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    Competitive Battling Guide by AstralFire

    Version: 1.10 | Updated: 05/06/03 | Printable Version | Search This Guide

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    |    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.