Author Topic: Attack Kazami  (Read 3882 times)

Offline DoctorShanks

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Attack Kazami
« on: April 23, 2013, 07:27:47 PM »

Attack Kazami
Type: Nature/Flying
Abilities: Overgrow or Pressure
Base Stats
HP: 60
Atk: 125
Def: 65
Spd: 115
SpAtk: 110
SpDef: 65

We arrive at yet another puppet who has a very simplistic usage: that of a deadly Physical sweeper. I wish I could expand on it, but she's just so incredible that she hardly needs an explanation. Flying and Nature are great STABs to have with moderate coverage, and Earthquake makes an honest attempt to fill in the gaps.

She's good, but she's not great... I'll be totally honest with you as to why she isn't banned in the UU tier: Horrible Defensive typing with low defenses, her Speed falls just short of the magical 120 making her susceptible to revenge killing, and she's weak to the common Steel and Ice-types making her easily picked off by Blade Flash and Ice Shard. What this translates to is that she's not hard to down, and she therefore functions as a hit-and-run puppet. So if you use her to hit-and-run, and keep in mind of the puppets that you CAN'T outrun, then she should not disappoint.

Oh look, a Physical sweeper
Attack Kazami @ Special Bloomers / Camoflague / Airline Uniform / Salac Berry
Ability: Overgrow
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd,-SpAtk)
- Power Whip
- Soar
- Earthquake
- Focus Punch / Heart Break

When Attack Kazami gets the free turn it so desires, she can usually dish out a ton of hurt in the one turn she has of safety. The first three moves are staples, and the last one is up for grabs. Focus Punch nets a little more damage on Heart-type switch-ins + some others, but requires a lot of prediction to use. You can use Heart Break instead, but I don't recommend it as any puppet that is hit harder by Heart Break than Power Whip can and will end Attack Kazami's life before you can say "oops" (listed below).

Power Whip hits 180 BP after STAB, Soar hits 135 BP after STAB, and Earthquake hits 200 BP when landing Super effectively. Keep this in mind before attacking, and decide carefully whether to use Power Whip or an SE Earthquake if using the Special Bloomers. Remember that Overgrow powers up Power Whip even further when Attack Kazami is critical, putting Earthquake out of the job on anything that isn't Miasma or Fire.

Team options
As defenseless as Attack Kazami is, she has a 4x resistance to Nature and Beast, and an immunity to Earth. Technical Toyohime is a godlike team mate, as she takes all Ice, Wind, Steel, Miasma, and Fire typed attacks aimed at Attack Kazami, who takes all Nature type attacks aimed at Technical Toyohime in return. Kisume makes a nice partner too if you're looking for a Rapid Spinner. You can clip flyers with just about any Steel-type out there.

Other Options
Wriggle has the same typing, same ability, slightly better defenses, and learns Tailwind. You could try her if you were looking for something that could set up.

Other than what was listed, nothing much. There's Taunt for shutting down walls, so I guess that could go in the last slot if you're not using the Special Bloomers. Heart Break hurts the following for more damage than any of Attack Kazami's other moves: Attack Reimu, Attack Mystia, all Hatate forms, Rikako, Eirin, Attack Eirin, and Technical Yukari, but note that all of these puppets have little reason to fear Attack Kazami. A sky high Special Attack stat of 110 is also present, but its move-pool is rather bland, with only Hyper Beam, Frenzy Plant, Air Slash, Poison Bomb, Shadow Ball, and Sonicboom standing out. You could try it out for the element of surprise, but I wouldn't recommend it.

Any Super-effective Steel, Ice, Flying, Miasma, or Fire-typed move will spell doom for the frail Attack Kazami. Flying-type puppets are the best option considering Attack Kazami doesn't have a coverage move to deal with them reliably. The Aya forms fear none of Attack Kazami's moves with their unique typing, and can abuse the free turn they get to set up Spikes (Aya), net a free Speed Boost (SAya), or just kill her outright (TAya).

Remember that Attack Kazami has a base speed of 115, and is therefore easily revenge killed by a huge chunk of the list of 120's. She's paper thin, and is weak to Blade Flash. As deadly as she can be, she does not take hits.
« Last Edit: May 26, 2013, 07:41:29 PM by DoctorShanks »

Offline joshcja

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Re: Attack Kazami
« Reply #1 on: March 23, 2014, 05:51:30 PM »
While theres better users uuuuuh Aromatherapy can be really swingy vs semi stall/Para support teams and sub is a nifty thing~

Worth noting is that while hyper beam and frenzy plant may seem underwhelming at first...

0 SpA Camoflauge AKazami Blast Burn vs. 0 HP / 0 SpD HEirin: 316-373 (75.05 - 88.59%) -- guaranteed 2HKO <- this is a big deal
0 SpA AKazami Hyper Beam vs. 252 HP / 0 SpD MagicStones: 266-314 (71.12 - 83.95%) -- guaranteed 2HKO

They can net some really important 2 hit Ko's

(why is the calc missing frenzy plant)