Zap

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(Redirected from Raidein)

Available only for the Hero (or heroic vocation) with few exceptions, Zap is a legendary lightning spell that scant few foes can stand their ground against.

Localization history[edit]

The name Zap was first used as the term for Raidein, the weakest lightning spell at the time, in the NES localization of the third game and this was carried forward through the Enix of America era and then into the modern period by Square Enix's new editorial standards beginning with Dragon Quest VIII. A discrepancy had emerged between the English and Japanese versions as early as 2007 in Joker, however. This is due to the presence of the Dein spell, which was first appeared in the original Monsters spin off title under the name Bolt and had not yet appeared in a mainline game at the time. Dein is the weakest lightning spell in the series, whose nomenclature is the diminutive form of Raidein. Because the English word Zap cannot be simplified further as its Japanese counterpart was, the localization team instead redubbed Raidein as Zapple to reflect it's new status as the mid-tier lightning spell.

In localizations of older titles, such as the Nintendo DS release of the entire Zenithia trilogy, Zap was retained as the English equivalent to Raidein. Raidein is translated as "Zapple" for Dragon Quest: The Adventure of Dai and its anime adaptation, but as "Zap" in some of their spinoff media (which extends to Raidein Strash being translated as both Zapple Strash and Zap Strash).

Appearances[edit]

Dragon Quest III: The Seeds of Salvation[edit]

Zap is learned by Hero at level 26. The spell will damage a single enemy with between 70~90 damage, and will cost 8 MP to cast. Ortega also uses the spell in his fight with King Hydra.

Dragon Quest IV: Chapters of the Chosen[edit]

Zap is learned by the Hero at level 25, though his tutor in Hidden Valley planned to teach him the spell sooner. The spell functions identically to its Aliahan counterpart, though it costs only 4 MP to cast.

Zap can be used by togres exclusively in the remakes.

Dragon Quest V: Hand of the Heavenly Bride[edit]

Zap's range improves from this installment. Specifically, the spell conjures a small lightning storm that targets all enemies instead of a single bolt. The spell costs a mere 6 MP to cast, and deals between 70 and 90 damage.

Name Level
Conkuisitor --
Hyperanemon 14
Parry 25

Dragon Quest VI: Realms of Revelation[edit]

Zap is learned by the Hero after his awakening. Other characters can learn it by advancing to rank 3 of the Hero vocation. It behaves as it did in the previous game.

Dragon Quest VII: Fragments of the Forgotten Past[edit]

Zap is learned when a character reaches rank 4 of the Hero vocation, rank 8 of the Delusionist, and rank 5 of the Slaughtomaton monster vocations. As expected, it behaves as it did two games ago.

It can be cast by the enemies nut knight, ginormoose, and togre.

Dragon Quest VIII: Journey of the Cursed King[edit]

Zap is learned by investing 48 points into Eight's Courage skill. The spell will jolt all enemies with 40~56 points of lightning damage, and will grows in power once Eight's Wisdom surpasses 65. The spell will deal 72~88 damage (barring resistances) once the character's Wisdom reaches 150.

It is also used by the enemies Empyrea, Statue of Hero, and Head of state.

Dragon Quest XI: Echoes of an Elusive Age[edit]

Returning to the main series after a prolonged absence, Zap is learned by the Luminary after placing 8 points into the Luminary skill tree. It costs 8 MP to cast and will target a group of enemies, dealing 31~41 base damage and 131~141 once his Magical Might hits 161.

Dragon Quest Monsters & Dragon Quest Monsters 2[edit]

The first appearance of the Dein spell, first localized by Enix of America as Bolt. It deals 30~50 lightning damage for 3 MP. Learning the spell mandates that a monster be at level 6 with 20 max MP and 35 Intelligence. Bolt can be learned naturally by Balzak, Darkdrium, MetalKing, Mirudraas, and WhiteKing. Bolt will naturally evolve into Zap and later Thordain as the monster levels up.

Dragon Quest Monsters: Joker[edit]

Zap is a single-target spell that costs 4 MP to cast, and the base range is 11~16. Once the monster's Wisdom exceeds 100, the amperage will begin to rise until the spell hits its cap of 124~130 at 299. It can be learned from several skill trees.

Dragon Quest Monsters: Joker 2[edit]

Zap deals 15~16 base damage, and 128~135 maximum damage. It can no longer be learned from Crusader. It can now be learned with 17 points in Sizz & Zap.

Terry's Wonderland 3D & Iru and Luca's Marvelous Mysterious Key[edit]

Zap costs 3 MP to case and deals 14~15 base damage, rising in power when the monster's Wisdom surpasses 50 points and capping at 499 for 128~141 damage.

Dragon Quest Monsters: Joker 3[edit]

Both games use the same attributes seen in the Game Boy Color remake duo.

Dragon Quest Monsters: The Dark Prince[edit]

Zap costs 2 MP and is learned via the Slimer and Zap Afficionado talents. It has a base power of 15 and will deal an average of 135 damage at 499 wisdom.

Dragon Quest Heroes: The World Tree's Woe and the Blight Below[edit]

Zap is a spell that can be learned by both Luceus and Aurora for 10 skill points. It summons lightning in front of them for 14 MP. As their level increases, they can upgrade the spell and also cast Zapple and Kazap by charging up Zap. Like all lightning skills and spells, it can short circuit enemies from the machine family.

Dragon Quest Treasures[edit]

Zap deals minor Electric-element damage to one enemy, launching a ball of lighting that has a mild homing effect. It costs 5 MP to cast and is learned by fiery draglings, jade slimes, red giants, she-slimes, and Elys.

Dragon Quest Tact[edit]

Zap can be learned naturally by angel slime, gold-plated puppet, mud mannequin, raving lunatick, and silvapithecus at level 1, and Slime at level 16 and costs 4 MP to cast. It has a range of three squares in any direction away from the caster and inflicts minor Zap-type spell damage to a single enemy. It can also be taught to any unit by using an ability scroll.

Zap (デイン Dein)Tactlogo.png
Ability information
Zap
Role * Type * Element MP cost
Attack Spell DQTact Zap.png 4
Range Additional effects
DQTact Range1.png
3
None
Description
Deals minor Zap-type spell damage to 1 enemy
Naturally learnt by
Angel slime, Gold-plated puppet, Mud mannequin, Raving lunatick, Silvapithecus, Slime


Super Smash Bros. Ultimate[edit]

Zap appears as the Hero's side special move in Super Smash Bros. Ultimate. It is a quick, short-ranged electrical attack that costs 8 MP to cast and features a disjointed hitbox, meaning that it cannot be reflected. Holding the special button down will charge the move into Zapple and then Kazap.

Enemy versions[edit]

Monsters first learned to cast Zap in VII, where it dealt the standard 70~90 range. The foe's version of the spell would always mirror the Hero version from hence onwards, making it very dangerous as scant few pieces of equipment reduce electricity's power in the entire series. In X, Zap appears as an enemy-only spell that can be cast by various monsters, including cumaulus, goodybag, and lethal armour and deals approximately 10~19 lightning damage to the target and anyone nearby, making it more equivalent to Woosh.

Other Languages[edit]

Language Translation Meaning
ICON-FLAG-ES.png EspañolMinidescargaFrom mini- and descarga.
ICON-FLAG-FR.png FrançaisFoudreFrench for "lightning", derived from the Latin fulgur.
ICON-FLAG-DE.png DeutschZickDerived from the German zickzack, which is the shape of a lightning bolt.
ICON-FLAG-IT.png ItalianoLampoItalian for "flash" or "lightning".
ICON-FLAG-KO.png 한국어데인Transliteration of the Japanese name Dein.

Battle visuals[edit]


Gallery[edit]