Zap / Zapple / Kazap
Much like Woosh, this move is a charge special that cannot be stored. It involves the Hero unleashing bolts of lightning from his sword at varying strengths, which causes victims to be struck by lightning.
Holding down the special button will begin charging the move, and releasing it will start the attack based on the amount charged. The move is extremely versatile as a result, allowing it to cover a multitude of ranges given the situation. However, all three suffer from a severe lack of shield pressure: no matter what level of Zap is shielded, the move lacks any solid impact. Regardless, its ability to harass vulnerable opponents still makes it an invaluable tool in Hero's moveset.
All forms of the attack are disjointed hitboxes and are not projectiles, meaning they cannot be reflected or absorbed, with the exception of the lightning bolt that strikes Hero's sword before Kazap. With the exception of Zap (which is detailed below), if the move is used without sufficient MP, Hero will still perform the animation, but not the actual spell.
The charge levels are as follows:
Zap is a weak lightning spell that was introduced in Dragon Quest III. Zapple and Kazap are the stronger variations that are learned at higher levels - Kazap having also been introduced in Dragon Quest III, while Zapple was first introduced in Dragon Quest Monsters: Joker. These moves, with a few exceptions, can only be learned by the Hero in the main series. The Hero from Dragon Quest XI was the first character to learn Zapple in the main series because it only appeared in spin-off prior to Dragon Quest XI.
In Smash, the move is mainly based on Dragon Quest XI; however, the animation and function of Kazap is reused from Kirby’s Spin Slash with the Zap Sword ability in Kirby Star Allies. This animation was itself never seen in the Dragon Quest series, but was repurposed for Smash. It does, however, resemble the animation for Gigaslash in many of the main series games.
Names in other languages