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's range improves from this installment onwards. Specifically, the spell conjures a small lightning storm that targets all enemies instead of a single bolt. The spell casts a mere 6 mp to cast, and deals between 70 and 90 damage.
Zap is learned by investing 48 points into the Hero's Courage skill. The spell will jolt all enemies with 40~56 points of lightning damage, and will grows in power once the Hero's wisdom surpasses 65. The spell will deal 72~88 damage (barring resistances) once the character's wisdom reaches 150.
Returning to the main series after a prolonged absence, zap is learned by the Hero after placing 8 points into the Courage skill tree. It costs 8 MP to cast and will target a group of enemies, dealing 31~41 base damage and 131~141 at max.
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 109~120 at 299. It is learned through the following skillsets: Frizz & Zap, Bang & Zap, Woosh & Zap, Crack & Zap, White Knight, Slimer, Wulfspade, Sizz & Zap.
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.
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.