To learn more about Kazuyo [The Reverie] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Kazuyo [The Reverie] check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
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.
13820
10518 + 3302
1160
808 + 352
997
702 + 295
136
124 + 12
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
In Dreams
Cooldown: 0
Tags: Single DMG, Slumber
Time for the evening break! Kazuyo the Reverie deals 2 hit(s) of 120% damage to a single enemy with a 30% chance each to inflict a 1-turn [Slumber].
Level 2: Increases damage multiplier to 110%.
Level 3: Increases the chance of inflicting [Slumber] to 30%.
Level 4: Increases damage multiplier to 120%.
Level 5: [Slumber] duration increased to 1 turns.
[Slumber]: Target cannot take action. This effect will end after taking damage, but the DMG Taken will be increased by an additional 25%.
In Slumber
Cooldown: 0
Tags: PASSIVE, Turn Meter-
Who's playing the lullaby… When Kazuyo the Reverie attacks an enemy under [Slumber], each attack has a 100% chance to reduce Turn Meter by 10% without removing the [Slumber] status.
Level 2: Increases the effect of Turn Meter- to 8%.
Level 3: Increases the chance of Turn Meter- to 80%.
Level 4: Increases the effect of Turn Meter- to 10%.
Level 5: Increases the chance of Turn Meter- to 100%.
[Slumber]: Target cannot take action. This effect will end after taking damage, but the DMG Taken will be increased by an additional 25%.
Sink in Void
Cooldown: 3
Tags: AoE Ctrl, Slumber, ATK-
Is it… time to wake up? Kazuyo the Reverie deals 3 hit(s) of 85% damage to all enemies, with a 65% chance each to inflict [ATK-] for 2 turn(s); if the target is already inflicted with [ ATK-], this effect changes to a 45% chance of inflicting [Slumber] for 1 turn(s).
Level 2: Increases damage multiplier to 85%.
Level 3: Increases the chance of inflicting [ATK-] to 65%.
Level 4: Increases the chance of inflicting [Slumber] to 45%.
Level 5: Reduces Skill CD by 1 turn(s).
[ATK-]: Decreases ATK by 40%.
[Slumber]: Target cannot take action. This effect will end after taking damage, but the DMG Taken will be increased by an additional 25%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Nether Quarry
PVP
First things first, Kazuyo The Reverie is absolutely amazing in DokiDoki, and for that reason alone, she is more than worth building.
Her kit revolves around her putting the enemy in Slumber. Slumber acts as a stun until the enemy is attacked. Her S1 has a chance to apply Slumber, with her S2/Passive allowing her to lower turn meter when the enemy is in the Slumber state, without removing the CC effect.
Her S3 is the reason she is so good in DokiDoki, as she can lower ATK, but most importantly, can apply Slumber on every enemy. Each hit has a chance to apply that Slumber if the enemy has the ATK- effect, and since there are three hits on the S3 she has multiple chances to get that CC effect activated.
In PVE, Kazuyo The Reverie is one of, if not the most useful SR debuffer, in terms of longevity and farming relevance. You’re going to spend most of your stamina on DokiDoki forever, or at least until better sets are released. That’s going to take a good while.
Amazing for Doki, the most important farming stage.
Only S3 needs investment.
Doesn’t really see use anywhere outside of Doki - outside of some niche bosses.
Speedtuning is required to maximize the effects of Slumber.
Build
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:
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. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.
Best Module Sets:
2
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s). In PvP modes, after being affected by Codex of Magic, skills that did not go on cooldown will have their maximum cooldown permanently increased by 1 turn. (a single skill can only be affected once by this increase).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
Strong option in case you need a back to back S3.
Best Module Sets:
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.
Best Module Sets:
Coming soon!
2
Before the owner takes action, if the owner has any debuffs, dispels 3 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 triple cleanse and up to 75% Effect RES for 2 turns 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.
Best Module Sets:
Coming soon!
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 35%.
A strong personal sustain option for characters, granting them a 25% max HP restore and 35% 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.
Best Module Sets:
Coming soon!
Speed > Effect ACC >
Teams
The teams below come from our Teams database and showcase ANY team with Kazuyo [The Reverie] present within in all content available in the game.
DokiDoki Hell #1
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Hell #3
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Hell #7
Content: DokiDoki || Team type: Generic || Time: 4-5m
DokiDoki Inferno #1
Content: DokiDoki || Team type: Generic || Time: 1-2m
DokiDoki Inferno #2
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #3
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #4
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #5
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #6
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #7
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #8
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #9
Content: DokiDoki || Team type: Generic || Time: 2-3m
DokiDoki Inferno #10
Content: DokiDoki || Team type: Generic || Time: 1-2m
DokiDoki Inferno #11
Content: DokiDoki || Team type: Generic || Time: 1-2m
DokiDoki Inferno #12
Content: DokiDoki || Team type: Generic || Time: 1-2m
DokiDoki Inferno #13
Content: DokiDoki || Team type: Generic || Time: 0-1m
DokiDoki Inferno #14
Content: DokiDoki || Team type: Generic || Time: 0-1m
DokiDoki Inferno #15
Content: DokiDoki || Team type: Generic || Time: 0-1m
Massiah can replace yeli, and RC-77 can replace Nahor
DokiDoki Inferno #16
Content: DokiDoki || Team type: Generic || Time: 0-1m
DokiDoki Inferno #17
Content: DokiDoki || Team type: Generic || Time: 0-1m
Can replace Massiah with Rilmocha.
DokiDoki Inferno #19
Content: DokiDoki || Team type: Generic || Time: 0-1m
DokiDoki Inferno #20
Content: DokiDoki || Team type: Generic || Time: 0-1m
Hoyan Inferno #2
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
Hoyan Inferno #5
Content: Grim Pursuit || Team type: Generic || Time: 0-1m
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