Whirlwind Psynergy series
- This wind-based Psynergy summons a small tornado. Light objects may be blown away by the wind. The whirlwind also pushes the user back slightly.
 Basic Description
||"Attack with a swirling tornado." (GS/TLA)
"Blow away objects and foes with a tornado" (DD-present)
|Attack up to three enemies with a Jupiter base power of 20.|
||"Attack with a mighty tornado." (GS/TLA)
"Strike with a mighty tornado" (DD-present)
|Attack up to five enemies with a Jupiter base power of 80.|
||"Attack with a fearsome windstorm." (GS/TLA)
"Strike with a fearsome wind storm" (DD-present)
|Attacks up to five enemies using a Jupiter base power of 160.|
The visual effects of each stage of the series is generally similar but varies slightly depending on the specific stage. Each stage shows tornadoes with slight electric charges spinning though the targets, Whirlwind has one tornado, Tornado has two, while Tempest has four.
 Damage Calculation
Elemental Power attacks such as the Whirlwind series use a set base power as the base damage to be modified. For example, the base power of Tempest is 160. Thus an unmodified Tempest would do around 160 points of damage.
Whirlwind's attack takes this base damage value and uses it in the following equation:
To word this in prose, The Whirlwind series takes the base damage of the particular attack, and then modifies this by how much higher or lower the user's Jupiter Power is than the target's Jupiter Resistance. The difference between the user's Jupiter Power and the user's Jupiter Resistance is then divided by 200, then 1 is added to this, resulting in what can be called the "elemental damage multiplier". This number is what the Psynergies' damage is multiplied by.
For example, if an Adept with a Jupiter Power of 150 casts Tempest on a monster with a Jupiter Resistance of 50:
- damage = (base damage) * (1 + (Power - Resistance) / 200)
- damage = (160) * (1 + (150 - 50) / 200)
- damage = (160) * (1 + 100 / 200)
- damage = (160) * (1 + 0.5)
- damage = 160 * 1.50
- damage = 240
Therefore, a Tempest cast under these circumstances would deal approximately 240 points of damage to the targeted enemy. Since Tempest is a ranged Psynergy, adjacent targets take a percentage of the total damage, with the percentage decreasing as distance from the main target increases.
 Whirlwind as a Utility Psynergy
Whirlwind can be used in the field as a Utility Psynergy that removes plantlike obstacles such as small bushes that impede the player's path; this is integral to many puzzles in both games, enough that the Jupiter Adepts, Ivan and Sheba, should be kept in their default Wind Seer class series so that the Psynergy is available. In The Lost Age, casting Whirlwind on Wind Stones at Air's Rock allows the stone to strengthen Whirlwind, causing a variety of effects.
In Dark Dawn, Karis will know Whirlwind regardless of her class, so the player can be more varied with her classes. Whirlwind is changed so that it can now be shot at a target from a distance, and can be aimed in any direction in a 360 degree radius. It also has many more uses. Whirlwind can push the player back, which is useful for controlling rafts; the player simply shoots Whirlwind in the direction opposite of where they want to travel. It is also used to make small fans spin and to change the direction of large arrows; both objects can affect parts of the surrounding landscape. Finally, casting Whirlwind on Zol blocks causes the blocks to hover in the air for a short period of time. In the Belinsk Ruins, Whirlwind is used in several puzzles as the embodiment of Jupiter.
Like all the battle forms of this Psynergy series, Whirlwind has a near-identical utility counterpart in Gale of the Gale Psynergy series.
The Whirlwind series is exclusive to the mono-elemental Jupiter classes, the Wind Seer class series and the Beastling class series. Thus, the Whirlwind series is exclusive to the playable Jupiter Adepts, Ivan, Karis, Sheba, and Sveta. All four Adepts can access the series when no Djinn or only Jupiter Djinn are Set to them. Additionally, Karis will retain access to the first stage, Whirlwind, no matter her current class. For both classes, Whirlwind is available at Level 1, Tornado at Level 18, and Tempest at Level 44.
General: The Whirlwind series can be considered one of the most underrated choices for Jupiter Adepts. Available early on, Whirlwind is both cheap and powerful, making it an extremely efficient offense. While, the Plasma Psynergy series is seen ad the premier ranged Jupiter series, the Whirlwind series distinguishes itself by being both cheaper and available at a much earlier point. Thus, it will receive a great deal of usage, as it is available to every playable Jupiter Adept.
 By Game
Golden Sun and Golden Sun: The Lost Age: For both Sheba and Ivan, the Whirlwind series plays the role of a middle ground between the cheap but weaker Ray Psynergy series, and the expensive but powerful Plasma Psynergy series. Due to PP limitations early on, Ray may see more use early on compared to Whirlwind, as Whirlwind will also see use as a Utility Psynergy. In addition, Plasma deals more damage than Ray for only a small increase in cost and hence may see more use once level 8 is reached. As the game progresses, however, Tornado and Tempest become more cost-effective, retaining a great deal of power for less cost than the expensive Shine Plasma and Spark Plasma.
Golden Sun: Dark Dawn: For Karis, the Whirlwind series is her only offensive series other than the Plasma series. Due to long periods of time between new offensive Psynergies, the Whirlwind series will see a great deal of use as the game progresses. Sveta also learns the series in her base class. Whirlwind will initially be weaker than both Ray and Slash. However, Tornado and Tempest will be stronger than their counterparts, with Tempest being her strongest offensive Psynergy. In both cases, however, the series will see a comparative drop in usage compared to earlier games. This is because the player can more easily choose other classes, as they no longer need to keep a Jupiter Adept in their base class to use Whirlwind's utility function.
|Utility Psynergy in Golden Sun and The Lost Age|
|Golden Sun||Avoid • Carry • Catch • Cloak • Douse • Force • Frost • Gale/Whirlwind • Growth • Halt • Lift • Mind Read • Move • Retreat • Reveal|
|The Lost Age||Blaze • Burst • Cyclone • Grind • Hover • Lash • Parch • Pound • Sand • Scoop • Teleport • Tremor|
|Restorative||Aura series • Cure Poison • Cure series • Ply series • Revive • Wish series|
|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 Golden Sun and The Lost Age|
|Elemental Base Damage||Bolt series • Gale series • Plasma series • Poison Flow • Ray series • Slash series • Thunder Card • Thunderclap series • Whirlwind series|
|Elemental Phys. Attack||Astral Blast / Thunder Mine • Backstab • Call Dullahan • Death Plunge / Death Leap • Emu • Ghost Soldier • Gryphon • Harpy • Quick Strike • Shuriken • Whiplash|
|Support||Baffle Card • Bind • Delude • Demon Spear series • Drain • Dull series • Impact series • Magic Shell series • Mist • Psy Drain • Sleep • Sleep Card • Ward series • Weaken series|
|Utility||Cyclone • Gale/Whirlwind • Halt • Hover • Lash • Mind Read • Reveal • Teleport|
|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|