Kamikazee: Difference between revisions

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Kamikazee is learned by investing 70 points into the {{Hero 8}} Courage skill. Enemies are either obliterated instantly as normal or reduced down to 1 HP, with the chance of this happening being a 50/50 split independent of any degree of resistance a target might have.
Kamikazee is learned by investing 70 points into the {{Hero 8}} Courage skill. Enemies are either obliterated instantly as normal or reduced down to 1 HP, with the chance of this happening being a 50/50 split independent of any degree of resistance a target might have.
[[Rockbomb]]s use it as usual, although [[Imp]]s will also try (and fail) to cast it.


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Revision as of 19:59, 14 April 2024

Kamikazee is a recurring spell in the Dragon Quest series. Introduced in Dragon Quest II: Luminaries of the Legendary Line, the spell attempts to destroy all enemies at the cost of the user's own life and a single MP. The spell has changed properties between the mainline games, having its own element for target resistance in its first four appearances but losing this distinction in the sixth game to share the same resistance element as Whack hence forth. Kamikazee is more likely to succeed than any of the three Whack-spells, similar to the relationship between Kasnooze and Snooze. Beginning with the eighth game Kamikazee now has a chance to leave an enemy with a single HP if the spell connects properly, regardless of the amount of resistance a monster may or may not possess.

The spell is infamous for being used by the dreaded Rockbomb, wiping out whole parties if the player isn't careful.

Appearances

Prince of Cannock casting Kamikazee in the American NES art style

Dragon Quest II: Luminaries of the Legendary Line

Learned by the Prince of Cannock at Level 28, the spell would slay all enemies attacking the party. The caster of the spell would, as the name implies, also perish along with the enemies. The spell has no resistance tag whatsoever for normal enemies in the game's programming in any version, giving it perfect accuracy against everything but boss monsters. The downside to this is that no experience points or gold are gained after battle.

Beware the Batmandrills and the miniboss Pazuzu, as they also pack this spell, and since player characters, like all non-boss enemies, have no resistance tag to it, should an enemy cast it, it is a guaranteed total party wipe.

Dragon Quest III: The Seeds of Salvation

Acquired by those of the Priest & Sage vocations at Level 41, and no longer negates any experience points or gold when cast. It is also known by the Rockbombs introduced to the series from this installment. The living landmines are notorious for casting this spell and wiping out whole parties when they are low on HP, so dealing with them swiftly is paramount. Imps will also try to cast it, but to no avail as they have no MP for it.

Dragon Quest IV: Chapters of the Chosen

Kamikazee is activated if someone is wearing a kamikazee bracer upon defeat, but otherwise, no one learns the spell. The scarcity of the effect is balanced by a fantastic range of effectivness, with only the Lost soul, Pocus poppet, Night emperor, Float-o-copier, Sasquash, Prince of darkness, Emperor wyvern, Metal slimes, and boss monsters having any resistance at all.

Rockbombs can use it, while Imps will try in vain to cast it.

Dragon Quest V: Hand of the Heavenly Bride

Monster recruitment allows for much easier access to the spell in V, and the average monster is fully vulnerable to it as well. Despite the ticking timeburrm and rockbomb having lower level limits than most of their peers, the effectiveness of Kamikazee turns these monsters into figurative Hail Marys when battles are looking grim.

Only the Pink elephant, Blizzybody, Necromancer, Hades' helm, Hyperpyrexion, Mandrake marauder, Bomboulder, Moosifer, Balhib, Archdemon, Great dragon, Deathsquad, Mechan-o'-wyrm, Barbatos, Bilhaw, metal slimes, and boss monsters have any resistance to the spell at all, less than a tenth of the monster list.

Name Level
Ticking timeburrm --
Rockbomb --
Sancho 30

Dragon Quest VI: Realms of Revelation

This spell is obtained by advancing to Rank 7 of the Sage vocation. As of this game Kamikazee no longer has it's own resistance tag in the game's programming, using Whack's instead. It doubles the hit rate of Whack as well, for an accuracy of 100%, 100%, 75%, 0% depending on the degree of an enemy's resistance. Rockbombs use it as usual.

Dragon Quest VII: Fragments of the Forgotten Past

Kamikazee has the same properties as in VI. In the PSX original it can be learned by reaching rank 5 of the Champion vocation and rank 6 of the Rockbomb vocation. In the 3DS remake it is now learned by Champions at rank 6, and can also be learned by reaching rank 6 as a Pirate and rank 4 as a Hero. As usual, Rockbombs use it in battle.

Dragon Quest VIII: Journey of the Cursed King

Kamikazee is learned by investing 70 points into the Hero Courage skill. Enemies are either obliterated instantly as normal or reduced down to 1 HP, with the chance of this happening being a 50/50 split independent of any degree of resistance a target might have.

Rockbombs use it as usual, although Imps will also try (and fail) to cast it.

Dragon Quest IX: Sentinels of the Starry Skies

Kamikaze is learned by Paladins at level 33.

Dragon Quest X

Dragon Quest XI: Echoes of an Elusive Age

Kamikazee is learned by Rab at level 53 and uses the Whack-resistance tag with base success chance of 50%. Due to the heavy references to the Erdrick trilogy in XI, enemies destroyed by Kamikazee no longer give experience points or gold when the battle is over. Furthermore, Kamikazee overrides the auto-revival effect of Divine Deliverance and will always kill Rab when cast.

Dragon Quest Monsters

Called Sacrifice in this game, it is an ability that can be learned by various monsters. It requires the monster to reach at least level 2 with at least 7 MP, and 6 intelligence. It is naturally learned by the AgDevil, ArmyAnt, BombCrag, Facer, Gasgon, HammerMan and SpikyBoy among others.

Dragon Quest Monsters 2

Sacrifice now requires level 28, 40 MP, 140 defense, and 78 intelligence. It is naturally learned by the WonderEgg.

Dragon Quest Monsters: Caravan Heart

Dragon Quest Monsters: Joker

Kamikazee can be learned from:

Dragon Quest Monsters: Joker 2

Kamikazee can be learned from all the skills it could be previously, though Bombardier now requires 18 points, and Wulfspade III now requires 42 points.

Dragon Quest Monsters: Terry's Wonderland 3D

Dragon Quest Monsters 2: Iru and Luca's Marvelous Mysterious Key

Dragon Quest Monsters: Joker 3

Dragon Quest Monsters: The Dark Prince

Kamikazee sacrifices the caster to wipe out all enemies, with the user being unable to be revived in the same battle. The success chance depends entirely on the amount of MP the caster currently has, having no elemental resistance tag in the game's programming. It can be cast with just 1 MP, but this would be a waste of a turn. Kamikazee is learned through the Bang Virtuoso, Bombshell, Destroyer, Doomsayer, Enigma, Graveheart, Grump, Heretic, Martyr, and Materialist talents.

Dragon Quest Rivals

Dragon Quest: The Adventure of Dai

Megante is a single-target spell which requires little-to-no mana to cast. The caster focuses all of their life force into their fingertips, then jams them into a foe's temples, locking the two together in a near-unbreakable death grip. After a few moments, the caster can then call "Megante" to release the stored energy in a devastating explosion inside the target's skull.

Normally the caster of Megante has their body completely disintegrated from the spell's backlash, making it a suicide technique. It's possible to escape this fate if the caster is a Priest, or if the discharge is interrupted partway through, but even then the odds of survival are slim.

Super Smash Bros. Ultimate

Kamikazee is randomly available to the Hero through his Command Selection ability. Casting Kamikazee causes the Hero to charge his self-destruction for a few seconds, being rendered invulnerable for this period, until the energy is discharged in a massive explosion. Close range damage is 50.1% and distant damage is 35.1%, with foes suffering tremendous knockback as well.

This spell will give the Hero's suicide as a point for the opposition, and as such is better used in team battles. If used in a one-on-one battle, it should be avoided unless the player has a strong lead over the opponent.

Gallery