Fresh Breeze Psynergy series
 Basic Description
The Fresh Breeze Psynergies restore Hit Points to all party members that haven't fallen; if used during battle, they only affect currently-battling party members. The amount of HP recovered depends on the caster's Jupiter Power, as well as which Psynergy is actually used.
| Fresh Breeze
||"Restore at least 40 HP to all allies." (DD-present)||All currently-battling, non-downed party members recover around 40 HP.|
| Healthy Wind
||"Restore at least 80 HP to all allies." (DD-present)||All currently-battling, non-downed party members recover around 80 HP.|
| Healing Gust
||"Restore at least 160 HP to all allies." (DD-present)||All currently-battling, non-downed party members recover around 160 HP.|
The visual effects vary from one stage in the series to another. Each stage features a light-purple, circular field on the ground under the party's feet. From the field a purple gust of wind swirls around the party, eventually entering each party member. Each stage features a larger wind gust. Healing Gust, the strongest stage, features a light-purple translucent flower blooming from the circular field while the wind is gusting.
 Recovery Calculation
As previously stated, the exact strength of the Fresh Breeze Psynergies depend on the caster's Jupiter Power. To be specific, the outcome can be represented with the following formula:
- HP restored = Base HP recovery rating * (Power / 100)
The caster's Jupiter Power is divided by 100 and multiplied by the base HP restored; the Power rating is effectively treated as an exact percentage. As a result, an Adept with less than 100 Jupiter Power would heal less than the advertised amount of HP, while an Adept with more than 100 Jupiter Power would heal more. If an Adept has 124 Jupiter Power, the Psynergy literally heals 24% more than what is listed in the game. The highest any Power rating can reach is 200, so if the user has 200 Jupiter Power, the healing potency of all stages of the Fresh Breeze series is doubled.
The Fresh Breeze series is available only to Dark Dawn's version of the Wind Seer class series, and thus is available only to Karis. The Wind Seer class learns Fresh Breeze at level 6, Healthy Wind at level 14, and Healing Gust at level 30. Unlike other mass-healing moves, such as the Aura Psynergy series and the Wish Psynergy series, the Fresh Breeze series does not require specific amounts of Djinn to access the series. Instead, each stage of the series is available as soon as the Adept reaches the required level.
General: The Fresh Breeze series is an interesting addition to the array of mass-healing Psynergies. Though the weakest of the three major mass healing groups, it is the only mass-healing series that requires no set Djinn. The series has a fairly low PP requirement, and thus the series is fairly efficient. It is generally used in situations prior to the player acquiring the necessary Mercury Djinn to access the Wish series. Despite being outclassed in power by the Wish series, the Fresh Breeze series still remains useful, as the more powerful stages are learned earlier.
 By Game
Golden Sun: Dark Dawn: The Fresh Breeze series is extremely useful when considering the early stage of the game in which Karis gains it. Using the Fresh Breeze series, Karis will remain the main healer of choice throughout the Goma Highlands and Ei-Jei portions of the game. After that, the player will have the necessary Mercury Djinn for the Wish Psynergy series, which can outclass the Fresh Breeze series in terms of total HP healed. Additionally, the player will gain a bit more variety in terms of potential healers. It should be noted however, that most boss battles, barring the final and bonus bosses, are not that dangerous in terms of offensive damage. Thus, the Fresh Breeze series will usually suffice in these instances should the player choose. Against the final boss and the bonus bosses, the Fresh Breeze series' lower power becomes more evident. However, it can still be beneficial in situations where the player needs their Mercury or Jupiter Djinn for summoning, or when either the Wish user and/or Karis is targeted by Djinn Blast or a similar Djinn-draining move.
|Utility Psynergy in Golden Sun: Dark Dawn|
|Field effect||Arid Heat • Avoid • Cold Snap • Crush • Douse • Fireball • Gale/Whirlwind • Grip • Growth • Insight • Move • Retreat • Search • Slap • Spirit Sense • Thermal • Track|
|Restorative||Boon series • Cure Poison • Cure series • Fresh Breeze series • Ply series • Revive • Wish series|
|Jupiter Psynergy in Dark Dawn|
|Elemental Base Damage||Bolt series • Gale series • Plasma series • Ray series • Slap • Slash series • Thunderclap series • Whirlwind series|
|Elemental Phys. Attack||Astral Blast / Thunder Mine • Death Plunge / Death Leap • Quick Strike • Shuriken • Speed Punch|
|Support||Beastform • Bind • Boon series • Delude • Demon Spear • Drain • Fresh Breeze series • Impact series • Magic Shell series • Mist • Psy Drain • Sleep • Ward series • Weaken series|
|Utility||Gale/Whirlwind • Slap • Spirit Sense • Track|