Ball enemy line

The Ball monster line is a group of monsters found in Golden Sun: The Lost Age and Golden Sun: Dark Dawn. These monsters, resembling orbs with lines criss-crossing their bodies, are palette swaps of each other. The Ball monsters are minions of the Star Magician, a "superboss" found during the later portions of each game. As such, the ball monsters only appear in conjunction with the Star Magician: Treasure Isle in The Lost Age and the Lost Ship in Dark Dawn.

The Star Magician starts out with four Balls (the initial variety differs between the two games). Should one be destroyed, Star Magician can summon another to take its place using its monster skill Mystic Call. The Ball monster summoned is determined at random, and no more than four Ball monsters can appear at any given time. Each member is aligned with a different element, which is represented by their color.

In The Lost Age
In The Lost Age, there are four varieties of Balls: the Thunder Ball, the Refresh Ball, the Guardian Ball, and the Anger Ball. During the initial encounter, the Star Magician will possess one of each.

Thunder Ball
A purple variant with 280 HP, 43 PP which regenerate 10 PP per turn, 329 Attack, 123 Defense, 219 Agility, and 30 Luck. In terms of resistance, it has a Jupiter resistance rating of 152, a Mercury and Mars resistance rating of 100 each, and a Venus resistance rating of 48, and in regards to its abilities it uses its available Jupiter-based attacks with a Jupiter power rating of 110.

The Thunder Ball uses these battle commands:


 * Attack: Used 2 out of 8 times, this is this monster's standard physical attack.


 * Flash Bolt: Used 2 out of 8 times, this is a Psynergy spell where two purple lightning bolts strike the party, dealing a Jupiter-based attack with a power rating of 40 and a range of 3. It consumes 7 of the user’s PP.


 * Storm Ray: Used 2 out of 8 times, this is a Psynergy spell that strikes the party with purple lightning, dealing a Jupiter-based attack with a power rating of 65 and a range of 3. It consumes 10 of the user’s PP.


 * Shine Plasma: Used 2 out of 8 times, this is a Psynergy spell that strikes the party with three purplish-white lightning bolts, dealing a Jupiter-based attack with a power rating of 100 and a range of 5. It consumes 18 of the user’s PP.

Each Thunder Ball defeated adds 296 EXP and 243 coins to the total EXP and coin reward after the battle.

Refresh Ball
A blue variant with 360 HP, 43 PP which regenerate 10 PP per turn, 317 Attack, 124 Defense, 136 Agility, and 36 Luck. In terms of resistance, it has a Mercury resistance rating of 175, a Venus and Jupiter resistance rating of 100 each, and a Mars resistance rating of 25.

The Refresh Ball uses these battle commands:


 * Earnest Ply: Used 5 out of 8 times, unique Psynergy spell exclusive to Refresh Ball that restores 1000 HP to the Star Magician. It is both visually and functionally identical to Pure Ply, even consuming 12 of the user’s PP.


 * Attack: Used 1 out of 8 times, this is this monster's standard physical attack.


 * Cure Poison: Used 1 out of 8 times, this is a Psynergy spell that removes the Poison or Venom condition from Star Magician. It consumes 2 of the user’s PP.


 * Restore: Used 1 out of 8 times, this is a Psynergy spell that removes the Sleep, Stun, Delusion, and Death Curse from the Star Magician. This consumes 3 of its user's PP.

Each Refresh Ball defeated adds 448 EXP and 278 coins to the total EXP and coin reward after the battle.

Guardian Ball
A green-yellow variant with 520 HP, 43 PP, 317 Attack, 127 Defense, 292 Agility, and 33 Luck. In terms of resistance, it has a Venus resistance rating of 152, a Mercury and Mars resistance rating of 100 each, and a Jupiter resistance rating of 48.

The Guardian Ball uses these battle commands:


 * Guard Aura: Used 5 out of 8 times, this is a Monster Skill that covers the Star Magician in a protective aura that lowers all damage done to it to practically nothing for that turn (5% of what it would be otherwise) - and on any turn Guard Aura is used it will always be the first command executed that turn. An extremely effective defense for the Star Magician that is part of what makes the battle so tricky.


 * Defend: Used 3 out of 8 times, this monster has the ability to use the Defend command, which causes all damage incurred to either its HP or PP meters to be reduced down to 50% for the turn, and this effect is active before any other action in the turn takes place.

Each Guardian Ball defeated adds 439 EXP and 289 coins to the total EXP and coin reward after the battle. If you're using summons at the start of the battle, Guardian Ball may use Guard Aura on Star Magician, preventing you from any dealing major damage.

Anger Ball
A red variant with 460 HP, 43 PP, 357 Attack, 125 Defense, 173 Agility, and 27 Luck. In terms of resistance, it has a Mars resistance rating of 175, a Venus and Jupiter resistance rating of 100 each, and a Mercury resistance rating of 25, and in regards to its abilities it uses its available Venus-based attacks with a Venus power rating of 95.

The Anger Ball uses these battle commands:


 * Attack: Used 5 out of 8 times, this is this monster's standard physical attack.


 * Angry Mine: Used 3 out of 8 times, this is a Monster Skill where the monster leaps forward into the party and disappears in a massive explosion, dealing a Venus-based attack with a power rating of 300 and a range of 3. This attack removes the user from the battle in a way that it is not counted as "felled" (you don't get its EXP and coins).

Each Anger Ball you actually defeat through battle (an Anger Ball destroying itself with Angry Mine does not count) adds 387 EXP and 30 coins to the total EXP and coin reward after the battle.

In Dark Dawn
In addition to the four previously introduced Balls, Dark Dawn introduces two new variants, the Ghoul Ball and the Death Ball, which are apparently meant to represent the introduced fundamentals of Light and Darkness. During the initial encounter, the Star Magicians arsenal of Balls includes one each of the Ghoul, Death, Refresh, and Guardian Balls.

Thunder Ball
A purple variant with 360 HP, 342 Attack, 157 Defense, and 290 Agility. In terms of Resistance, it has a weakness towards Venus.

The Thunder Ball uses these battle commands:


 * Storm Ray: This is a Psynergy spell that strikes the party with purple lightning, dealing a Jupiter-based attack with a power rating of 65 and a range of 3. It consumes 10 of the user’s PP.


 * Shine Plasma: This is a Psynergy spell that strikes the party with three purplish-white lightning bolts, dealing a Jupiter-based attack with a power rating of 100 and a range of 5. It consumes 18 of the user’s PP.

Each Thunder Ball defeated adds 5,237 EXP and 177 coins to the total EXP and coin reward after the battle.

Refresh Ball
A blue variant with 462 HP, 332 Attack, 162 Defense, and 179 Agility. In terms of Resistance, it has a weakness towards Mars.

The Refresh Ball uses these battle commands:


 * Pure Ply: A Psynergy Spell that heals the target of up to 1000 damage. It consumes 12 of the user's PP.

Each Refresh Ball defeated adds 5,744 EXP and 202 coins to the total EXP and coin reward after the battle.

Anger Ball
A red variant with 590 HP, 375 Attack, 169 Defense, and 228 Agility. In terms of Resistance, it has a weakness towards Mercury.

The Anger Ball uses these battle commands:


 * Angry Mine: This is a Monster Skill where the monster leaps forward into the party and disappears in a massive explosion, dealing a Venus-based attack with a power rating of 300 and a range of 3. This attack removes the user from the battle in a way that it is not counted as "felled" (you don't get its EXP and coins).

Each Anger Ball defeated adds 3,633 EXP and 22 coins to the total EXP and coin reward after the battle. Anger Balls felled via Angry Mine do not count towards EXP and coin totals.

Guardian Ball
A green variant with 664 HP, 344 Attack, 172 Defense, and 354 Agility. In terms of resistance, it is weak against Jupiter.

The Guardian Ball uses these battle commands:


 * Guard Aura: This is a Monster Skill that covers the Star Magician in a protective aura that lowers all damage done to it to practically nothing for that turn (5% of what it would be otherwise) - and on any turn Guard Aura is used it will always be the first command executed that turn. An extremely effective defense for the Star Magician that is part of what makes the battle so tricky.

Each Guardian Ball defeated adds 5,887 EXP and 210 coins to the total EXP and coin reward after the battle. If you're using summons at the start of the battle, Guardian Ball may use Guard Aura on Star Magician, preventing you from any dealing major damage.

Ghoul Ball
A yellow variant with 850 HP, 337 Attack, 167 Defense, and 264 Agility. In terms of Resistance, it is weak against Jupiter.

The Ghoul Ball uses this battle command:


 * Consume Djinn: This is a Monster Skill that allows the Ghoul Ball to "eat" a randomly chosen Djinn from the player's party. Consumed Djinn remain in constant Recovery and thus are unavailable for summons and do not provide stat boosts. Consumed Djinn are returned when the Ghoul Ball is felled, and complete the Recovery stage like normal.

Each Ghoul Ball defeated adds 12,646 EXP and 202 coins to the total EXP and coin reward after the battle.

Death Ball
A black variant with 412 HP, 340 Attack, 160 Defense, and 155 Agility. In terms of Resistance, it is weak against Jupiter.

The Death Ball uses these battle commands:


 * Condemn: A Venus-based support Psynergy that may instantly down unlucky Adepts. It consumes 8 of its user's PP.


 * Haunt: A Venus-based support Psynergy that may inflict the Haunt status on the targets. It consumes 5 of its user's PP and has a range of three.

Each Death Ball defeated adds 4,120 EXP and 202 coins to the total EXP and coin reward after the battle.