Kazapple

From Dragon Quest Wiki

Kazapple is a spell in the Dragon Quest Series. It draws MP from all four party members to strike an enemy with an earth-shaking bolt of divine lightning. It cannot be used when even one of the casters have zero MP or has a status effect.

Appearances

Dragon Quest IV

Kazapple (NES/PSX/DS/Mobile)
MP 15
Effect Hits a monster with 330~370 damage.
Flavor text Draws on the party's combined power to zap a single enemy.

Kazapple is learned by the hero at level 37. It costs 15 MP from all party members. It cannot be used if Alena, Ragnar, or Torneko are in the party as they don't have MP.

Dragon Quest V

Kazapple (SNES/PS2/DS/Mobile)
MP 15
Effect Hits a monster with 300~350 damage.
Flavor text Draws on the party's combined power to zap a single enemy.

Kazapple is learned by the Son at level 38, and by the Conkuistador at level 60. The same restrictions from IV apply. Because neither caster can equip the Duplic hat in the SNES version, the spell cannot be echoed.

Dragon Quest VI

Kazapple (SNES/DS/Mobile)
MP 10
Effect Hits a monster with 600~700 damage.
Flavor text Draws on the party's combined power to zap a single enemy.

Anyone in who is/has been a Legend (via Rank 8 of the Hero class) can use Kazapple. Unlike Dragon Quest IV, all characters can use Kazapple because they all gain MP. The spell will echo if the original caster has the Duplic hat equipped, and turn order is determined by the caster's Agility.

Dragon Quest VII

Kazapple (PSX/3DS)
MP 10
Effect Hits a monster with 600~700 damage.
Flavor text Draws on the party's combined power to zap a single enemy. Pierces Bound & Bounce.

Any character that reaches rank 8 of the Hero vocation can cast Kazapple. Similar to VI, the spell is easy to use as all character gain MP and is again based on the initiator's swiftness.

Dragon Quest XI: Echoes of an Elusive Age

Kazapple returns to the series after a 17 year absence, and is learned by the Hero as per tradition. Rather than requiring MP as before, the spell needs all four casters to be in the zone and is thus no longer restricted by any party configuration. The power is dependent on the sum of the party's magical might, with the maximum range being 527~1986.

  • the numbers 527 and 1986 are a clever reference to the publishing date of the quest that started it all: May twenty-seventh, 1986.

Battle visuals