Table of Contents
- Default
- Attack
- Special
- Injured
| Kaze - Easygoing Ninja |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 5 | 9 | 3 | 7 |
| Middle | 17 | 6 | 10 | 4 | 8 |
| High | 18 | 7 | 11 | 5 | 9 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boon
-
+ATK: An Attack boon 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 boon 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 boon will place Kaze at 37 Resistance and will push his mage baiting and Ploy capabilities even further.
Neutral
-
HP: Kaze has fairly low HP, even by dagger unit standards. A bane in HP won’t hinder him greatly, but it will make him slightly weaker at taking attacks in general.
Bane
- -DEF: Defense is easily the weakest stat for Kaze and the one that benefits him the least, making it the optimal bane choice. While Defense is a superbane, 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)
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Kitty Paddle+ Alternate: Barb Shuriken+ (+Spd) |
A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Cancel Affinity 3 |
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Iceberg | C | Atk Smoke 3 |
| SP | 1,715 | S | Distant Def 3 |
-
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)
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Barb Shuriken+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Windsweep 3 |
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Iceberg | C | Atk Smoke 3 |
| SP | 1,445 | S | Spd Smoke 3 |
-
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 boon is optimal in order to maximize Kaze’s chance to activate the Sweep skills. A Defense boon 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)
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Barb Shuriken+ (+Spd) | A | Atk/Spd Solo 3 Alternate: Life and Death 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Moonbow Alternate: Iceberg |
C | Def Ploy 3 Alternate: Atk Smoke 3 |
| SP | 1,545 | S | Attack +3 |
-
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 boon 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.
Introduction
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.
Strengths
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.
Weaknesses
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
Counters
-
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.
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Barb Shuriken+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Glacies | C | Atk Smoke 3 |
| S | Flashing Blade 3 | ||
When fully built up, Kaze can be the mage killer and Vantage abuser that you've ways needed in your life.
His base Resistance (34) is pretty high with Fury only boosting it further. Kaze's res is good enough to survive a few mage and retaliate hard, if the Kaze is -Hp it's fair to say an attack from a mage and fury will bring him just about the line where he can abuse Fury and Flashing Blade. If the team is using Infantry Flash, you can easily remove Flashing Blade with Spd Smoke making him an anti-mage, special sweeper, AND debuffer.
For a normal team, Kaze would generally perform better with Iceberg instead of Glacies. However, on my infantry team I happen to run Infantry Pulse and Infantry Flash, making it so he can basically fire off a Glacies or two even in a quick match. Now that I'm thinking about it you could have him +Res or refine resistance for his weapon to make Glacies do more damage, but from what I have experimented, he still kills and survives most of what you would put him up against. It's honestly your choice whether to focus res or speed, but since I run Infantry Flash I've got to make use of it, plus I like seeing the 50 Speed on the character profile (summoner support and merge +3 spd).
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Barb Shuriken+ (+Spd) | A | Life and Death 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Iceberg | C | Atk Smoke 3 |
| S | Fortress Res 3 | ||
Kaze enters the fight as another magus killer, true to his nature in Fates. He practically shares an identical stat spread to Felicia, but due to his boosted BST for a dagger unit he has an attack stat to work with, being 30 which is rather decent for his class. Boasting great speed and resistance one can optimize to increase his offense while also keeping his mage tanking capability, using both Life and Death 3 and Fortress Res seal.
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Barb Shuriken+ (+Spd) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Glimmer | C | Spd Ploy 3 |
| S | Def Ploy 3 | ||
Kaze can be interpreted as a variation on Felicia who hits significantly harder but who doesn't have a 14-mt weapon with adaptive damage. In order to establish his niche in contrast to that of Felicia's, he can make use of the excellent weapon that he comes with.
Since he cannot pick on melee units for dumping their res, he will need to hit significantly harder, especially in the current meta, which likes to bulk up on def. Having 7 points more atk than Felicia from IVs is a good start, and a +atk IV continues in the same direction. (+spd is also a good IV for this build.) Brazen atk/spd is the ideal skill to maximize offensive power, with one critical challenge: activating the skill, along with desperation, so that no DC unit will be able to target his weak def. Here we utilize a strategy that has long been used by Felicia: baiting squishy mages.
On Felicia, QR is a reliable option because mages can push their spd into the upper 40s or even low 50s without merges using just a little team support. This build can function well with the QR seal, aiming to go with this same strategy. However, thanks to his higher atk, Kaze can opt instead for another seal which interests far fewer units and take out his mage opponent in one shot with a glimmer activation. If the mage has 39 HP (which is unusually high), Kaze's 45 atk will OHKO them up to 19 def, which is sufficient against very squishy mages. However, if they have invested in their def to survive a single counterattack from a DC unit, they may have enough bulk to survive, which is where def ploy comes in. Mages cannot invest simultaneously in spd, def, and res; if they invest in def to survive a DC strike, they will need to sacrifice some res, and 34 is almost invariably enough to ploy them; if they keep both enough def to survive and enough res to prevent the ploy, they are probably the Julia/Deidre/Micaiah type and Kaze will simply outspeed them and double naturally. (If for any reason you don't like def ploy, an atk+3 seal has similar effects but is less powerful and cannot support the rest of the team.)
Now that Kaze has downed his first opponent, he enters brazen/desperation mode and has 53/45 offensive stats, 58/50 effective on any opponent he ploys. Glimmer will activate on every engagement unless they use guard. Assuming the ploys land, the maximum def+HP combinations that he will be able to KO without buffs or merges are:
42 def + 40 HP
41 def + 42 HP
40 def + 45 HP
39 def + 47 HP
38 def + 50 HP
37 def + 52 HP
As such, this build has potential to blast through even some of the dragons and armours that are commonly seen in the current meta, especially if Kaze receives an atk buff. Ayra and Karla are also easy targets for his ploys, though he may still need a spd buff to double them.
The units Kaze may struggle the most against are TA+raven mages, who will bring his attack down into the 30s using weapon triangle advantage and inflict heavy damage on him by inflating their own atk stats into the 60s or even 70s in the process. These need to be left to teammates, probably those who have colour advantage, since TA is a double-edged sword. Opponents with vantage active are also safe from Kaze unless they are melee units without DC, since he will not be able to survive the pre-emptive strike. Two unique units who can resist this build are Selena and Fir due to their high spd and res, preventing doubles and ploys. Brave Ike and the rare users of deflect missile will also survive, though they most likely will not counter. One last counter to this build is the uncommon hardy bearing seal on a DC unit, since Kaze most likely will not OHKO them and would fall on the counterattack.
As a final footnote, Kaze generally cannot bait nearly any build of Reinhardt, including those utilizing atk+ seals instead of quickened moonbow. The man hits very hard, and this build is designed to withstand one hit only. Kaze can win against Reinhardt by initiating the fight himself; he will double and win easily even if he does not land any ploy on Reinhardt. Have a teammate throw him forward with a reposition, and off he goes.
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Barb Shuriken+ | A | Darting Blow 3 |
|---|---|---|---|
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Draw Back | B | Poison Strike 3 |
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Iceberg | C | Atk Smoke 3 |
| S | Atk Smoke 3 | ||
This build was designed to turn Kaze into a heavy debuffer. This attack smoke 6 effect debuffs a total of 14 attack points from anyone unlucky enough to be caught in his range, which is devastating, especially in an arena scenario. Of course, you can use any Smoke skill you wish in seal slot, in order to weaken enemies in other ways, depending on your overall team compostion.
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Kitty Paddle+ | A | Swift Stance 2 |
|---|---|---|---|
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Draw Back | B | B Tomebreaker 3 |
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Glacies | C | Atk Smoke 3 |
| S | Initiate Seal Atk 3 | ||
Being a free unit, I wasted no time building the free dagger unit Kaze. With his great Spd and Res, there's no way I couldn't NOT put Swift Stance on him. With the Res they gave him, he is undoubtedly supposed to be an anti-mage unit. So I put the Kitty Paddle on him along with B Tome Breaker since it's the Tome with the most threatening magic users. With Swift Stance boosting his already good Res and Spd, and the Kitty Paddle doing its work, he is undoubtedly one of the best solutions for a threatening mage. Rallies and invisible buffs like the ones Marth's Refined Falchion gives also help him a lot. Reinhardt, Guntharra, Miciaiah, Julius, Nino, and many more don't have anything on him if they don't run Daggerbreaker (which they usually don't).
I'm really proud of how I built Kaze. I needed a different dagger user since the Halloween Sakura I sacrificed had a Atk bane, making her utility with the Kitty Paddle pretty limited as she had less of a chance to one shot mages. But Kaze came in and stole the show, certainly living up to his name as retainer.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Dagger users only.
|
50 | 2 | 3 |
| Learns by default at 3 ★ Dagger users only.
|
100 | 2 | 5 |
| Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
|
200 | 2 | 8 |
| Unlocks at 5 ★ Dagger users only.
|
300 | 2 | 12 |
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 |
|---|---|---|
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
60 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
120 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | B |
| Non-inheritable by Staff-wielding units.
|
60 | C |
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
120 | C |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes