Ward Psynergy series


 * Resist redirects here. For the statistic, see Resistance.

Ward (レジスト, Resist) and Resist (ハイレジスト, High Resist) make up a series of Support Psynergy found throughout the Golden Sun games. Both are Jupiter based and are identical to the Magic Shell Psynergy series, which is available to the Samurai class series. This series is available usually only to higher Djinn-level forms of the mono-elemental Wind Seer and bi-elemental Apprentice, Page, Pilgrim, and Seer classes; as well as within all forms of the powerful tri-elemental White Mage and Ranger classes. Because of the many diverse classes that this series is available to, any Adept can access these Psynergies.

Psynergy
Ward costs 3 PP, and is used to boost the Resistance of one Adept by 40. It can be used again to an increase of 80, max. All of the classes learn it at level 6, except for the Seer, which learns it at level 7, and the White Mage, which learns it at level 9.

Resist costs 5 PP, and is used to boost the Resistance of the entire party by 20, with 80 once again being the max. The Wind Seer, Page, and the Apprentice all learn it at 22, with the Seer learning it at level 23. The Pilgrim and Ranger then learn it next at 24 with the White Mage finally learning it at level 31

Analysis
A fairly staple move to the RPG genre, raising your own resistance can be a lifesaver in battles with enemies that rely on high-power Psynergy. Although most bosses can cast Break and considering that the effects only last for a few turns, the party may find themselves casting Ward/Resist only to have the effects wear off before the enemy attacks, hence wasting a turn and some PP. However, against certain bosses, such as the Star Magician, who, along with his ball minions, repeatedly cast Psynergy, Ward/Resist can be a highly useful Psynergy.