Kazapple
Kazapple | |
---|---|
Japanese | ミナデイン ジゴデイン |
Rōmaji | Minadein Jigodein |
Type | Offensive |
Older names | Thordain, Alldain |
Kazapple is a spell in the Dragon Quest series that delivers the fury of the Gods unto the player's enemies. The finer details of the spell vary between titles, but it is always the strongest Lightning-element ability in every game it appears in.
Localization history[edit]
The English name Kazapple has referred to the Japanese spells ミナデイン and ジゴデイン throughout the localization history of the series under Square Enix. Briefly, it is the English name of whole-party spell ミナデイン in IV~VII of the mainline games, and the fourth tier Lightning spell ジゴデイン in every entry in the Dragon Quest Monsters games after the first Joker title. Both ミナデイン and ジゴデイン spells appear in XI, with the current English localization delegating ミナデイン as Kazapstrophe to clarify the two. The final instance of Kazapple referring to ミナデイン would be in the second Heroes game.
Appearances[edit]
Dragon Quest IV: Chapters of the Chosen[edit]
Kazapple is learned by the Hero at level 37 and deals 330~350 Lightning damage to one foe, requires 15 MP from every party member to cast. As such, it cannot be used if Alena, Ragnar McRyan, or Torneko Taloon are in the party.
Dragon Quest V: Hand of the Heavenly Bride[edit]
Kazapple is learned by Parry at level 38, and by the Conkuistador at level 60. It costs every party member 10 MP to cast but as Tuppence is the only human character to lack MP the requirements are much less strict for most party configurations. Because Parry cannot equip the duplic hat in the SFC version, the spell cannot be echoed.
Dragon Quest VI: Realms of Revelation[edit]
Kazapple is learned by reaching rank 8 of the Hero vocation, the Legend. The power has been double to 600~700 and costs every party member 10 MP as in before. Unlike in V, all human characters gain MP and thus the player is not limited by his or her party configuration. Kazapple has the quickest activation speed of any ability in the game, activating before Kaclang and Forbearance. The spell will only echo with the duplic hat in the original SFC version.
Dragon Quest VII: Fragments of the Forgotten Past[edit]
Kazapple has all the parameters of the previous game, but due to the presence of powerful skills such as Blade of Ultimate Power it is sub-optimal to use in battle.
Dragon Quest X[edit]
Kazapple was used by a variety of monsters and was added to Anlucia's spell repertoire for the version 5.3 update onwards, thus making it available to players. It costs 27 MP to cast and the damage range will depend on the user, with the lowest end for monsters being 250~350 and the high end being approximately 600.
Dragon Quest XI: Echoes of an Elusive Age[edit]
Kazapple is a three-person Pep power that is available to players when the Luminary learns Zapple and Jade masters Lightning Storm. When used, Jade and Rab will channel magical energy to the Luminary who sends it crashing down on all enemies. The damage calculation is based on the sum of The Luminary and his grandfather's Magical Might, capping for 594~654 at 975 Magical Might. Furthermore, the spell has a 25% chance to Paralyze foes and a 25% chance to lower their resistance to Lighting by one stage.
Dragon Quest Monsters: Joker[edit]
Kazapple is a single-target spell that requires 30 MP to cast, and will deal up to 424~482 damage at 999 Wisdom. It can be learned from:
- Bang & Zap III (62 points)
- Frizz & Zap III (90 points)
- Über Blessed Blizzardier (80 points)
- Über Mage (30 points)
- Woosh & Zap III (64)
Dragon Quest Monsters: Joker 2[edit]
Kazapple deals 247~260 base damage and 461~474 maximum damage. It can be learned from all the skills it could be previously, as well as:
- Hero of the Heavens (75 points)
- Sizz & Zap III (90 points)
- Über Zapologist (41 points)
Terry's Wonderland 3D & Iru and Luca's Marvelous Mysterious Key[edit]
Kazapple costs 30 MP and deals 247~273 damage. It will begin to amp up the voltage once the monster's Wisdom rises over 500, hitting for 855~945 damage at 3,999 Wisdom.
Dragon Quest Monsters: Joker 3[edit]
Kazapple has the same parameters as in the previous two games.
Dragon Quest Monsters: The Dark Prince[edit]
Kazapple costs 61 MP and is learned via the Greygnarl, Leading Light, Lord of the Dragovians, Murdaw, Perfect Speller, Polariser, Sovereign, Strong Speller, Zap Virtuoso talents. It has a base power of 260 and will deal an average of 800 damage at 3,999 wisdom.
Dragon Quest Monsters: Super Light[edit]
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Dragon Quest Heroes II: Twin Kings and the Prophecy's End[edit]
Kazapple is a party power that is the reward for completing quest 46. It requires that all party members have max tension, but will dead a fixed 9,999 damage to all enemies in the immediate vicinity.
Loss leaders are able to cast the spell, and if it is reflected back at them it will deal approximately 1,200 damage.
Dragon Quest Rivals[edit]
Kazapple appears as a card.
Etymology[edit]
- The Japanese particle ミナ (mina) is used to convey that the spell requires the aid of the whole party in order to cast.
Trivia[edit]
- Kazapple appeared in a preview image seen in issue 36 of Weekly Shonen Jump magazine's 1989 edition, where it was shown dealing 520 damage to a monster. This higher voltage output was likely lowered during the development of IV for balancing the end-game's difficulty.
Battle visuals[edit]
Gallery[edit]
The party of VI casting Kazapple, from the official SFC guide circa 1995