Early game
Use gadgets freely rather than saving them; both recharge in six seconds, so treating them as a cooldown rotation is how her kit is meant to be played.
Enemies she hits inside a strike spot are also slowed for a couple of seconds.
Enemies caught by her fan storm as it lands lose a third of the ammo they were holding.
Switches her to the ninja aspect and grants a burst of movement speed for a couple of seconds.
Switches her to the ninja aspect and turns her invisible briefly, which is how she opens a fight unseen.
In geisha form the storm damages over time; in ninja form the dash is faster and hits marked enemies instantly.
Modes with ground worth denying, where the lingering damage from her Super does the work.
Showdown and any lineup where she picks one fight at a time rather than holding ground.
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Kaze was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
An assassin with two very short gadget cooldowns and a Super that leaves a burning field rather than dealing damage on impact.
Use gadgets freely rather than saving them; both recharge in six seconds, so treating them as a cooldown rotation is how her kit is meant to be played.
On the flank rather than in the lane, because she chooses her engagements and her Super wants ground the enemy has already committed to.
The field burns hardest at its outer edge, so place it around a target rather than under one, and treat it as a wall they have to cross rather than a hit.
A burning circle costs the enemy the objective without a fight.
Short gadget cooldowns mean she is ready for every fight she walks into.