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Fire Emblem Heroes Wiki:Build Center/Kaze: Easygoing Ninja

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Colorless Dagger.png
Stats
34 / 30 / 36 / 17 / 34
Exclusive skills
None

Dueling Sword.png Optimal
Sacred Coin.png Assault
Orb.png Very high investment
That's a Paddlin'

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Easygoing, Easy to Build

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Verdant All-rounder
Click to show/hide build description 
Kaze's stats let him do multiple things at once very easily, especially since he has a dagger. Going down the line:

Kaze's natural Barb Shuriken+, while losing out to the Kitty Paddle when it comes to erasing mages, does far better for engaging every other kind of foe, replacing raw damage with unrivaled versatility. With the Res forge and Mirror Strike 2, Kaze's Iceberg will deal 20 damage before any additional buffs, letting him carve through some normally bulky units. The reason you'd want a Res forged weapon with a +Spd IV instead of a Spd forged weapon with a +Res IV is because the latter will get you 1 less Spd overall. +Spd with a Spd forge is also a viable option, but other dagger users like Sothe and Legault are more suited to all-out offense, so you're going to want to lean into Kaze's fantastic Res. Additionally, -Def is preferred to -HP because Kaze will still use his HP to take magical hits, and his Def is so low it's not worth preserving.

Mirror Strike 2 is chosen both to help in taking out mages, and compensating for his rather middling Atk against more defensive units. Since Kaze will have 39 Spd with a +Spd IV, you'll get more mileage out of bumping up his Atk than going for Spd to secure doubles he might already be getting. His special comes down to preference: Desperation 3 can help him still deal with mages even when he lacks the HP to tank, and Swordbreaker 3 lets him take care of the abundance of very fast sword users, or at least, cripple them enough so anyone following him can take them out. His natural Atk Smoke 3 is an extremely good option, as it can further cripple nearby mages and give him a strong enemy phase, but it can be swapped out as needed. The seal comes down to preference: Spd Smoke 3 will help out his team with securing or avoiding doubles, as well as giving him a stronger enemy phase, but Def Ploy will make him much stronger on player phase, since very few units can exceed his Res, thus letting him bypass his Atk easily and securing kills he wouldn't otherwise be able to go for.
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Miraculous Smoke Ninja
Click to show/hide build description 
This build is centralised around the use of Flashing Blade and Miracle to initiate with large numbers of debuffs and to also then be safe to most incoming assault.

With Barb Shuriken+, Kaze's Miracle special count falls down to a base of 4. If you attack a unit who you double and who can't counter or you can safely attack, you will reach Miracle range and have debuffed with the effects of the dagger and the two Smoke skills. (Bear in mind that the Smoke skills will not affect the target, unlike the debuffs of Barb Shuriken+). The +spd refinement is vital here as it helps Kaze to achieve the necessary speed thresholds.

Given the correct initiation, Kaze should be able to live the following Enemy Phase thanks to Miracle and potentially the debuffs too. From the next Player Phase, you'll be able to abuse Escape Route 3 to warp to safety or to aid more attacking. If Miracle doesn't proc on the previous Enemy Phase, you'll also be able to place Kaze in more aggressive spots knowing that you have the safety net of Miracle.

This set is mostly fixed aside from Assist skills, which are down to preference and the way around you want the two Smoke skills (Atk Smoke 3 C/Spd Smoke 3 Seal is easier as Atk Smoke 3 is native to Kaze).

Windsweep is an alternative B passive option to let Kaze attack physical Distant Counter units, but this will mean you will sacrifice potentially instant Miracle from not being able to double on Player Phase and the use of Escape Route's warping ability.
Orb.png Very high investment
Kaze freeze frame
Icon Skill Assist.png Flexible
Stats: +res/-hp, neutral
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This build is mostly used to capitalize on his ability to debuff as well as fight mages as barb shuriken+ will give him the ability to have a 2 cooldown iceberg that will deal almost 25 extra damage thanks to fortress def res 3 the poison strike is to make up for his low atk and the smokes are to lower the stats of every enemy around your target. Windseep is a way to deal with units like hector or other distant counter high hp melee units because they will be able to counter kaze and kill him where his def is just too low to deal. If used with a team centered around him it can be a very effective build for him.