Kaze analysis

Kaze is probably not an optimal unit but assuming you have to use him, here's how you could do it. I did chapter 14 to 19 and 26 in fire emblem amino. Why I wanted to analyze Kaze?

In my first playthrough or second playthough of conquest, I thought kaze sucked, mainly because I promoted early, I took the time to raise Kaze to level 20 and used offense pairups a lot more, and boy he didn't dissapoint and I found out that he's actually a good unit not Xander or Camilla tier but still he's better than like 3/4 of the cast . Also I found it interesting that he did decent damage to those kitsune and ninetails even when he didn't have high strength.

Kaze should go master ninja instead of puppeteer because hunter's knife essentially kills off pegasus knights and kinshi knights which constitue of most of conquest's fliers, thus making bows kinda useless and also he gets shurikenfaire later on and lethality is quite nice when it procs also master ninja has a wide range of class bonuses. Also master ninja has better pair up bonuses which include speed and movement.

Before route split:

Chapter 4:

Pair up Rinkah and kaze and kaze should orko the faceless in hard mode while leaving them at death's door at lunatic if his strength isn't sealed still he's one of your better combat units in this chapter, Corrin can open up dragon veins while Kaze moves in, keep the vulnearary on him and you should be fine.

Chapter 5

Give him the droppable hp tonic, pair him up with Rinkah and put him at a choke point at the bottom right of the fountain, put Sakura nearby on heal duty combined with the guard gauge , her personal skill and hp tonic along with some healing every turn , Kaze should kill off the mages and mercenaries pretty easily (comes almost at death's door) at 1-2 range to boot even in lunatic.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Conquest

Chapter 12:

Kaze can chip some enemies or act as a pair up bot, most of the enemies are physical, he could face saizo or kagero but you have better units who can take a hit from either of them, however kaze comes in locktouch, along with Niles you should pick up the armorslayer and 10k gold in one turn which is useful if you feel that you have less turns remaining.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 13:

If you can buy the hunter's knife here, kaze can kill off cavalry and maybe wyverns idk. However kaze should take down the magic side of units quite easily except Orochi who has the calamity gate which is essentially a reaver weapon, alternatively kaze can act as a pair up bot. Kaze is quite frail tho and can die to a couple of hits on the physical side.

Units with decent resistance are alone rare, however Kaze has the right combination of 1-2 range through hidden weapons, weapon triangle advantage and decent to excellent res, all this enable him to take care of magic units except the one who wield a calamity gate.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 14:

It has a lot of pegasus/kinshi knights who love charging at you, the hunter's knife in particular will come in handy, taking down those pesky fliers quite easily at 1-2 range even without pair ups in hard mode and perhaps lunatic mode, now that says a lot about Kaze's damage output, where most of your units struggle to kill enemies without pairup or outright lack the damage or speed to kill them.

Kaze will deal with them easily and he only needs a hunter's knife to do it which is kinda cheap for all the shenanigans he can do with it.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 16

Kaze can take down those dark mages or sorcerors who can be lethal with ragnarok with relatively little difficulty, there's tomebreaker from the maid/butler class who can lure them but either they are reclassed into something else like Jakob is into a paladin or malign knight or aren't used a lot like Felicia if you are using a female Corrin , or he can chip down enemies if you need some safe chip damage.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 17:

It is ninja hell and accurate 1-2 range is pretty valuable since there are various ninjas , kaze isn't your ideal candidate to deal with them because of his low defense and the debuffs can quickly kill even a bulky unit, also lockpick should come in handy for those treasure chests.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 18:

Kaze can take on those pesky sorcerors with relatively little trouble and also there are a lot of mounted units in this chapter ranging from paladins to rangers and strategists, Kaze's hunter knife should come in handy with dealing with them if required while Kaze has an abysmal magic stat it can come in handy while dealing with generals who have high defense and the fact that kaze can't equip his weakness because you don't have the shuriken that has effective damage against armor in conquest atleast at this point or maybe it's availible in birthright or revelations.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 19:

It's beast or kitsune lair, having an accurate 1-2 range unit who can easily orko them, in kaze's case a hunter's knife is particularly valuable however kaze is frail and particular care must be taken abt his positioning.

Again kaze's damage o/p says a lot because the only units besides kaze who can reliably one shot or orko beasts without pairups is anyone who can wield a beastkiller lance which is a D rank lance and has a decent strength stat can use one to easily one shot beasts, pairups can make things more reliable and accurate and kaze having one to two range means that he is very flexible if you plan to use the offense pairups to let other units who lack the power to kill the enemies in this chapter.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 20

The winds make it hard to predict how the enemies and you will move or be at that map, so defensive pair ups are highly recommended here, kaze will need strength, defense is nice but it won't make a huge difference and res might be handy, with this kaze can deal with onmyoji's except the one wielding the calamity gate which is hayato, kill the falcon knights and kinshi knight with hunter's knife at 1-2 to boot, this can be quite handy since the path can be narrow in some areas also kaze can take on bolt lance spearmasters while taking less damage, this might prove risky if kaze isn't in a defense pairup because those spearmasters are reinforcements and come in groups and will easily kill kaze because there's only one spearmaster who wields the bolt lance while others wield a steel lance also they come in with seal strength or seal defense which means kaze will easily get one shot even if he had a defense pairup.

Also kaze has lockpick which means he can open chests one of which has a dragonstone+ which means Corrin into a decent or excellent tank even if you promote him/her at level 10 into a Nohr noble, however it drops magic and skill so use it wisely. One has rescue which will come in handy in this chapter and another has 10 k gold which is useful in conquest as always since money can be a scarce resource since you can't buy whatever you want.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 21

Nice pair up bot to Corrin or any one bulky but having middling speed the low might of blessed weapons, low might of knives and kaze's lowish strength make it risky for kaze to fight and starting from chapter 20, the game encourages you to use defensive pair ups a lot more unless you use wacky builds like sol on kaze and offense pair up a lot less, tho both these pair ups can be very useful and the fact that 21 is an escape map with a few of the faceless having a skill that gives you no exp and them having savage blow and grisly wound means even the bulkiest units which includes a robust corrin with a dragonstone+ which is one of the best ways to deal with the stoneborn who have wary fighter and low res with will be in danger of dieing unless you use a pair up bot and Kaze isn't your bulkiest unit so I'd recommend pairing him up with one of your bulkier units so that you can finish the map somewhat quickly.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 22

Can take on, kill with offense pair up or atleast chip oni savages wielding tiger spirits taking almost no damage in the process and pretty much any onmyoji except the one with calamity gate, also might kill hana with the right offense pair up especially if draconic hex was activated the previous turn and as long as hana wield her dual katana pretty safely at 2 range. Kaze will be able to player phase kill falcon knights because of the hunter's knife, just watch out for their attacks or eliminate them quickly. Try to reach level 15 as soon as possible if you can for shurikenfaire for pretty much 10 extra damage on almost every enemy and maybe 20 with a soldier's knife and kaze will need shurikenfaire to boost his damage o/p.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 23

There are basaras who wield tiger spirits , kaze can chip them safely if needed however this is risky since basaras can wield lances and come in groups, kaze has frankly a pathetic amount of defense , mine had around 9 at 20/8 for example, why I went all the way to 20 you ask? I wanted to see how far I could play fates without promoting early or reclassing, it is in hard mode btw and I did learn a couple of new things, mainly that offense pair ups can come in handy early on more than defense pair ups and defense pair ups become more viable late game especially around chapter 20 especially if you use the royal units, Camilla's hp will start to drop off unless a seraph robe or hp tonic is given to her, hp is a weird stat to drop off and I guess almost anumyone never says that hp drops but trust me you can have like 30 def in conquest and still get like 10 to 15 damage on your unit quite easily also offense pairups from enemies can easily kill Camilla if she isn't careful also there's that weakness to bows , Leo and Xander needs more speed an adventurer Nyx can come to the rescue, Charlotte can become Xander's backpack for boosting his sort of mediocre speed ,it's probably better to promote late if you can get away with it with your main combat units because extra stats do make a difference a 14/10 kaze and 20/10 , kaze 20/10 kaze will deal more damage also enemies do have higher levels so you can level up pretty quickly at the lategame and still get the level 15 skill reasonably as for weapon ranks arms scroll are an excellent way to patch it up, C rank for your secondary weapons if it's possible to acquire them imo being where you should be at the very least in the endgame this lets you use a wide variety of weapons, master of arms and great knights in particular benefit from them, all you need to do is spam bronze weapons until the two e rank weapons reach d rank and then use an arms scroll to essentially use almost every weapon type save for silver , s rank weapons and brave weapons for your secondary weapons, pairup bots can promote at level 10 tho for those extra pairup bonuses to your main combat unit.

It's true that conquest has been beaten in 0% growths lunatic to boot but to deny the fact that waiting to promote later can let you deal extra damage for a unit who already deals low damage and you can acquire the level 15 skill roughly at the same time depending upon how you play is kinda foolish imo how much of a difference it makes I have no clue but extra damage is always nice to have.

Kaze can work as a decent pair up bot for one of your bulky units in this chapter since the only enemies wielding tomes also come with lances making it risky to expose kaze at enemy phase.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 24

Kaze can kill off falcon knights and kinshi knights with the hunter's knife however he has low defense so his offense is limited to player phase except when fighting onmyoji's however he can reliably kill them from 1-2 range thus adding more flexibility he can also kill Hinoka pretty reliably however you can't use an offensive pair up since Hinoka has a defensive pair up he will deal more damage if he has shurikenfaire. Kaze can take a few hits from oni chieftains who have tiger spirits and as usual he can deal with the onmyoji , some kinshi knights have bowbreaker which makes using bows kinda useless against them.

Kaze can also deal with Setsuna dealing damage at a fairly accurate hit rate, Setsuna comes in with swordbreaker 35 speed and 43 attack, swordbreaker makes Xander match up bad against her, Camilla is a malign knight and no matter how high her defense is unless she has a shield gauge, she is going to get one shotted by her silver yumi despite her superior mobility and then again you need to make sure she is the one who attacks first and also the map spawns kinshi knight reinforcements based on zones so moving her in the wrong zone will trigger reinforcements which can slow down the map, Leo might have shaky hit rates if he doesn't he will not have enough speed to double her even with an adventurer Nyx pair up, that leaves things to a nohr noble corrin with a dragon stone+, most players reclass corrin into something else generally malign knight, personally I'd say Nohr noble is useful as it's a pretty flexible class being able to debuff, attack at range or be a tank if desired however that lowish move will not be preffered with players who play quickly , kaze will reliably double and hit her leaving her open for someone else to kill Setsuna or assuming Corrin has draconic hex he might just be able to snag a kill.

:fireworks: ------------------------------ :sparkler: ----------------------------------- :fireworks:

Chapter 26

From Chiki's ltc playthrough, if an average player uses kaze they will likely be at level 10 to level 15, level 15 means shurikenfaire and 10 extra damage techincally five but kaze doubles every enemy, in his conquest lunatic playthrough chiki used a silver shuriken generic ninja to kill off heroes and reach the room where the maid with the freeze staff and sorcerors are present, the ninja easily orkoed every sorceror with a defensive pair up and that's without shurikenfaire and the stat drops from the silver shuriken.

Replace that ninja with kaze and preferably a steel shuriken if he has shurikenfaire ro prevent stat drops, otherwise a silver shuriken should work just fine.

Chiki did those stuff in only five turns, I mean you don't have to do it in five turns in lunatic mode ,but having a unit who can take down those sorceror's while taking less damage at 1-2 range is pretty handy to have.

Also Iago is probably best killed through an offense pair up if the hit rates are accurate since excalibur is an interesting tome, it's boosts offensive A.S by five which means he can double units with same speed or below while reducing his defensive A.S by five letting him get doubled by the very same units that he doubles if they have the same speed . Kaze can help with that offense pairup if he has to being very flexible to position.

However if you have a defensive pairup with a shield gauge and can orko him without any difficulty ,use it to take down Iago.

However Iago has some critical hit with excalibur even in normal mode which can prove to be quite dangerous since it hits quite hard against almost every unit already even without a critical hit.

Chiki's chapter 26 conquest ltc

Background picture credits: cipher art

Screenshots: fireemblemwiki.org and from my lp.

#Izanasees