=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|    A Guide To Competitive Battling         |
|            v1.10 (05/05/03)                |
| by AstralFire  (starphoenix12@hotmail.com) |
+--------------------------------------------+

=====================
01. Table of Contents
=====================
01. You're Sitting In It (Table of Contents)
02. The Author & Rationale
03. The Legal Stuff
04. Version History
05. Before We Begin...
06. Choosing your Class
07. A Trip to the Armory
08. The Djinn
09. Summoning
10. Clauses
11. Sample Teams
12. Thanks & Credits

==========================
02. The Author & Rationale
==========================

I'm AstralFire. yep. All you need to know, really. I frequent the Pokemon R/S,
Golden Sun Social, Golden Sun: The Lost Age, Anime & Manga, Cartoons &
Animation, and Pokemon boards, among others on GameFAQs. I'm no Terence, but I
am pretty decent at battle strategy and planning. So here I am to help you
become just a teensy bit better.

===================
03. The Legal Stuff
===================

While Golden Sun is trademark and copyright 2002-2003 Nintendo/Camelot...
This guide was made and researched by me, with some help from the friendly
people at the Golden Sun boards. It is therefore Copyright İ2002-2003
Christopher Lee Rollins, alias "AstralFire." All rights are reserved. You're
going to be pressed with violation of international copyright law if you alter
it in any way, shape, or form and claim it as your own. Neither may you sell
any copies of this document. Feel free to use the information in this guide as
a resource, simply cite it. If you have any questions about this, contact me at
my email address, starphoenix12@hotmail.com, or on AOL Instant Messenger; I'm
Bathrobe Paladin.

This guide may ONLY be hosted by the following sites:

-GameFAQs (Http://www.gameFAQs.com/)

If you want to host it, then let me know in advance so that I may approve it.

===================
04. Version History
===================
v1.20 - May 06, 2003 - More minor errors corrected, two new sample teams added
to section 11.

v1.10 - May 05, 2003 - Some minor errors corrected, more data added.

v1.00 - May 04, 2003 - This has all the information I originally want to have,
but it could have more at a later date.

======================
05. Before We Begin...
======================

Alright, let's get something clear. This is going to consider level 99 (as it
is extremely easy to reach that in The Lost Age), all 72 djinn, and enough time
to get all these rare item drops and forged weapons.

With those considerations, the following should make a bit more sense:
-Psynergy Points are ONLY important in Battle Mode. Link Play will probably be
over before you've exhausted your Psy Crystals (and usually before you've used
more than 1, if that.)
-Attack Points are disregarded on any class with 150% Attack or higher, because
of the ease to reach 999 Attack with a single impact/djinni unleash. 140% is
considered borderline generally, but it will be given slightly less
consideration than the 150+ percent multipliers.
-Psynergy attacks other than Element Physical Attacks are nearly disregardable
in any sense. Their damage is minimal. Element Physical Attacks are any
unleash, Liquify, Heatwave, Odyssey, Ragnarok, Thunder Mine, Astral Blast,
Planetary, Planet Diver, Diamond Dust, Diamond Berg, Cutting Edge, Plume Edge,
Shuriken, Annihilation, Death Plunge, Death Leap, Skull Splitter, Helm
Splitter, Quick Strike, Call Dullahan, Call Demon, Call Zombie, Whiplash, Wild
Wolf, Emu, Roc, Orc, Harpy, Wyvern, Dinox, Gryphon, Living Armor, Troll,
Minotaur, Ghost Soldier, Sabre Dance, Backstab, and the item Trident of Ankohl.
(Whew!) Basically, if I mention an attack psynergy and praise it, it's an
element physical attack.
Summons work like element physical attacks on an area rather than a single
target.
-Luck is a very important stat. It controls your chance of: Poisoning,
Sleeping, being Stunned, One Hit Killed*, Left with One HP*, being Haunted,
being Condemned, being Paralyzed, having your stats dropped, and being bound by
a seal.
        * - This of course, means your chance of being affected by things with
        those specific effects rather than your chance of being knocked out in
        a single hit by a ridiculously powerful blow.
-Critical Hitting equipment is *extremely* useful. It ups your chance of both
having your weapon unleash and having its secondary effect kick in.

Just about anything else, I will explain along the way. Got it? Good. Let's
roll.

=======================
06. Choosing your Class
=======================

Here, I will analyze the usefulness of each of the 'final' classes. By that, I
mean those which require 9 Djinni, or 8 if they're all the same element as the
character's normal element.

Modifiers go like this, from best to worst:

Sweet Mary!, Very High, High, Good, Average, Low, Poor

This will be organized by the base element of the characters. The 3 Item
classes will have their own section as they're the same for all 8 Characters.

PLEASE Keep in mind what I said in the previous section ('Before We Begin...').

I would also like to note that while making your team unbalanced usually isn't
a concern in link play (due to only three of your eight being allowed), you
should avoid making more than one character drop below a final class or be
forced to use more than one character in a class ranked 7 or below.
 ___________
|Mars Adepts|
 ŻŻŻŻŻŻŻŻŻŻŻ
Hero: (Garet only)
Requirements: 8-9 Mars Djinni
Stats:
HP: 190%      (High)
PP: 120%      (Low)
Attack: 140%  (Good)
Defense: 150% (High)
Agility: 110% (Poor)
Luck: 100% (Good)
Analysis: Liquify is superior in damage to everything Garet can do but
Excalibur, and is a good choice if you're facing someone with high Wind
resistance. He can Defense Up the entire party, something you'll really want at
these higher levels, as well as lower the opponents' defenses. The slow agility
can be rectified, but we'll discuss that later. The ability to summon Daedalus,
Meteor, Megaera, Ulysses, and Iris easily, as well as break out Flash without
any serious stat losses is a giant plus. A fairly useful class; still not
something you'd be psycho about using, but it wouldn't hurt you to use this in
order to get a kickass setup with the others.
Rating: 8/10

Justice: (Jenna only)
Requirements: 8-9 Mars Djinni
Stats:
HP: 170%      (Good)
PP: 160%      (High)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 90%     (Average)
Analysis: This is one of those classes that is simply awesome in the beginning,
and makes you want to cry near the end. Healing that can be nigh equaled by a
Mist Potion (purchaseable in Prox), and the uselessness of psynergy attacks at
high levels makes this class' psynergy selections all but useless. In her favor
is the ability to use the Tisiphone Edge or Atropos' Rod, but... She's screwed
against things with high resist on either. Dragon Fume does a whole whopping...
230 damage. She's not terrible, no, but you can find much better for her. The
ability to summon Daedalus, Meteor, Megaera, Ulysses, and Iris easily, as well
as break out Flash without any serious stat losses is a giant plus, though.
Rating: 7.5/10

War Adept(F):
Requirements: 7 Jupiter Djinni, 2 Mars Djinni
Stats:
HP: 190%      (High)
PP: 170%      (Very High)
Attack: 150%  (High)
Defense: 140% (Good)
Agility: 170% (Very High)
Luck: 90%     (Average)
Analysis: This happens to be one of my favorite classes because it has Impact,
Guard, and Resist, and Excalibur and Lachesis' Rule get a nice fat damage bonus
from all the Wind Djinn. War Adepts can even lower the opponent's defense,
although that's not as important. It's basically a slightly faster, slightly
weaker Ronin alternative that can summon and unleash a bit better.
Rating: 10/10

Radiant:
Requirements: 7 Mercury Djinni, 2 Mars Djinni
Stats:
HP: 190%      (High)
PP: 140%      (Good)
Attack: 150%  (High)
Defense: 150% (High)
Agility: 140% (Good)
Luck: 120%    (High)
Analysis: Radiant is nice, very nice. Almost as nice as Protector, in fact.
Radiant can do damage, and heal the party very effectively, working well with
both Garet and Jenna's equipment choices. The best thing about it is that it
has the rare "Break" spell, which will get rid of those nasty bonuses they
start collecting. It's not an all purpose healer as it can't revive, but it
comes pretty close. It also gets a useful defense up spell.
Rating: 9.5/10

Chaos Lord:
Requirements: 7 Venus Djinni, 2 Mars Djinni
Stats:
HP: 200%      (Very High)
PP: 120%      (Poor)
Attack: 170%  (Very High)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 70%     (Poor)
Analysis: The attack rating of 170% is pretty amazing, but the ability to use
Impact kind of makes it a bit in excess at the high levels we're considering.
In it's defense, however, it can deliver strong physical damage with a
Tisiphone Edge equipped AND Planetary, a very useful Element Physical Attack
like Liquify. Summoning and Djinn unleashing can be done with this, although
it's not recommended. Revive is a definite plus.
Rating: 8/10

Ronin:
Requirements: 5 Venus Djinni, 4 Jupiter Djinni
Stats:
HP: 210%      (Very High)
PP: 140%      (Good)
Attack: 160%  (Very High)
Defense: 150% (High)
Agility: 150% (Good)
Luck: 90%     (Average)
Analysis: Often considered "la creme de la creme" for an Earth or Fire Adept,
Ronin does extremely well in offense, defense, agility, stamina, and special
techniques. What's its weakness? Complex typing. Unleashing more than a single
Jupiter Djinni from this class can severely mess with your strategem. Still,
this flaw is not a major one, making it one of the most useful classes out
there.
Rating: 9/10

Paladin:
Requirements: 5 Mercury Djinni, 4 Venus Djinni
Stats:
HP: 200%      (Very High)
PP: 150%      (Good)
Attack: 160%  (Very High)
Defense: 160% (Very High)
Agility: 130% (Average)
Luck: 130%    (Very High)
Analysis: THIS is a superclass. It can heal like a nut, and high physical stats
ensures it's one hell of a brawler. Ridiculous luck (especially if it's Jenna -
more on that later) makes it extremely hard to affect with a status problem,
and the low agility can be countered the same way Hero does (although that's
recommended primarily for Garet, due to higher natural defense. Again, more on
that later.) It can't revive, but that can be stomached considering its good
points. I heart this class - but again, avoid unleashing more than a single
Mercury Djinni or you risk having a dramatic - and unfriendly - class change.
Rating: 10/10

Master:
Requirements: 5 Jupiter Djinni, 4 Venus Djinni
Stats:
HP: 200%      (Very High)
PP: 160%      (High)
Attack: 170%  (Very High)
Defense: 140% (Good)
Agility: 190% (Sweet Mary!)
Luck: 80%    (Low)
Analysis: A bit unusual. Also extremely powerful. While he doesn't seem to be
anything special other than his speed - no healing, no stat ups, excessive
attack, decent defense, cruddy luck - he has Death Plunge and Annihilation,
which do high damage to a single target, and Shuriken, an element physical
attack that hits up to three people. O_O; While the damage on an individual is
somewhat lacking, it can hit an entire link battle party with a physical, non-
summon attack. Nice. Just watch out for things that Bind/Seal your psynergy, or
any other status effects for that matter, because you are highly susceptible.
Rating: 9.5/10

 ______________
|Mercury Adepts|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Angel: (Mia only)
Requirements: 8-9 Mercury Djinni
Stats:
HP: 160%      (Average)
PP: 170%      (Very High)
Attack: 130%  (Average)
Defense: 140% (Good)
Agility: 120% (Low)
Luck: 130%    (Very High)
Analysis: Eww. The strongest point is her ability to make Pure Wish heal 720 HP
simply by having a Clear Bracelet, but... While that is pretty good, is that
something you really feel like risking? Mia needs a lot of stat ups to stay in
the game, and her damage isn't spectacular like this. It wouldn't be so bad if
she could Revive, but she can't for some stupid reason. It does get Break, and
unleashes Eclipse, Azul, Boreas, Iris and Coatlicue easily, but...
Rating: 8/10

Admiral: (Piers only)
Requirements: 8-9 Mercury Djinni
Stats:
HP: 190%      (High)
PP: 130%      (Average)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 130% (Average)
Luck: 120% (High)
Analysis: Well, he's mighty similar to Garet... But he doesn't have that
defense up I like so much. On the plus side, he has Ply, but... meh, Potions
can do Ply! The choice between Excalibur and Diamond Burg is similar to that
between Excalibur and Liquify, so points for him. Shade is always available,
like a weaker Flash, and he is strong with summoning - better than Mia thanks
to higher attack - but to me he seems too much like he's got all of Slayer and
Hero's weakpoints and few of their bonuses.
Rating: 7/10

Guru (W):
Requirements: 7 Mars Djinni, 2 Mercury Djinni
Stats:
HP: 170%      (Good)
PP: 170%      (Very High)
Attack: 140%  (Good)
Defense: 150% (High)
Agility: 170% (Very High)
Luck: 120%    (High)
Analysis: This is another of my favorite classes. You get the Wish series and
Break, and the stats are just nice, particularly for a water class. I like to
think of it as Mia on steroids, matching or exceeding her best abilities and
stats except for Luck... and a 10% drop isn't too bad.
Rating: 8.5/10

Wizard:
Requirements: 7 Jupiter Djinni, 2 Mercury Djinni
Stats:
HP: 170%      (Good)
PP: 190%      (Sweet Mary!)
Attack: 130%  (Average)
Defense: 140% (Good)
Agility: 180% (Very High)
Luck: 120%    (High)
Analysis: On the one hand, it doesn't have the attack power or staying power of
the Guru. On the other, it can boost attack, has ridiculous speed, and can do
Guru's best two tricks, Wish and Break, while adding a third: Bind. Take that,
pesky Necromages! It even gets a nice Impact to top it off.
Rating: 10/10

Oracle (W):
Requirements: 7 Venus Djinni, 2 Mercury Djinni
Stats:
HP: 170%      (Good)
PP: 180%      (Very High)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 100%    (Good)
Analysis: This is a pretty decent class, although you would probably want to
use Piers for this rather than Mia; he gets a much better Earth-based weapon to
take advantage of the element boost. This class gets Revive, Wish, Restore, and
Cure Poison, but at the expense at losing the ridiculous luck typical of a
healer class. It's a poor man's Pure Mage, and worth using.
Rating: 9/10

Dark Mage (Medium):
Requirements: 5 Venus Djinni, 4 Jupiter Djinni
Stats:
HP: 170%      (Good)
PP: 190%      (Sweet Mary!)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 170% (Very High)
Luck: 90%    (Average)
Analysis: No. Just... no. No. No. The only spell it has worth using is freaking
REVIVE, it can't stat up, defense is nothing amazing, nor is attack, nor is
luck. No, those stats aren't terrible, but there's nothing in their djinn or
psynergy selection to make that worth it. All speed and no substance. If you
want a reviving attacker, there are better choices. It's not even good to
summon with!
Rating: 5/10 Mia, 6/10 Piers

Warlock:
Requirements: 5 Mars Djinni, 4 Jupiter Djinni
Stats:
HP: 170%      (Good)
PP: 180%      (Very High)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 180% (Very High)
Luck: 120%    (Good)
Analysis: Well, it has nice stats, so how well does it perform?
Sadly, not as well as you'd hope. Warlock is better at low levels where the
psynergy it uses inflicts large amounts of damage. On the plus side, it can
Bind and use Resist... both of which are situationally useful. Well, it's
better than Dark Mage, but that's not saying much. Use it if you must, but
there are better.
Rating: 7/10

Pure Mage:
Requirements: 5 Jupiter Djinni, 4 Venus Djinni
Stats:
HP: 170%      (Good)
PP: 190%      (Sweet Mary!)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 130%    (Average)
Analysis: See kids, this is why it's always better to be a good guy than a bad
guy. Pure Mage owns the Dark Mage six times sideways to Chicago. Not only are
the stats good, the psynergy rocks. It gets Resist, Wish, Revive, Cure Poison,
and Restore, and phenomenal luck! If it could only get Impact or Bind it'd be
godly... *sigh*.
Rating: 10/10

 ____________
|Venus Adepts|
 ŻŻŻŻŻŻŻŻŻŻŻŻ

Slayer:
Requirements: 8-9 Venus Djinni
Stats:
HP: 190%      (High)
PP: 120%      (Low)
Attack: 150%  (High)
Defense: 140% (Good)
Agility: 150% (Good)
Luck: 100% (Good)
Analysis: You can pretty much look at my notes for Garet's Hero on this. While
he does lack a Defense Up spell like Piers, he gets Revive instead, which is
useful. Odyssey probably won't help too much because you'll probably be busy
using Sol Blade or Tisiphone Edge instead, but it can if you give him an
Excalibur. Just a word to the wise - Charon isn't worth it unless your opponent
was an idiot and used a bunch of low luck classes.
Rating: 8/10

Chaos Lord:
Requirements: 7 Mars Djinni, 2 Venus Djinni
Stats:
HP: 200%      (Very High)
PP: 120%      (Poor)
Attack: 170%  (Very High)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 70%     (Poor)
Analysis: The attack rating of 170% is pretty amazing, but the ability to use
Impact kind of makes it a bit in excess at the high levels we're considering.
In it's defense, however, it can deliver strong physical damage with a
Tisiphone Edge equipped AND Planetary, a very useful Element Physical Attack
like Liquify. Summoning and Djinn unleashing can be done with this, although
it's not recommended. Revive is a definite plus.
Rating: 8/10

War Adept(E):
Requirements: 7 Jupiter Djinni, 2 Venus Djinni
Stats:
HP: 190%      (High)
PP: 170%      (Very High)
Attack: 150%  (High)
Defense: 140% (Good)
Agility: 170% (Very High)
Luck: 90%     (Average)
Analysis: This happens to be one of my favorite classes because it has Impact
and Resist, and Excalibur and Lachesis' Rule get a nice fat damage bonus
from all the Wind Djinn. War Adepts can even lower the opponent's defense,
although that's not as important. It's basically a slightly faster, slightly
weaker Ronin alternative that can summon and unleash a bit better. The Earth
version of the War Adept's a bit lacking compared to the Fire version though;
no Guard.
Rating: 9/10

Protector:
Requirements: 7 Mercury Djinni, 2 Venus Djinni
Stats:
HP: 190%      (High)
PP: 140%      (Good)
Attack: 150%  (High)
Defense: 150% (High)
Agility: 140% (Good)
Luck: 120%    (High)
Analysis: Protector is my absolute favorite class for an Earth Adept. It can do
damage, and heal the party very effectively, working well with Isaac & Felix's
equipment choices. The best thing about it is that it has both the rare "Break"
spell, which will get rid of those nasty bonuses they start collecting, and can
Revive!
Rating: 10/10

Ronin:
Requirements: 5 Mars Djinni, 4 Jupiter Djinni
Stats:
HP: 210%      (Very High)
PP: 140%      (Good)
Attack: 160%  (Very High)
Defense: 150% (High)
Agility: 150% (Good)
Luck: 90%     (Average)
Analysis: Often considered "la creme de la creme" for an Earth or Fire Adept,
Ronin does extremely well in offense, defense, agility, stamina, and special
techniques. What's its weakness? Complex typing. Unleashing more than a single
Jupiter Djinni from this class can severely mess with your strategem. Still,
this flaw is not a major one, making it one of the most useful classes out
there.
Rating: 9/10

Paladin:
Requirements: 5 Mercury Djinni, 4 Mars Djinni
Stats:
HP: 200%      (Very High)
PP: 150%      (Good)
Attack: 160%  (Very High)
Defense: 160% (Very High)
Agility: 130% (Average)
Luck: 130%    (Very High)
Analysis: THIS is a superclass. It can heal like a nut, and high physical stats
ensures it's one hell of a brawler. Ridiculous luck (especially if it's Jenna -
more on that later) makes it extremely hard to affect with a status problem,
and the low agility can be countered the same way Hero does (although that's
recommended primarily for Garet, due to higher natural defense. Again, more on
that later.) It can't revive, but that can be stomached considering its good
points. I heart this class - but again, avoid unleashing more than a single
Mercury Djinni or you risk having a dramatic - and unfriendly - class change.
Rating: 10/10

Master:
Requirements: 5 Jupiter Djinni, 4 Mars Djinni
Stats:
HP: 200%      (Very High)
PP: 160%      (High)
Attack: 170%  (Very High)
Defense: 140% (Good)
Agility: 190% (Sweet Mary!)
Luck: 80%    (Low)
Analysis: A bit unusual. Also extremely powerful. While he doesn't seem to be
anything special other than his speed - no healing, no stat ups, excessive
attack, decent defense, cruddy luck - he has Death Plunge and Annihilation,
which do high damage to a single target, and Shuriken, an element physical
attack that hits up to three people. O_O; While the damage on an individual is
somewhat lacking, it can hit an entire link battle party with a physical, non-
summon attack. Nice. Just watch out for things that Bind/Seal your psynergy, or
any other status effects for that matter, because you are highly susceptible.
Rating: 9.5/10

 ______________
|Jupiter Adepts|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Sorcerer:
Requirements: 8-9 Jupiter Djinni
Stats:
HP: 150%      (Poor)
PP: 180%      (Very High)
Attack: 120%  (Poor)
Defense: 130% (Poor)
Agility: 170% (High)
Luck: 110%    (High)
Analysis: Do I have to tell you how much it sucks? Please don't make me have to
tell you. The only strong points of this class are Bind, Resist, and Impact,
all of which can be done better by others. The fact that Ivan and Sheba are the
youngest and weakest is painfully apparent with this class.
Rating: 5/10

Guru (A):
Requirements: 7 Mars Djinni, 2 Jupiter Djinni
Stats:
HP: 170%      (Good)
PP: 170%      (Very High)
Attack: 140%  (Good)
Defense: 150% (High)
Agility: 170% (Very High)
Luck: 120%    (High)
Analysis: Well, on the plus side, it keeps Resist and Bind, and has much better
attack and luck. On the down side, it's really just another Warlock that's
meant for lower levels where it does pwn with Pyroclasm.
Rating: 7/10

Wizard:
Requirements: 7 Mercury Djinni, 2 Jupiter Djinni
Stats:
HP: 170%      (Good)
PP: 190%      (Sweet Mary!)
Attack: 130%  (Average)
Defense: 140% (Good)
Agility: 180% (Very High)
Luck: 120%    (High)
Analysis: On the one hand, it doesn't have the attack power or staying power of
the Guru. On the other, it can boost attack, has ridiculous speed, and can do
Wish, Break, and Bind. Take that, pesky Necromages! It even gets a nice Impact
to top it off. One of Ivan and Sheba's best classes.
Rating: 10/10

Oracle (A):
Requirements: 7 Venus Djinni, 2 Jupiter Djinni
Stats:
HP: 170%      (Good)
PP: 180%      (Very High)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 100%    (Good)
Analysis: This is a pretty sucky class; if you must use it, use Ivan for this
rather than Sheba; he gets a much better Earth-based weapon to take advantage
of the element boost. This class gets Resist & Revive, but none of the other
things typical of a healer class. It's better than Sorcerer at any rate.
Rating: 6/10

Dark Mage (Medium):
Requirements: 5 Venus Djinni, 4 Mercury Djinni
Stats:
HP: 170%      (Good)
PP: 190%      (Sweet Mary!)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 170% (Very High)
Luck: 90%    (Average)
Analysis: No. Just... no. No. No. The only spell it has worth using is freaking
REVIVE, it can't stat up, defense is nothing amazing, nor is attack, nor is
luck. No, those stats aren't terrible, but there's nothing in their djinn or
psynergy selection to make that worth it. All speed and no substance. If you
want a reviving attacker, there are better choices. It's not even good to
summon with!
Rating: 5/10 Sheba, 7/10 Ivan

Warlock:
Requirements: 5 Mars Djinni, 4 Mercury Djinni
Stats:
HP: 170%      (Good)
PP: 180%      (Very High)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 180% (Very High)
Luck: 120%    (Good)
Analysis: Well, it has nice stats, so how well does it perform?
Sadly, not as well as you'd hope. Warlock is better at low levels where the
psynergy it uses inflicts large amounts of damage. On the plus side, it can
Bind and use Resist... both of which are situationally useful. Well, it's
better than Dark Mage, but that's not saying much. Use it if you must, but
there are better.
Rating: 7/10

Pure Mage:
Requirements: 5 Mercury Djinni, 4 Venus Djinni
Stats:
HP: 170%      (Good)
PP: 190%      (Sweet Mary!)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 160% (High)
Luck: 130%    (Average)
Analysis: See kids, this is why it's always better to be a good guy than a bad
guy. Pure Mage owns the Dark Mage six times sideways to Chicago. Not only are
the stats good, the psynergy rocks. It gets Resist, Wish, Revive, Cure Poison,
and Restore, and phenomenal luck! If it could only get Impact or Bind it'd be
godly... *sigh*.
Rating: 10/10

 ____________
|Item Classes|
 ŻŻŻŻŻŻŻŻŻŻŻŻ

Acrobat:
Requirements: Mysterious Card Item, 3 of each Djinn other than the character's
normal element.
Stats:
HP: 190%      (Good)
PP: 120%      (Low)
Attack: 140%  (Good)
Defense: 140% (Good)
Agility: 160% (Good)
Luck: 120%    (High)
Analysis: A pretty good class, the main attractions for it are Sabre Dance and
Backstab; Sabre Dance is about half as powerful as a Sol Blade unleash, and
Backstab can One Hit Kill many of the lower luck classes. It can also lower the
opponent's attack, something you don't see much in the playable characters. Not
amazing, but useable. As always, the special thing about these tetra-element
classes is they can summon or unleash everything fairly well, particularly the
level 2 combo summons.
Rating: 8.5/10

Beast Lord:
Requirements: Trainer's Whip Item, 3 of each Djinn other than the character's
normal element.
Stats:
HP: 190%      (Good)
PP: 110%      (Poor)
Attack: 150%  (High)
Defense: 150% (High)
Agility: 120% (Low)
Luck: 80%     (Low)
Analysis: This is one hell of a novelty class. Ghost Soldier hits the opponent
pretty damn hard, Phoenix and Lich let you revive, Manticore lets you heal, you
can Impact, Restore, and Cure Poison regardless of the amount of Djinni set...
I like it. A lot. Low Luck skill doesn't make this as useful as it could be,
though.
Rating: 9.5/10

Necromage:
Requirements: Tomegathericon Item, 3 of each Djinn other than the character's
normal element.
Stats:
HP: 160%      (Average)
PP: 190%      (Sweet Mary!)
Attack: 130%  (Average)
Defense: 130% (Average)
Agility: 170% (Very High)
Luck: 90%     (Average)
Analysis: Two words: Call. Dullahan. It can revive at any level of the series
chain as well, a definite plus. One of the best damn classes out there.
Rating: 9.5/10


========================
07. A Trip to the Armory
========================

Okay, so you've chosen your classes. You go into battle arena, ready to face
Dullahan... and then you notice they're naked and trying to punch the dickens
out of the headless suit of armor. Eep.

We're here for you. Here's a runthrough of each character's equipment-wielding
ability and when you should use them.

Garet:
Weapons: Long Swords, Light Blades, Axes, Maces
Head: Helms, Hats, Hiotoko Mask
Hands: Shields & Gauntlets
Body: Armor, Mail, Jackets, Garb
Shirt: Anything but Silk Shirt

Mia:
Weapons: Staffs, Wands, Maces
Head: Hats, Circlets, Otafuku Mask
Hands: Armlets & Gauntlets
Body: Jackets, Garb, Robes
Shirts: All

Isaac:
Weapons: Long Swords, Light Blades, Axes, Maces, Sol Blade
Head: Helms, Hats, Hiotoko Mask
Hands: Shields & Gauntlets
Body: Armor, Mail, Jackets, Garb
Shirt: Anything but Silk Shirt

Ivan:
Weapons: Staffs, Wands, Light Blades
Head: Hats, Circlets, Hiotoko Mask
Hands: Armlets & Gauntlets
Body: Jackets, Garb, Robes
Shirt: Anything but Silk Shirt

Piers:
Weapons: Long Swords, Light Blades, Axes, Maces
Head: Helms, Hats, Hiotoko Mask
Hands: Shields & Gauntlets
Body: Armor, Mail, Jackets, Garb
Shirt: Anything but Silk Shirt

Jenna:
Weapons: Staffs, Wands, Light Blades
Head: Hats, Circlets, Okafuku Mask
Hands: Armlets & Gauntlets
Body: Jackets, Garb, Robes
Shirt: All

Felix:
Weapons: Long Swords, Light Blades, Axes, Maces, Sol Blade
Head: Helms, Hats, Hiotoko Mask
Hands: Shields & Gauntlets
Body: Armor, Mail, Jackets, Garb
Shirt: Anything but Silk Shirt

Sheba:
Weapons: Staffs, Wands, Maces
Head: Hats, Circlets, Otafuku Mask
Hands: Armlets & Gauntlets
Body: Jackets, Garb, Robes
Shirts: All

Rings, Boots, Gems, and the Trident can go on any character.

Now, pay close attention class. Here are the items that are going to be your
friends.

Long Swords: Sol Blade, Excalibur, Levatine, Masamune
Light Blades: Tisiphone Edge
Staffs: Lachesis' Rule, Atropos' Rod
Wands: Nebula Wand
Helms: Mythril Helm
Hats: Crown of Glory, Floating Hat
Circlets: Psychic Circlet, Demon Circlet
Shields: Flame Shield, Fujin Shield, Terra Shield, Cosmos Shield
Gauntlets: Big Bang Gloves, Aerial Gloves, Riot Gloves, Titan's Gloves
Armlets: Clear Bracelet, Leda's Bracelet, Mythril Armlet
Jackets: Triton's Ward, Storm Gear
Garb: Erinyes Tunic, Mythril Clothes, Elven Shirt
Mail: Valkyrie Mail, Chronos Mail
Armor: Xylion Armor, Dragon Scales, Phantasmal Armor, Planet Armor
Robes: Iris Robe, Ardagh Robe, Mysterious Robe, Aeolian Cassock
Shirts: Silk Shirt, Mythril Shirt, Golden Shirt
Boots: Golden Boots, Hyper Boots, Dragon Boots
Rings: Guardian Ring, Cleric's Ring
Items: Mist Potion, Potion, Water of Life, Elixir, Antidote, Psy Crystal,
Unicorn Ring, Fairy Ring, War Ring

If I didn't mention it, don't use it.

You have a lot of things to consider when trying to put together your equipment
setup. Of course, how much something directly adds to Attack or Defense is
important, but there are other things that can hold more weight at times.

Luck is vital to have on characters that can revive, cure poison or restore.

Critical Hit upping equipment should be given to anyone who is going to spend
most of their time attacking with the Attack command rather than using support
spells or Element Physical Attack psynergy (Only the Beast Lord and Necromage
should be using EPA psynergy more than their physical attack).

2nd Unleash is VERY important. That is, the chance that a random effect will
happen during an artifact weapon's attack. Raised damage 2nd Unleashes (On that
list, Excalibur & Tisiphone Edge) are in high demand, and Excalibur and
Tisiphone Edge can actually do more damage than Sol Blade this way. Atropos'
Rod has a low chance of one-hit killing someone, and that's very nice. Attacks
that do an effect, however - like poison, or sleep - are a bad idea generally.
It's too easy to heal. Only Stun and Sleep are worth having of the status
effects.

Elemental resist is BIG! Give someone a Cosmo Shield and Storm Gear and watch
them take 1/2 to 3/4 the normal damage.

Elemental Power should generally be considered for group healing spells (Fire
for Manticore and Aura spells, Water for Wish spells) and sometimes for direct
damage. This is somewhat rare, though, because Power's not going to help
against most human players as well as say, Unleashing or healing (because
generally you have to make the choice between high Element power and something
to raise Critical Hits).

Characters that have high defense but low agility can have the matter rectified
by something rather useful; that is, the Elven Shirt. Whoever gets the Elven
Shirt should have their equipment re-geared towards making up the defense loss,
though.

Here's something important - do *not* give things like Mist Potions to people
with Wish in link mode. That is, don't get redundant with the item functions.
In Battle Mode, this is allowed for something like Dullahan where you could
lose your class in a blink of an eye. And make sure you spread out your item
distribution!

PsyCrystals are a lot more useful than regenerating PP every turn/high PP
classes except in Battle Mode.

Remember attack power for anything higher than 140% is generally unimportant,
so you can be lax on your attack for the most part then.

Items that have a special effect when USED rather than when equipped (such as
the Fairy Ring or War Ring) do NOT need to be equipped to be usable in battle.

Here's an example of a Beast Lord Garet I've built for Link Play with these
rules in mind.

Garet
Class: Beast Lord (3 Mercury Djinni, 3 Jupiter Djinni, 3 Venus Djinni,
Trainer's Whip)
Weapon: Darksword
Head: Floating Hat
Hands: Big Bang Gloves
Body: Elven Shirt
Shirt: Golden Shirt
Boots: Golden Boots
Ring: Cleric's Ring
Items: PsyCrystal (5), Potion (7)

He'll be mostly using Ghost Soldier, so Critical Hit items are unimportant, as
is Darksword's crappy unleash. The Golden Items help account for his defense
loss due to the Elven Shirt, and the Floating Hat not only boosts his Low luck
from a crappy 80% to a respectable 96%, it gives him Wind Resistance for the
popularity of Excalibur. Big Bang Gloves gives not only nice defense, it boosts
the strength of his Manticore healing spell. If damage with Ghost Soldier is a
bit lacking, summon Procne with the three Jupiter Djinn and boost your Wind
Power. For Battle Arena, it could easily be modified thus:

Garet
Class: Beast Lord (3 Mercury Djinni, 3 Jupiter Djinni, 3 Venus Djinni,
Trainer's Whip)
Weapon: Darksword
Head: Crown of Glory
Hands: Aerial Gloves/Big Bang Gloves/Cosmo Shield
Body: Xylion Armor/Storm Gear
Shirt: Golden Shirt
Boots: Golden Boots
Ring: Cleric's Ring
Items: PsyCrystal (5), Potion (7), Mist Potion (30), Water of Life (5)

Now Speed is not as important as simply staying alive, and he'll probably be
your secondary healer anyway.

=============
08. The Djinn
=============

I've already noted which classes it would be simply disastrous to unleash with
in section 06, so I'm going to presume you know what you're doing about that.

Here are the things to know about Djinn:

-Unless you only have a single djinn that is in "Ready to be summoned" mode, it
is a better idea to summon than it is to simply set if you want to get them
back.

-Flash, Shade or Granite should ALWAYS be on your team. It is a cardinal rule.
Have more than one and they should be on different people.

-Same goes for Tonic, Balm, Tinder, Coal, Zephyr, Haze, Lull and Crystal.

-Same for Eddy in Battle mode.

-The stat bonuses a single djinn gives to a character is minimal and can be
ignored for the most part. Luck boosts tend to be the exception to this rule.

=============
09. Summoning
=============

There is one final aspect of Djinni I have not covered. Summons.

General rule for summons:
Any summon that requires more than five (5) djinni to use is wasteful,
generally. That is, Coatlicue, Azul, Daedalus, Catastrophe, Iris and Charon,
the Ultimate Summons.

Coatlicue heals you every turn for five turns with 60% of your max HP,
something that can be generally better performed by an Angel Mia which won't
cost you any Djinni. Good in Battle mode against Dullahans, though.

Daedalus is actually an exception to what I said. It does nice damage for two
turns (the second turn doing very close to equal damage to everyone, regardless
of who was the main target). It's still not something to use a *lot*, but you
should use it more than the others.

Azul's kind of iffy. The chance of stun is nice, but most things in battle mode
are too weak to bother with the difficult requirements or have too high luck to
be stunned. Still, damage is good. Like Daedalus, you won't use it a lot, but
more often than some others.

Catastrophe's secondary effect (-10% opponent's PP) is bleh.

Charon is similar to Azul, only he can one hit kill. It's worth digging out if
your opponent uses low Luck classes.

Iris does *very* nice damage, but the main reason for the high cost is her
ability to heal all of your teammates. In Link Mode, there's only 3 people. =p
So not worth it.

The others are fair game and very useful. I personally like Megaera and Moloch
a lot, as well as Meteor, Eclipse, and Ulysses.

It's pretty standard in link play to start out with high level summons with all
three characters on turn 1. If you don't play with any clauses on, prepare for
someone to do that to you. Turn 1, cast Flash, Guard, and Resist. Watch and see
for what they do... then make your moves.

===========
10. Clauses
===========

If you want good competitive play, you will probably prefer to play with
clauses rather than raw. Unsure of what I mean?

For the most part, Flash, Granite, Balm, and Shade all make for rather boring
battles. No one will be hurting ANYONE enough to actually matter. The solution?
Don't allow either player Flash or Balm, and only one of either Granite or
Shade. I call this the "Controlled" Djinni Clause.

I personally prefer use of the stricter "Fair Play" Djinni Clause, which
prevents unleashing of ANY of those four Djinni.

Other than "Raw" Djinni Clause (AKA, no holds barred) the last choice is the
"Exclusion" Djinni Clause, which prevents unleashing of ANY Djinn other than to
summon. This Clause is a bit strong in my opinion, and limits some of the
strategy.

The problem with these "Djinni Clauses" is that the battle NOW becomes decided
in the first two rounds with summons. I'll give you three guesses on the
solution. First two don't count.

Yep, that's right. We also have clauses for summons, too.

"Raw" Summon Clause:
All summons are usable.

"Controlled" Summon Clause:
Iris, Charon, Catastrophe, Eclipse, Daedalus, and Coatlicue are banned from
use.

"Fair Play" Summon Clause:
Any summon which requires more than 4 Djinni is banned from use. More than 12
Djinni summoned every 2 turns is not allowed.

"Exclusion" Summon Clause:
All summons are banned from use.

As a general rule, it's best to match Summon Clauses with their matching Djinni
Clauses. I generally play with a "Fair Play" Djinni Clause, and "Fair Play" or
"Exclusion" Summon Clause.

================
11. Sample Teams
================

These are teams I've created for Link Battle play. Feel free to send in your
own, I may post it if it's any good.

|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|   Link Play   |
|_______________|
 _________________
|Guardians of Halo|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Garet
Class: Paladin
Weapon: Levatine
Head: Mythril Helm
Hands: Riot Gloves
Body: Valkyrie Mail
Shirt: Running Shirt
Boots: Hyper Boots
Ring: Guardian Ring

Jenna
Class: War Adept(F)
Weapon: Lachesis' Rule
Head: Demon Circlet
Hands: Riot Gloves
Body: Mythril Clothes
Shirt: Golden Shirt
Boots: Hyper Boots
Ring: Cleric's Ring

Isaac
Class: Protector
Weapon: Sol Blade
Head: Mythril Helm
Hands: Riot Gloves
Body: Valkyrie Mail
Shirt: Running Shirt
Boots: Hyper Boots

Djinni Clause: Fair Play, Controlled, Exclusion
Summon Clause: Fair Play, Controlled, Exclusion
 ____________
|Savage Noble|
 ŻŻŻŻŻŻŻŻŻŻŻŻ
Garet
Class: Beast Lord
Weapon: Darksword
Head: Floating Hat
Hands: Big Bang Gloves
Body: Elven Shirt
Shirt: Golden Shirt
Boots: Golden Boots
Ring: Cleric's Ring

Isaac
Class: Ronin
Weapon: Sol Blade
Head: Mythril Helm
Hands: Riot Gloves
Body: Valkyrie Mail
Shirt: Mythril Shirt
Boots: Hyper Boots

Mia
Class: Pure Mage
Weapon: Lachesis' Rule
Head: Floating Hat
Hands: Clear Bracelet
Body: Triton's Ward
Shirt: Silk Shirt
Boots: Dragon Boots
Ring: Guardian Ring
Items: War Ring

Djinni Clause: Fair Play, Controlled, Exclusion
Summon Clause: Fair Play, Controlled, Exclusion
 _________________
|Quick 'n Painless| sent in by: RagnarokWielder1
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Felix
Class: Chaos Lord
Weapon: Excalibur
Head: Minerva Helm
Hands: Cosmos Shield
Body: Valkyrie Mail
Shirt: Mythril Shirt
Boots: Quick Boots

Isaac
Class: Ronin
Weapon: Sol Blade
Head: Lucky Cap
Hands: Aegis Shield
Body: Asura's Armor
Shirt: Golden Shirt
Boots: Golden Boots

Garet
Class: Master
Weapon: Tisiphone Edge
Head: Fear Helm
Hands: Terra Shield
Body: Demon Mail
Shirt: Running Shirt
Boots: Fur Boots

The problems with this?

Chaos Lord is an OK class at L99 for Link Play, not something I'd use, but I
won't fault you that much for using it. Ronin and Master are a great combo, so
bonus points for that. I run into problems with your equipment choices.

Minerva Helm's almost useless for Link Play, particularly for a class like
Chaos Lord that at most only uses Planetary and Revive from its list of spells.
If you want a lot of PP, use the Crown of Glory, but still... Chaos Lord has no
business worrying about PP.

Quick Boots are a redundancy on a class that naturally fast, meaning you'd be
better served with Dragon or Hyper Boots, particularly Hyper to raise your
critical hit ratio.

I can see why you gave Isaac the Lucky Cap, Aegis Shield, and Asura's Armor,
but there are better items to raise both your critical ratio & your defense.
A Master has no need for added speed of a Running Shirt, Fear Helm and Demon
Mail suck, and why Fur Boots?

This trio gets a 8/10. Room for improvement, but not bad.

|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|   Battle Mode   |
|_________________|
 _________
|Cry Havoc|
 ŻŻŻŻŻŻŻŻŻ
Garet
Class: War Adept
Weapon: Excalibur/Levatine
Head: Mythril Helm
Hands: Riot Gloves
Body: Valkyrie Mail
Chest: Golden Shirt
Boots: Hyper Boots

Mia:
Class: Pure Mage
Weapon: Nebula Wand/Lachesis' Rule
Head: Psychic Circlet
Hands: Clear Bracelet
Body: Iris Robe
Chest: Silk Shirt
Boots: Golden Boots
Ring: Guardian Ring

Isaac:
Class: Protector
Weapon: Sol Blade
Head: Crown of Glory
Hands: Cosmos Shield
Body: Triton's Ward
Shirt: Mythril Shirt
Boots: Hyper Boots

Jenna:
Class: Ronin
Weapon: Tisiphone Edge/Atropos' Rod
Head: Psychic Circlet
Hands: Riot Gloves
Body: Mythril Clothes
Shirt: Mythril Shirt
Boots: Hyper Boots

Felix:
Class: Chaos Lord
Weapon: Tisiphone Edge/Levatine
Head: Mythril Helm
Hands: Riot Gloves
Body: Mythril Clothes
Shirt: Mythril Shirt
Boots: Hyper Boots

Piers:
Class: Cavalier
Weapon: Excalibur/Levatine
Head: Crown of Glory
Hands: Aerial Gloves
Body: Triton's Ward
Shirt: Running Shirt
Boots: Quick Boots

Sheba:
Class: Wizard
Weapon: Lachesis' Rule
Head: Psychic Circlet
Hands: Riot Gloves/Titan Gloves
Body: Triton's Ward
Shirt: Mythril Shirt
Boots: Dragon Boots

Ivan:
Class: Dark Mage
Weapon: Tisiphone Edge
Head: Demon Circlet
Hands: Riot Gloves
Body: Mythril Clothes
Shirt: Mythril Shirt
Boots: Dragon Boots
Ring: Cleric's Ring

Summons Iris easily, high attack and psynergy (which IS useful in battle mode),
Four Revivers. Nice.

====================
12. Thanks & Credits
====================

Thanks go to:
Inferno8, for discussing the merits of battling with me many a time.
Yadotian Spy, for some VERY helpful data on Critical Hit-upping items.
Terence, for his excellent Battle Mechanics FAQ, without which this wouldn't
have been a possibility. I used his weapon, class, djinn, and stat data for
this document.
Aspartate, for their quite nice Item FAQ which I used many times to refer to
since my GBA is currently BROKEN. (Thank you father. -_-;)
The Ubiquitous CJayC, for hosting this and many other fine documents.