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    Class Setup Guide by aku chi

    Version: v1.50 | Updated: 04/03/05 | Printable Version | Search This Guide

    GOLDEN SUN CLASS SETUP GUIDE v1.50 
    ============================ =====
    
    By Christopher Goss, aku chi (forum name)
    
    Golden Sun is copyright 2001 - 2003 Nintendo of America, Co. Ltd. 
    
    This document may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Most of the class
    statistics and psynergy data I provide were found on Terence Fergusson's 
    "Battle Mechanics" Guide at
    http://db.gamefaqs.com/portable/gbadvance/file/golden_sun_2_mech.txt. All
    trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
     
    You may e-mail me asking questions about Golden Sun that directly relate to
    class structure at Chreebeast@aol.com. I don't check my mail very often, and 
    you may find your answers quicker by looking at other Golden Sun websites. 
    
    
    ===================== 
    == VERSION HISTORY == 
    ===================== 
    
    v1.0  : 7/5/03  : Original Release 
    v1.01 : 7/7/03  : Fixed format problem
    v1.11 : 7/10/03 : Added class stats to the link battle sections and fixed other
                      small errors
    v1.50 : 4/03/05 : Rewrote most of the guide to reflect my changed opinions
                      Split the guide in two: GS and TLA
    
    
    ============== 
    == FOREWORD == 
    ============== 
    
    I've owned Golden Sun and Golden Sun: The Lost Age for a long time now, and I 
    have, for the most part, done everything that I want to do with these games.  
    Iíve found the class system to be the most intriguing part of the Golden Sun 
    games.  I've been experimenting and studying the class system of Golden Sun 
    and Golden Sun: The Lost Age for many years, and I may finally have become the
    MASTA CLASSA!  I have since decided to document some of my findings in this 
    guide.
    
    This guide is not meant to teach the basics of class architecture or to give a
    list of all the classes in the game.  If you want that information, I suggest
    that you read one of the many other guides at GameFAQs.com that reveals that 
    knowledge.  This guide is meant to help you choose a class setup that is both 
    unique and powerful.  
    
    These abbreviations will be used throughout the guide:
    
    HP: Hit Points
    PP: Psynergy Points
    Att: Attack
    Def: Defense
    Agi: Agility
    Luc: Luck
    ACR: Aku chiís Combat efficiency Rank (out of ten)
    
    
    ======================= 
    == TABLE OF CONTENTS == 
    ======================= 
    
    I   The Class System
    II  General Strategy
         A. Single elemental classes
         B. Triple elemental classes
         C. Double double
         D. Triple double
         E. Triple triple
         F. Double triple
         G. Double elemental classes
         H. Comparative psynergy board
         I. Final Comments
    III Link Battle Strategy
         A. Warrior classes
         B. Intermediary classes
         C. Spell casting classes
         D. Together now
    IV  Important Battles
         A. Tret
         B. Saturous
         C. Killer Ape
         D. Manticore
         E. Kraken
         F. Toadonpa
         G. Storm Lizard
         H. Deadbeard
         I. Saturous and Menardi and the Fusion Dragon
    
                                                                                
    ====================== 
    == THE CLASS SYSTEM == 
    ====================== 
    
    The class system in Golden Sun follows a few simple rules that can produce 
    many unique class setups.  Changing a characterís class will completely change 
    that character's stats as well as the psynergy techniques that are available 
    to him/her.  Classes also affect the elemental levels of each character.  The 
    number of set djinn can determine elemental levels.  Each character starts out 
    with 5 elemental levels of one particular element:
    
    Isaac: Earth
    Garet: Fire
    Jenna: Fire
    Ivan: Wind
    Mia: Water
    
    Each djinn you set adds 1 level of that particular type.  What do elemental
    levels do, you might ask?  Each level adds 5 elemental power and 5 elemental
    resistance of that type.  Elemental levels make an adeptís psynergy attacks 
    stronger and help that adept resist othersí psynergy attacks.  Let me explain 
    the relationships between the elements in detail here.  I stole this concept 
    from TFergussen because it makes my class descriptions much simpler.  All 
    elements have an affinity, an opposite, and a neutral element.  Here's a handy 
    list to explain:
     ______________________________________________
    |__Base__|__Affinity__|__Opposite__|__Neutral__|
    |__Earth_|    Fire         Wind        Water      
    |__Fire__|    Earth        Water       Wind     
    |__Wind__|    Water        Earth       Fire     
    |__Water_|    Wind         Fire        Earth    
    
    Let's look at how classes affect character stats.  Each character has a set of
    base stats, which are adjusted each time he/she gains a level. You may also 
    equip stat changing items such as weapons to add to that characterís stats.  
    Furthermore, each djinn gives him/her a set amount of stat bonuses that 
    differs between each djinn.  The class he/sheís in then further adjusts all of 
    these stats together. The stats you actually see are worked out like this: 
    
    (Base Stats + Djinn Bonuses + Equip Bonuses) * Class Bonuses 
    
    The Class Bonuses are multiplied to all the other Bonuses combined, which is 
    why you will rarely see a weapon that says Attack +128 actually giving an 
    adept 128 attack points. Knowing this, you should try to equip the highest 
    offensive weapons to your characters with the highest class attack bonuses, 
    and likewise with defensive armor.  I suggest that you choose your adeptsí 
    classes before assigning equipment to make the most use out the particular 
    classesí strengths.  Djinn can also be manipulated to give the best results.  
    It makes more sense to give a djinni with an attack bonus to an adept in a 
    warrior class like Samurai.  You should be able to find djinn stat bonuses in 
    most Golden Sun websites, so I won't bother to mention them here. 
    
    Now let's look at how classes affect a character's psynergy.  Every adept can
    control one, two, or three elements.  For every element that an adept 
    controls, he/she will learn psynergy of that element.  The particular psynergy 
    that is available for a character is determined solely by the class he/she is 
    in.  Classes can be arranged into sets that share the same base psynergy.  As 
    more elemental levels are added to an adept, that adept can advance up through 
    different tiers of a class set.  In addition to gaining elemental levels, this 
    adept will gain stat increases and may learn additional psynergy.  At this 
    time, Iím going to explain what types of top tier classes are available to you 
    with a maximum of seven djinn per character.  Iím going to group these classes 
    according to how many elements they can control.
    
    Single Elemental Classes:  Adepts with six set djinn of their base type will 
                               be in a single elemental class.  An example of this 
                               is Isaac as a Lord (6 earth).  The single elemental 
                               classes generally have low stats.  They also tend 
                               to have a low variety of powerful psynergy.
    Double Elemental Classes:  Adepts with six set djinn of a non-base type and 
                               one djinn set of their base type will be in a 
                               double elemental class.  An example of this is 
                               Isaac as a Conjurer (1 earth, 6 wind).  The double 
                               elemental classes generally have high stats.  They 
                               tend to have a nice balance of available psynergy.
    Triple Elemental Classes:  Adepts with three set djinn of their affinity type 
                               and three set djinn of either their neutral or 
                               weakness type will be in a triple elemental class.  
                               Also, if the said neutral or weakness djinn are 
                               earth or wind, an additional affinity djinn will 
                               change the class into another triple elemental 
                               class.  An example is Isaac as a Ninja (3 fire, 3 
                               wind).  Triple elemental classes have varied stat 
                               bonuses.  They also tend to have a great variety of 
                               weaker psynergy.
    
    
    ======================
    == GENERAL STRATEGY ==
    ======================
    
    The most important decision regarding your class setup is determining how many 
    elements each adept should control.  The more elements an adept controls, the 
    weaker that adept's psynergy will be.  The fewer elements an adept controls, 
    the less psynergy that adept will have available to him/her.  Additionally, 
    several of the top tier classes in Golden Sun have significantly higher stat 
    bonuses and are therefore preferable.  You must balance both power and 
    versatility, and psynergy techniques and stat benefits to truly have a great 
    class setup.
    
    This section is arranged as a class setup countdown.  The ranks are entirely 
    my opinion.  First, I will discuss the class setup as a whole.  Then, I will 
    provide sample classes and discuss their pros and cons.  Note that these 
    classes work best at level 54.  After each class, I will list its stat 
    bonuses.  At the end of the class stats, I will provide an additional rank 
    (out of ten) that reflects my general opinion of how well that particular 
    character and that particular class perform in combat.  I will provide the 
    average rank for the sample class setup as a whole when each class setup is 
    introduced.  At the end of the end of the class setup countdown, there is a 
    table that compares the available psynergy of all the sample class setups.  
    
    ==(#7)SINGLE ELEMENTAL CLASSES(ACR: 7.8)==
    
    In this class setup, all the djinn of each character's base type is set to 
    That character.  This causes each character to focus on one element.  The 
    obvious advantage is the absurdly high elemental power and resistance in each 
    character's element.  Each adept will have +60 in both elemental power and 
    resistance, yielding the strongest elemental psynergy attacks in the game.  
    Another advantage is the specialization of stat bonuses.  All of the class 
    bonuses will lead up to their character's strengths.  The greatest advantage 
    is the ability to place djinn on standby for summoning without much of an 
    elongated stat drop.  However, there are several profound cons of being in 
    this setup.  Each character is restricted to only one element.  This means 
    that there will be only two healers on the team. It also means that each 
    character has a relatively low number of psynergy techniques available to 
    him/her.  Additionally, the stats are the lowest you can achieve using top 
    tier classes.
    
                               | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan  - Magister (6 wind)   130% 170% 110% 120% 160% 110%  8.5
    Garet - Champion (6 fire)   170% 110% 130% 140% 100% 100%   7
    Isaac - Lord     (6 earth)  170% 110% 140% 130% 140% 100%   9
    Mia   - Paragon  (6 water)  140% 160% 120% 130% 110% 130%  6.5
    
    There is only one set of classes that can be created by using all single 
    elemental classes (shown above).  This setup has one spell caster, Ivan, who 
    has the powerful Spark Plasma and some stat and status altering psynergy.  
    Ivan is weak, but massively powerful when alive.  Garet is the partyís 
    attacker with Heat Wave but suffers from some sub-par stats.  He could make 
    use of the stat altering psynergy at his disposal, but using Pyroclasm is 
    costly and rather ineffective.  Mia is a great healer with great luck, but she 
    doesnít have any effective attack psynergy and is rather weak.  In fact, Isaac 
    is the only character with any versatility.  He has decent stats along with 
    the two powerful psynergy attacks Ragnarok and Grand Gaia.  Furthermore, Isaac 
    can heal with Revive and Potent Cure.  His biggest downside is his shortage of 
    psynergy points, which hinder him from using his great psynergy every turn.  
    All in all, this setup lacks versatility and is rather fragile, but it has 
    powerful attack and healing psynergy.
    
    ==(#6)TRIPLE ELEMENTAL CLASSES(ACR: 8.5)==
    
    The next five class setups are all good and are worth giving a try.  In this 
    class setup, all four characters are in the triple elemental classes.  The 
    obvious pro in this category is versatility.  Every character can wield three 
    different elements.  Summons cannot be used effectively without very careful 
    planning.  The stats are pretty evenly spread and are good.  The cons of these 
    class setups include a weak djinn spread and a lack of great classes.  Nobody 
    will have higher than elemental level 5 in any element.  This results in less 
    of a focus to be put on ranged elemental attack psynergy and more of a focus 
    to be put on elemental physical attacks.  Because of the djinn requirements of 
    the triple elemental classes, only one Samurai/Ninja and one White Mage will 
    be able to be in a particular class setup at the same time.
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Mia   - White Mage (4 wind, 3 earth)  150% 180% 130% 130% 150% 130%   9
    Isaac - Dragoon    (3 fire, 3 water)  160% 130% 140% 140% 110% 130%  7.5
    Garet - Samurai    (4 earth, 3 wind)  190% 130% 150% 140% 140%  90%  9.5
    Ivan  - Ranger     (3 water, 3 fire)  130% 160% 120% 120% 160% 120%   8
    
    It is widely accepted that the White Mage, Samurai, and Ninja classes are the 
    best triple elemental classes in the game.  However, in this setup, it isnít 
    possible to have both a Samurai and a Ninja (it actually isnít possible in any 
    top tier class setup).  The remaining two classes must be a Dragoon and a 
    Ranger.  Isaac as a Dragoon is the weakest link of the group.  He has mediocre 
    stats and relies upon Cutting Edge for all his damage dealing.  His healing 
    spells are nice but he doesnít get Revive.  Ivan as a Ranger is a good spell 
    caster with Pyroclasm and some stat and status altering psynergy but poor 
    stats.  White Mage is a great healing and spell casting class with good stats, 
    Freeze Prism, Pure Wish, and Revive. Garet as a Samurai is the best warrior in 
    the game with the beloved Quick Strike psynergy technique.  Additionally, 
    Garet has great durability and some stat boosters to boot.  All together, this 
    is a pretty well balanced group of fighters.  It excels at stat boosting but 
    itís lacking really powerful ranged elemental attack psynergy.
    
    ==(#5)DOUBLE DOUBLE(ACR: 8.8)==
    
    A setup that is not often used, the Double Double places two characters in 
    double elemental classes and 2 characters in single elemental classes.  This 
    class setup has the potential for very strong psynergy attacks.  Additionally, 
    most of the double elemental classes have great stats, yielding a decently 
    durable team.  Summons can be used in the two single elemental classes 
    effectively enough.  The asymmetrical layout of the djinn can produce 
    interesting psynergy overlap.  Itís possible, for instance, to have three 
    healers in one party.  The asymmetrical layout is also a downside because the 
    stats might not fit with each characterís strengths.  Additionally, there just 
    isnít any way to get four great classes this way.
                                       | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan  Ė Sage     (1 wind, 6 water)  150% 180% 120% 130% 170% 120%  10
    Garet - Champion (6 fire)           170% 110% 130% 140% 100% 100%   7
    Isaac - Lord     (6 earth)          170% 110% 140% 130% 140% 100%   9
    Mia   Ė Sage     (1 water, 6 wind)  150% 180% 120% 130% 170% 120%   9
    
    Sage is, arguably, the best spell casting class in the game.  It has a good 
    elemental distribution, Pure Wish, Freeze Prism, and Spark Plasma.  It also 
    has the Impact series, Bind, and Break.  Ivanís stat distribution perfectly 
    aligns with this class and he is, in my opinion, the best adept in the game as 
    a Sage.  Mia canít quite make use of the psynergy points and agility bonuses 
    like Ivan, but she is still a skilled healer and spell caster.  Lord Isaac is 
    a welcome addition to this party with the powerful Ragnarok and Grand Gaia 
    psynergy, in addition to possessing Potent Cure and Revive.  Garet as a 
    Champion is the weak link because he doesnít quite have the stats to be an 
    effective warrior.  In conclusion, this setup has three great adepts with 
    fantastic ranged elemental attack psynergy and healing capabilities but it 
    lacks some durability and canít deal targeted damage well.  Additionally, this 
    party doesnít have Cure Poison or Restore, so beware of status inflictions.
    
    ==(#4)TRIPLE DOUBLE(ACR: 8.8)==
    
    This setup is very similar to the Double Double.  It has three characters in 
    double elemental classes and one character in a single elemental class.  This 
    is one step closer to all adepts being in double elemental classes; therefore, 
    the stats are great.  Summons can only be easily used in the single elemental 
    class.  Again, this setup is asymmetrical and it can therefore yield three 
    healers in one party.  However, the asymmetrical layout is also a downside 
    because the stats might not fit with each characterís strengths, but thereís 
    more versatility in this setup than the double double.
                                          | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan  - Magister   (6 wind)            130% 170% 110% 120% 160% 110%  8.5
    Garet Ė Berserker  (1 fire, 6 earth)   180% 110% 160% 130% 150%  70%   9
    Isaac - Guardian   (1 earth, 6 water)  170% 130% 140% 140% 130% 120%   8
    Mia   - Water Monk (1 water, 6 fire)   150% 160% 130% 140% 160% 120%  9.5
    
    I chose Ivan to be in the single elemental class because he has an 
    unbelievably powerful Spark Plasma among other useful psynergy.  
    Unfortunately, he is rather frail.  Garet is a great warrior in the Berserker 
    class.  He isnít quite as durable as the Samurai, but his attack is even 
    higher and he has Revive.  He has dangerously low luck so always be ready to 
    restore him to normal status.  Isaac as a Guardian doesnít have any good 
    ranged elemental attack psynergy but he does have both healing psynergy and 
    the elemental physical attack Cutting Edge.  His stats are below average and 
    he is the weakest character.  Water Monk is, arguably, Miaís greatest class.  
    In addition to having great durability, Mia also has great psynergy including 
    Pure Wish and Freeze Prism.  This team is well rounded and has great healing 
    capabilities, but it has poor stat altering psynergy and few ranged elemental 
    attack psynergy.
    
    ==(#3)TRIPLE TRIPLE(ACR: 8.9)==
    
    Itís time to address the Ninja, Samurai, White Mage problem.  Itís impossible 
    to have all three of the previously mentioned classes in any top tier class 
    setup.  Therefore, if you want all three, the final adept will have to suffer 
    in a lower tier class.  So, this class setup places three characters in triple 
    elemental classes and one character in a lower tier double elemental class.  
    The greatest pro of this setup is that three characters will be in classes 
    with very good stats.  Another pro is that there will always be a few djinn 
    for leftover summoning.  With Ninjas and Samurais running about, there should 
    be plenty of psynergy versatility.  The con is an obvious one; the leftover 
    character has a class that is far inferior, particularly its durability.  
    You'll have to either spend all your time protecting and healing the lower 
    tier character, or you can just let him/her die.  As is common with triple 
    elemental classes, the elemental levels are spread so thin that using ranged 
    elemental attack psynergy effectively is nearly impossible.
                                          | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan  - White Mage (4 water, 3 earth)  150% 180% 130% 130% 150% 130%  9.5
    Isaac - Ninja      (3 fire, 3 wind)    160% 140% 150% 120% 170%  80%  9.5
    Garet - Samurai    (4 earth, 3 wind)   190% 130% 150% 140% 140%  90%  9.5
    Mia   - Ascetic    (4 fire)            120% 140% 110% 120% 140% 120%   7
    
    This is a very popular class setup.  Isaac, Garet, and Ivan are all in great 
    classes that play up to their strengths.  Ivan has great healing psynergy and 
    some ranged elemental attack psynergy and stat altering psynergy.  Ninja Isaac 
    is an unusual and powerful adept with good stats but low luck.  He has the 
    powerful ranged elemental attack psynergy Thunderstorm and three great 
    elemental physical attacks.  Samurai Garet is, arguably, the best warrior in 
    the game with great durability, stat upping psynergy, and the beloved Quick 
    Strike.  Mia as an Ascetic is amazingly fragile, but she has fantastic 
    psynergy if she is kept alive long enough to cast it.  She has Freeze Prism, 
    Pyroclasm, the Wish series, the Restore series, and Break.  There are two main 
    ways to play this class setup.  You can either let Mia die and fight with 
    three adepts, or focus on keeping Mia alive.  When Mia is alive, this is a 
    very well-rounded, capable team.  When Mia is downed, the party loses most of 
    its ranged elemental psynergy and must rely on Isaacís and Garetís elemental 
    physical attacks.
    
    ==(#2)DOUBLE TRIPLE(ACR: 9)==
    
    This class setup has two adepts in double elemental classes and two adepts in 
    triple elemental classes.  Unfortunately, due to djinn arrangement, the triple 
    elemental classes cannot be White Mages or Samurais.  The most pleasing aspect 
    about this setup is that you can have two great double elemental classes and 
    also have an exotic Ninja.  This setup allows for some of the best classes to 
    come into play.  It also has great versatility while maintaining some
    good elemental power.  This setup makes handling summons very difficult, if 
    not impossible.  Also, this setup forces either a Ranger or a Medium into 
    play, something which is better avoided.
                                        | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan  Ė Sage      (1 wind, 6 water)  150% 180% 120% 130% 170% 120%  10
    Isaac - Ninja     (3 fire, 3 wind)   160% 140% 150% 120% 170%  80%  9.5
    Garet Ė Berserker (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Mia   - Ranger    (3 wind, 3 fire)   130% 160% 120% 120% 160% 120%  7.5
    
    These sample classes share a strong similarity with the sample classes for the 
    triple triple.  Ivan gets an upgrade into the beloved Sage class with great 
    healing and ranged elemental attack psynergy.  Isaac is still the quick and 
    powerful Ninja with great attack psynergy.  Garet takes a small step down into 
    the powerful Berserker class with the decent Planet Dive elemental physical 
    attack and status inflicting psynergy.  Mia is the weakest link of the party 
    by far.  She is a little low on durability and she doesnít have amazingly 
    useful psynergy either.  She can only use Pyroclasm, Bind, Break, and the Ward 
    series.  This group is dangerously low on both healing and status altering 
    psynergy to couple its slightly low durability and luck.  It does, however, 
    have fantastic status inflicting psynergy and good damage dealing potential.
    
    ==(#1)DOUBLE ELEMENTAL CLASSES(ACR: 9.5)==
    
    Here we are; this is what Golden Sun class strategy all comes down to.  The 
    double elemental classes are elite in Golden Sun.  Not only do they have the 
    best stats, but they also have the perfect balance between psynergy 
    versatility and power.  Therefore, the best class setup has all four adepts in 
    double elemental classes.  There are a tremendous number of class setups that 
    have all four characters in double elemental classes but however you choose 
    your classes, youíll usually end up with two healers and several very powerful 
    ranged elemental attack psynergy.  The only downside that accompanies this 
    class setup is the difficulty involved in using summons. 
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Mia   - Water Monk (1 water, 6 fire)  150% 160% 130% 140% 160% 120%  9.5
    Isaac - Conjurer   (1 earth, 6 wind)  170% 160% 140% 130% 160%  90%  9.5
    Garet - Berserker  (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Ivan  - Sage       (1 wind, 6 water)  150% 180% 120% 130% 170% 120%  10
    
    I am of the opinion that this particular class setup places three characters 
    in their best classes.  Mia is in the durable, versatile Water Monk class with
    Freeze Prism and some healing psynergy.  Conjurer Isaac is a fantastic spell
    caster and attacker.  He has great stats along with Grand Gaia, Astral Blast,
    and a slew of status inflicting psynergy.  Ivan is in the best spell casting
    class with Spark Plasma and Freeze Prism, and some healing psynergy.  Garet is
    the only character who isnít in his best class but the Berserker class is most
    definitely good.  In addition to Planet Diver, he has Revive, the Impair
    series, and the Haunt series.  His stats are great except for his low luck.
    All in all, this setup is fantastic all around but especially talented at
    inflicting negative statuses.  Itís a solid setup without weaknesses and I
    canít see any other ultimate class setup.
    
    ==COMPARATIVE PSYNERGY BOARD==
    
    1Hl Ė Single adept healing psynergy (series)
    AHl Ė Whole party healing psynergy (series)
    Rst Ė Restore (and Cure Poison)
    Rvv - Revive
    Brk - Break
    St^ - Statistic boosting psynergy (series)
    Stv - Statistic dropping psynergy (series)
    Inf - Status inflicting psynergy (1/2 point if psynergy is also an EPA)
    EPA - Elemental Physical Attacks (1/2 point if psynergy is also an Inf)
    180 Ė Powerful Ranged Elemental Attack Psynergy (one point per adept) #
    200 Ė Very powerful Ranged Elemental Attack Psynergy (one point per adept) #
    
    # (base damage)*((elemental level Ė 3)/40 + 1)*(range (max 2.33)/2) - PP
    If # is greater than 180 itís a 180, if # is greater than 200 itís also a 200
                               ___________________________________________
     _________________________|1Hl|AHl|Rst|Rvv|Brk|St^|Stv|Inf|EPA|180|200|
    |Single elemental classes | 2 | 1 | 1 | 1 | 1 | 3 | 1 | 2 | 2 | 3 | 3 |
    |Triple elemental classes | 1 | 2 | 2 | 1 | 1 | 5 | 1 |2.5|2.5| 2 | 0 |
    |Double double            | 1 | 2 | 0 | 1 | 2 | 3 | 1 | 2 | 2 | 4 | 4 |
    |Triple double            | 1 | 2 | 2 | 2 | 2 | 2 | 1 | 5 | 2 | 2 | 2 |
    |Triple triple            | 0 | 2 | 2 | 1 | 1 | 4 | 1 |3.5|3.5| 3 | 0 |
    |Double triple            | 0 | 1 | 0 | 1 | 2 | 2 | 1 | 7 | 3 | 3 | 1 |
    |Double element classes   | 0 | 2 | 1 | 1 | 2 | 3 | 2 | 8 | 2 | 3 | 3 |
    
    ==FINAL COMMENTS==
    
    It is very important to arrange the characters in your party properly.  Avoid 
    putting your least durable characters in the middle of your party or next to 
    each other.  Make it as hard as possible for your two most fragile characters 
    to be downed at one time.  Place your weakest character on the outside next to 
    your most durable character.  Have your second most durable character in the 
    other middle position next to your second most fragile character on the 
    outside.
    
    Donít have your characters try to do too many things or do things that they 
    canít execute effectively.  Donít have an adept try to heal, stat alter, 
    inflict negative statuses, attack, and use ranged elemental attack psynergy.  
    Let each adept focus on one or two of these things and have their equipment 
    compliment their purpose.  Additionally, donít try to make Samurai Garet use 
    ranged elemental attack psynergy or have Sage Ivan attack.  Let each character 
    stick to their strengths.  Garet is naturally a better warrior than Ivan, and 
    Ivan is likewise a better spell caster.  Let them do what they do best.
    
    Finally, class setups arenít all you need to perform well in combat.  You need 
    good equipment choices and you need a battle strategy.  Furthermore, you need 
    to combine classes, equipment, and strategy to perform optimally.
    
    
    ==========================
    == LINK BATTLE STRATEGY ==
    ==========================
    
    This whole section is approached from the viewpoint of playing with all 
    characters at or near level 54.  If you are playing with characters at lower 
    levels, some of the mentioned psynergy wonít be currently accessible.  If you 
    are playing at higher levels, certain psynergy wonít be as effective as others 
    and combat strategy will differ.  Additionally, I prefer playing link battles 
    without using djinn or summons so I wonít mention in detail how to either use 
    djinn and summons or defend against the using of djinn and summons.  Suffice 
    it to say, allowing the use of either Flash without summons, or summons 
    without Flash, will result in surprisingly long or short battles respectively.  
    Furthermore, I tend to prohibit the use of items in my link battles because 
    they needlessly elongate the game and they devalue healing, reviving, and 
    restoring psynergy.
    
    All of the classes in Golden Sun can be divided into three categories 
    determined by the type of attack psynergy the adept in that class can 
    optimally perform.  Warrior classes are those that deal damage using elemental 
    physical attacks.  Spell casting classes are those that deal damage using 
    ranged elemental attack psynergy.  Intermediary classes have the ability to 
    use both of these attacks effectively.  I have compiled the best classes in 
    the game and categorized them below.  Combinations of these classes form the 
    best link battle teams. 
    
    ==WARRIOR CLASSES==
    
    The warrior classes are categorized by high durability and high attack.  Their 
    psynergy points neednít be high as elemental physical attacks donít use too 
    many psynergy points.  Because of Garetís natural durability and decent 
    attack, he is the best warrior.  There are two exceptional warrior classes 
    with their pros and cons.
    
                                        | HP | PP | Att| Def| Agi| Lck| ACR|
    Garet - Samurai   (4 earth, 3 wind)  190% 130% 150% 140% 140%  90%  9.5
    Samurai Garet is great at soaking up damage.  He also has a high attack bonus 
    and acceptable luck.  His psynergy Demon Night and Helm Splitter can inflict
    foes with negative statuses.  Furthermore, he has psynergy to increase the 
    partyís attack, defense, and resistance.  Samurai Garet has the most powerful 
    EPA in Golden Sun: Quick Strike.  Quick Strike costs quite a lot of psynergy 
    points but Samurai Garet has a decent amount of them.  
    
                                        | HP | PP | Att| Def| Agi| Lck| ACR|
    Garet Ė Berserker (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Berserker Garet has great stat bonuses in all the appropriate areas.  He has 
    the highest attack in the game, and can withstand serious damage.  He also has 
    an unusually high agility rating, which is always good.  He has the Impair and 
    Haunt series to help weaken enemies.  Berserker Garetís greatest asset is the 
    Revive psynergy.  He is hands down the most durable Reviver.  His EPA Planet 
    Diver deals decent fire damage.  He does have very low luck so you may have to 
    restore him often.
    
    ==INTERMEDIARY CLASSES==
    
    The intermediary classes should have a great variety of psynergy and well 
    balanced stats to go with it.  An adept in an intermediary class should be 
    able to deliver strong ranged elemental attack psynergy and elemental physical 
    attacks.  The intermediary classes should be flexible and able to adapt to 
    change.  Isaac is perfect for the two great intermediary classes.
    
                                       | HP | PP | Att| Def| Agi| Lck| ACR|
    Isaac - Ninja    (3 fire, 3 wind)   160% 140% 150% 120% 170%  80%  9.5
    Ninja Isaac is exotic and powerful.  He has well-rounded attack, durability, 
    and psynergy points.  He has low luck but exceptional agility.  Ninja Isaac 
    has both a powerful ranged elemental attack psynergy (Thunderstorm) and two 
    great EPAs (Annihilation and Death Plunge).  In addition to dealing great 
    damage, these EPAs have a special infliction they can produce.  Ninja Isaac 
    also has an elemental psynergy attack known as Shuriken that can hit all three 
    adepts.  He also has the psynergy Mist that can wrap the whole enemy's party 
    in delusion.
    
                                       | HP | PP | Att| Def| Agi| Lck| ACR|
    Isaac - Conjurer (1 earth, 6 wind)  170% 160% 140% 130% 160%  90%  9.5
    Conjurer Isaac has fantastic stats.  He has greater durability than Ninja 
    Isaac and many more psynergy points.  He is a little low on attack but he has 
    good agility and decent luck.  He possesses the powerful Grand Gaia along with 
    the EPA Astral Blast.  He also has the Impact and Ward series to increase 
    attack and resistance.  He can use the Weaken series to lower the opponentsí 
    resistance.  He can also inflict negative statuses with Delude, Sleep, Haunt, 
    and Curse.
    
    ==SPELL CASTING CLASSES==
    
    The spell casting classes must have loads of psynergy points to enable them to 
    use ranged elemental attack psynergy as much as possible.  Good spell casting 
    classes also have a lot of the healing psynergy.  Therefore, high agility is 
    useful because youíll be able to heal your party at the start of each turn.  
    Ideally, good durability is preferred but the attack stat is unused.  Ivanís 
    stat distribution makes him naturally a better spell caster than Mia, but Mia 
    has one great spell casting class that Ivan doesnít get.
    
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan - Sage       (1 wind, 6 water)   150% 180% 120% 130% 170% 120%  10
    Sage Ivan is the perfect spell caster with great psynergy points and agility.  
    He has high elemental power and great ranged elemental attack psynergy (Spark 
    Plasma and Freeze Prism).  He also has the Impact series, Break, and Bind.  He 
    functions as a healer with the Pure Wish psynergy.  Unfortunately, he doesnít 
    have Cure Poison and Restore.  Sage Ivan is an offensive powerhouse and a 
    capable healer, with enough durability to get the job done.
    
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Ivan - White Mage (4 water, 3 earth)  150% 180% 130% 130% 150% 130%  9.5
    White Mage Ivan is very similar to Sage Ivan.  His stats are almost as good, 
    trading agility for a little more luck.  He has the same two ranged elemental 
    attack psynergy as Sage Ivan but his elemental levels arenít quite as high.  
    On the upside, White Mage Ivan functions as a complete healer with Pure Wish, 
    Revive, Cure Poison, and Restore.  Additionally, he has both a stat upping and 
    a stat dropping psynergy series.
    
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Mia  - Water Monk (1 water, 6 fire)   150% 160% 130% 140% 160% 120%  9.5
    Water Monk Mia has great stats where it counts.  She is the most durable spell 
    caster with decent hit points, and great defense and luck.  Her ranged 
    elemental attack psynergy is great (Pyroclasm and Freeze Prism) and she also 
    has Break.  She functions as a healer with Pure Wish, Restore and Cure Poison.  
    Water Monk Mia also has good elemental power.  Sheís the perfect adept to 
    bring your party back to being fighting fit.
    
    ==TOGETHER NOW==
    
    In link battles it is also very important to arrange the characters in your 
    party properly.  The same logic applies in link battles; place your weakest 
    characters on the flanks.  In most link battle setups this simply means 
    putting your warrior in the middle.
    
    If you are playing without items, it is absolutely essential that you have an 
    adept with Revive and an adept with Pure Wish.  Luckily, all of the good spell 
    casting classes have Pure Wish.  Therefore, you must always have a spell 
    caster in your party.  Only White Mage Ivan and Berserker Garet have Revive, 
    so one of them must always be in your party.  With those restrictions, there 
    are seven class setups you can make.
    
                                        | HP | PP | Att| Def| Agi| Lck| ACR|
    Isaac - Ninja     (3 fire, 3 wind)   160% 140% 150% 120% 170%  80%  9.5
    Garet Ė Berserker (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Ivan  - Sage      (1 wind, 6 water)  150% 180% 120% 130% 170% 120%  10
    
    This party specializes in damage dealing and status infliction and is very 
    speedy.  Unfortunately, this party is very susceptible to status infliction 
    with low luck and no Cure Poison or Restore.
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Isaac - Conjurer   (1 earth, 6 wind)  170% 160% 140% 130% 160%  90%  9.5
    Garet Ė Berserker  (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Mia   - Water Monk (1 water, 6 fire)  150% 160% 130% 140% 160% 120%  9.5
    
    This party is very durable and can deal pretty good damage to multiple 
    enemies.  It is, however, a little low in stat upping psynergy and powerful 
    EPAs.
                                        | HP | PP | Att| Def| Agi| Lck| ACR|
    Isaac - Conjurer  (1 earth, 6 wind)  170% 160% 140% 130% 160%  90%  9.5
    Garet Ė Berserker (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Ivan  - Sage      (1 wind, 6 water)  150% 180% 120% 130% 170% 120%  10
    
    This party has pretty well-rounded stats except itís a little low in the EPA 
    department.  This party doesnít have Restore or Cure Poison either.
                                         | HP | PP | Att| Def| Agi| Lck| ACR|
    Mia   - Water Monk (1 water, 6 fire)  150% 160% 130% 140% 160% 120%  9.5
    Garet Ė Berserker  (1 fire, 6 earth)  180% 110% 160% 130% 150%  70%   9
    Ivan  - Sage       (1 wind, 6 water)  150% 180% 120% 130% 170% 120%  10
    
    This party is very strong in healing and ranged elemental physical attacks but 
    it doesnít have good EPAs or many stat upping psynergy.
                                          | HP | PP | Att| Def| Agi| Lck| ACR|
    Isaac - Ninja      (3 fire, 3 wind)    160% 140% 150% 120% 170%  80%  9.5
    Garet - Samurai    (4 earth, 3 wind)   190% 130% 150% 140% 140%  90%  9.5
    Ivan  - White Mage (4 water, 3 earth)  150% 180% 130% 130% 150% 130%  9.5
    
    This is a great setup with powerful EPAs and good stat boosting and status 
    inflicting.  Unfortunately, it doesnít have Break or many strong ranged 
    elemental attack psynergy.
                                          | HP | PP | Att| Def| Agi| Lck| ACR|
    Mia   - Water Monk (1 water, 6 fire)   150% 160% 130% 140% 160% 120%  9.5
    Garet - Samurai    (4 earth, 3 wind)   190% 130% 150% 140% 140%  90%  9.5
    Ivan  - White Mage (4 water, 3 earth)  150% 180% 130% 130% 150% 130%  9.5
    
    This party has a nice blend of attack styles and plenty of healing.  This 
    party has very low agility but exceptional luck.
                                          | HP | PP | Att| Def| Agi| Lck| ACR|
    Mia   - Water Monk (1 water, 6 fire)   150% 160% 130% 140% 160% 120%  9.5
    Isaac - Conjurer   (1 earth, 6 wind)   170% 160% 140% 130% 160%  90%  9.5
    Ivan  - White Mage (4 water, 3 earth)  150% 180% 130% 130% 150% 130%  9.5
    
    This group isnít too durable but it has the healing capabilities to make up 
    for that.  Additionally, this party has very high luck.  This party is all 
    about ranged elemental physical attacks.
    
    As you can see, there are plenty of viable options to choose from when youíre 
    playing in link battles.  So pick the setup thatís best for you and start 
    playing.
    
    
    =======================
    == IMPORTANT BATTLES ==
    =======================
    
    Classes aren't only good for maxing out your stats and psynergy at the end of 
    the game.  Changing your classes earlier in the game can prove beneficial if 
    you know what youíre doing.  There are a few difficult battles where you might 
    want to rearrange your classes to help you win.  If a boss battle isnít 
    mentioned this means that using base classes will probably be the best way to 
    defeat that particular boss.  I understand that the people who need the most 
    help with boss battles may not have all the djinn or be at very high levels.  
    Therefore, I list the required levels lower than what an average player would 
    be at, and I donít require all the possible djinn at that particular point.
    
    ==TRET==
    
    *Requirements:
    1 earth and wind djinn.
    All characters at level 6.
    *Classes:
    Isaac: Apprentice (1 wind)
    Strategy: Use Gaia.
    Garet: Guard
    Strategy: Use Flare Wall.
    Ivan: Seer (1 earth)
    Strategy: Use Flash Bolt and heal with Cure.
    
    ==SATUROUS (atop Mercury Lighthouse)==
    
    *Requirements:
    1 fire, earth, and wind djinn.  2 water djinn.
    Ivan and Mia at level 10, Isaac and Garet at level 11.
    *Classes:
    Ivan: Seer (1 earth)
    Strategy: Heal with Cure Well and use Flash Bolt.
    Garet: Page (1 wind)
    Strategy: Use Astral Blast, Ward and Weaken.
    Isaac: Defender (2 water)
    Strategy: Use Cutting Edge and heal with Ply if needed.
    Mia: Pilgrim (1 fire)
    Strategy: Use Prism. 
    
    ==KILLER APE==
    
    *Requirements:
    2 of each djinn.
    Garet, Ivan, and Mia at level 12.  Isaac at level 13.
    *Classes:
    Mia: Elder (2 wind)
    Strategy: Use Impact on Isaac then use Plasma. 
    Isaac: Illusionist (2 fire)
    Strategy: Use Planet Diver.
    Garet: Defender (2 water)
    Strategy: Use Mad Blast and Guard and heal with Ply.
    Ivan: Diviner (2 earth)
    Strategy: Heal with Cure Well and use Mad Growth.
    
    ==MANTICORE==
    
    *Requirements:
    2 of each djinn.
    All characters at level 16.
    *Classes:
    Mia: Diviner (2 earth)
    Strategy: Heal with Cure Well or use Froth Sphere. 
    Isaac: Defender (2 water)
    Strategy: Use Cutting Edge or heal with Ply Well.
    Garet: Illusionist (2 wind)
    Strategy: Use Ward, Weaken, and Astral Blast.
    Ivan: Wanderer (2 fire)
    Strategy: Use Wind Slash.
    
    ==KRAKEN==
    
    *Requirements:
    2 fire djinn.  4 earth, wind and water djinn.
    Isaac, Garet, and Mia at level 17.  Ivan at level 18.
    *Classes:
    Mia: Cleric (4 water)
    Strategy: Heal with Wish every turn. 
    Isaac: Ruffian (2 fire)
    Strategy: Use Planet Diver.
    Garet: Savage (4 earth)
    Strategy: Use Impair and Planet Diver.
    Ivan: Mage (4 wind)
    Strategy: Use Impact on Isaac and Garet (alternate) until they're maxed.  Then 
    use Bind, Ward, and Tornado.
    
    ==TOADONPA==
    
    *Requirements:
    4 of each djinn.
    All characters at level 22.
    *Classes:
    Ivan: Shaman (4 earth)
    Strategy: Use Blue Bolt and Revive when necessary.
    Isaac: Savage (4 fire)
    Strategy: Use Planet Diver and Revive when necessary.
    Garet: Cavalier (4 water)
    Strategy: Use Protect and attack and heal with Ply Well or Wish.
    Mia: Scholar (4 wind)
    Strategy: Heal with Wish and use High Impact and Bind. 
    
    ==STORM LIZARD==
    
    *Requirements:
    6 of each djinn.
    Isaac, Garet, and Mia at level 25.  Ivan at level 26.
    *Classes:
    Mia: Ranger (3 wind, 3 fire)
    Strategy: Use Resist, Bind, and Eruption.
    Isaac: Dragoon (3 fire, 3 water)
    Strategy: Use Cutting Edge. Use Ply Well and Wish Well when needed.
    Garet: Ninja (3 earth, 3 wind)
    Strategy: Just attack.
    Ivan: Medium (3 water, 3 earth)
    Strategy: Heal with Potent Cure and Revive. Otherwise, use Curse.
    
    ==DEADBEARD==
    
    *Requirements:
    All the djinn.
    Garet and Mia at level 28, and Isaac and Ivan at level 29.
    *Classes:
    Isaac: Berserker (1 earth, 6 fire)
    Strategy: Use Wild Growth, Impair and Revive (when needed).
    Garet: Luminier (1 fire, 6 water)
    Strategy: Use Fiery Blast and heal with Wish Well and Ply Well.
    Ivan: Druid (1 wind, 6 earth)
    Strategy: Use Bind and Wild Growth and heal with Revive and Potent Cure.
    Mia: Sage (1 water, 6 wind)
    Strategy: Heal with Wish Well and use Bind and Shine Plasma.
    
    ==SATUROUS AND MENARDI AND THE FUSION DRAGON (atop Venus Lighthouse)==
    
    *Requirements:
    6 earth and wind djinn.  7 fire and water djinn.
    Isaac, Garet, and Mia at level 29. Ivan at level 30.
    *Classes:
    Isaac: Dragoon (3 fire, 3 water)
    Strategy: Use Cutting Edge or heal with Ply Well or Wish Well.
    Garet: Berserker (1 fire, 6 earth)
    Strategy: Use Wild Growth, Impair, attack or Revive.
    Ivan: Ranger (3 water, 3 fire)
    Strategy: Use Resist or Deluge.
    Mia: Sage (1 wind, 6 water)
    Strategy: Heal with Wish Well or use High Impact or Hail Prism.