Kazami KazuyoBuild and Guide

Character
Introduction

Kazami Kazuyo is a SR character from the
Reason
Reason element who is part of the 13th High School faction. The character is also known by the Discipline Keeper title.

To learn more about Kazami Kazuyo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Kazami Kazuyo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Teams

Profile

Stats (Lvl 50)

All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.

HP
HP

16919

11735 + 5184

DEF
DEF

896

678 + 218

ATK
ATK

1007

711 + 296

SPD
SPD

132

120 + 12

CRIT Rate
CRIT Rate

10%

10% + 0%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

38%

0% + 38%

Effect RES
Effect RES

12%

0% + 12%

Skills

Kazami Kazuyo skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!

Skill 1

Judging Gaze

Cooldown: 0

Tags: Single DMG, Slow

Kazami judges a single enemy, dealing 2 hit(s) of 120% damage with a 25% chance each to inflict a 2-turn [SPD-].

Level 2: Increases damage multiplier to 220%.

Level 3: Increases the chance of inflicting [SPD-] to 25%.

Level 4: Increases damage multiplier to 240%.

Level 5: Increases [SPD-] duration to 2 turn(s).

[SPD-]: Decreases SPD by 30%.

Skill 2

Exposing Gaze

Cooldown: 3

Tags: Dispel, CD Increase, Single DMG

Kazami reveals the target's crimes through the Eye of Judgment; deals 240% damage to a single enemy, with a 75% chance to Dispel 2 buffs from the target, and a 50% chance to increase the target's Animus skill CDs by 1 turns.

Level 2: Increases the chance of dispelling buffs to 75%.

Level 3: Increases number of buffs dispelled to 2.

Level 4: Increases the chance of increasing Skill CD to 50%.

Level 5: Reduces Skill CD by 1 turn(s).

Skill 3

Foresight Vision

Cooldown: 4

Tags: CD Reduction, SPD+

Kazami casts a frenzy spell on all allies, reduces all Animus and Shell skill CD by 1 turn(s), and applying a 3-turn [SPD+].

Level 2: Effect ACC +3%.

Level 3: Increases [SPD+] duration to 3 turn(s).

Level 4: Effect ACC +3%.

Level 5: Reduces Skill CD by 1 turn(s).

[SPD+]: Increases SPD by 30%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

Effect RES +12%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect ACC +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T4

Generic PVE

T2

Aurora

T5

DokiDoki

T2

Terrormaton

T3

Union Boss + Phantom

T4

PVP

Review

Kazuyo is well known for her Hollow version, but what about the Reason one? Well, it’s currently hard to call her strong, let alone ‘meta’. On paper, she is a simple Animus, with strong effects when analyzed in a vacuum, however some problems arise in practice which holds her back quite a lot.

Kazuyo’s S1 is a single-target, 2-hit attack with a small chance to inflict [SPD-] with each hit. This low chance makes her hardly reliable as a SPD Debuffer, especially when the Debuff is so powerful that any way to maximize its chance to land is often valued to very high degrees. Without lvl5 on the Skill, the Debuff even has a measly 1 turn duration.

Kazuyo’s S2 is a bit better, with a high chance to dispel 2 buffs from the target and a smaller, but still remarkable, chance to increase the Animus’ Skill CDs by 1 turn. While the second effect does not work on most Bosses, the first effect is excellent against Bosses like Terrormaton or Aurora as they both gain removable [Immunity] in their higher difficulties. The problem remains that, as a Skill 2, the attack is not generally used first.

Her S3 is a very powerful buffing tool, but once again, some parts of it make it iffy to use properly. Targeting all allies, Kazuyo reduces all Animus and Shells’ CDs by 1 turn, and she applies a 3 turn [SPD+]. The main problem here is that you ideally want to apply SPD+ as one of, if not the first Buff when you start a fight, as its effect is just that powerful. That means that your Buff extension only affects the SPD+ in that case, which is far from optimal. On the other hand, speedtuning Kazuyo to make her slower than your other Supports is possible, but the key CDs you want to reduce are usually the S3 from your DPS, so even then tuning your team to get the most of this skill in mid-length battles is close to impossible.

In PVE, Kazuyo sees use in Aurora and Terrormaton as a Dispeller; however, her AI tends to favor S3, so it’s safer to start the fight on Manual, use S2, then switch to Auto.

In PVP, Kazuyo does not see play due to the lack of instant firepower provided by her S3.

Pros & Cons
Pros

  • Kazuyo only needs 1 level in S2 to perform as a Dispeller in Terror, and needs a bit more investment in both S2 and S3 to shine in Aurora.

  • 3 turn SPD+ gives your team excellent uptime on the buff, even if Kazuyo gets controlled or pushed back in the Turn order.

Cons

  • AI is not that good.

  • CD reduction is amazing, but does not really synergize well with the way you want to apply her SPD+ buff.

  • The SPD- on S1 requires Skill level 5, and even then has a low chance to be applied.

Build

Early Game Builds

For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:

Best Build

The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.

Best Shells

1

After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.

Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.

The go-to Shell for any debuffer that allows them to cycle faster in longer battles. Even if Kazami can provide SPD to herself and to her party, the Turn Meter push helps her with cycling faster.

Best Module Sets:

  • 12 set:
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Bulwark [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >

You can use

Black Flag
Black Flag
as a good alternative early on instead of Jackal Guard - it also provides SPD+ buff and turn meter advance. Basically, it's the same shell, but lower rarity and weaker. Use the following module combination with it:

  • 12 set:
    Matrix
    Swiftrush [12/12]
  • 8 set:
    Matrix
    Bramble [8/8]
  • 6 set: None - early one you can't use an Inferno set.
Specialist Shells

Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.

1

When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,

The cooldown of the skill can't be reduced.

Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.

2

Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).

A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.

3

Triggers when the main body takes DMG greater than 25% of Max HP within a turn, healing the main body for 25% Max HP and increasing Turn Meter progress by 25%.

A strong personal sustain option for characters, granting them a 25% max HP restore and 25% gauge boost upon taking hits within a single turn greater than 25% of their max HP (on a 2-turn cooldown). Has situational use in PVE but shines the most in PVP, granting your teams extra healing and gauge boost on a semi-frequent cooldown.

Module Calcs/Information

Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.

1

6/12:  Effect ACC +18%

12/12:  Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.

A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.

2

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.

3

6/12:  Effect RES +18%

12/12:  Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.

Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.

8 Piece sets:

1

4/12:  SPD +8%

8/12:  SPD +20%

12/12:  SPD +35%

The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.

2

4/8:  HP +10%

8/8:  HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].

Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.

1

6/6:  SPD +15% & Effect ACC +20%

The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.

Best Stats
Main Stat 1
Effect ACC
Main Stat 2
Effect ACC
Main Stat 3
Effect ACC = HP%
Substats:

SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP

Stat comments

Kazami Kazuyo has three stats to pay attention to across gear:

  • SPD: Speed is the most important stat for any debuffer as it will allow them to cycle faster in combat and use their skills more often.
  • Effect ACC: Effect ACC will increase the chance to land the debuffs/dispel, so prioritize it as the main stat on the right-side pieces.
  • HP%: Some bulk will help them survive longer, but SPD and Effect ACC have higher priority.
Shell Passives
Slot 1
HP% > HP > DEF% > DEF
Slot 2
SPD > Effect ACC
Slot 3
Effect ACC (Gaze) > Effect ACC (Insight) > DMG Taken
Passive comments
  • Slot 1: HP% is optimal, but if you're lacking in materials Flat HP can also be used. If you get DEF% or DEF of higher rarity, keep it though for now.
  • Slot 2: Speed is better in most situations, but if you roll Effect ACC you can keep it for some time.
  • Slot 3: The stacking Effect ACC buff granted by Gaze is great and it becomes better the longer the fight lasts. Though, if you're running one-shot teams (or PVP a lot), you can consider using Insight instead as the fights are shorter and it gives you better boost initially.
Skill Priority
Skill Priority
Lv 5 S3 > Lv 5 S2 > Lvl 5 S1
Comments

-

Synergies

Kazami Kazuyo synergies aren't available yet. They will be added soon!

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Kazami Kazuyo present within in all content available in the game.

Team 52

NicoNana #2

Content: Grim Pursuit || Team type: F2P || Time: 1-2m

Comments

A non-DoT team you can use against NicoNana, but everyone in the team needs to be fast.