll appreciate teammates who can protect him from physical units of any color, as well as dragons with refined Breaths.

  • Physical red counters: Blue units such as Nowi, Ephraim, and Hardin are great for tackling physical red threats. Nowi and Hardin in particular both possess Distant Counter naturally which makes them both solid choices. There are also plentiful strong blue mages to choose from, such as Reinhardt and Linde.

  • Physical blue counters: Green units such as LA Hector, Dorcas, Myrrh, Fallen Robin, and Brave Ike all possess high Attack and Defense, making them solid choices for fighting physical blues. Hector, Dorcas, and Fallen Robin also naturally possess Distant Counter. On the magical front, green is home to strong mages such as Gunnthrá and Spring Sharena.

  • Physical green counters: Red is home to many strong Distant Counter units, including Legendary Ike, Zelgius, and Ryoma. The Falchion users such as Alm and Lucina are also solid choices as they not only counter green units but can also protect Kaze from dragons. There are also some strong red mages, such as Winter Tharja, SM Eirika, and Celica.


  • Distant Counter physical units: Because of his low Defense, Kaze struggles to safely attack any physical unit coming with Distant Counter. Units such as Legendary Ike, Zelgius, Fjorm, Hector, and Dorcas all naturally come with Distant Counter and can all deal high damage, if not outright OHKO Kaze. Kaze should avoid fighting these units unless his safety can be guaranteed.

  • Dragons with refined breaths: Once upon a time, ranged foes with high Resistance could happily fight dragons, but that is not the case anymore . Any refined or unique Breath will allow dragons to target the lower defensive stat of ranged foes. This means Kaze can’t rely on his high Resistance when fighting dragons, making them tricky targets. Common dragons include Adult Tiki, Nowi, Fallen Robin, Myrrh, and Fae.

  • Archers: Units such as Brave Lyn, Bridal Cordelia, WF Hinoka, and Halloween Jakob are all plentiful strong and can deal with Kaze easily. All of the above mentioned except Jakob possess high Attack and Speed, not to mention all three enjoy running a Firesweep Bow which prevents Kaze from attacking back. Meanwhile, Halloween Jakob can make use of Bold Fighter and a Brave Bow to destroy Kaze, or can also run a Guard Bow to make him near impossible to significantly hurt with Kaze.

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

Other Info

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