Ball enemy line

The Anger Ball, Guardian Ball, Refresh Ball, Thunder Ball, Ghoul Ball, and Death Ball are enemies that can be fought in Golden Sun: The Lost Age and Golden Sun: Dark Dawn. This series of palette-swapped enemies resembling orbs surrounded by criss-crossing rings is unique because they only ever appear in one specific, scripted boss battle in each of the aforementioned games, where they are the personal summonable minions of the optional late-game boss Star Magician. Every ball has different abilities and a different set of resistances.

When the Star Magician is fought at the end of Treasure Isle in The Lost Age, the battle begins with him accompanied by one each of the four available ball varieties in this game - the Anger, Guardian, Thunder, and Refresh Balls. Whenever he is surrounded by less than four ball minions, either of his two moves for the turn may be the Enemy Ability Mystic Call, which adds a new Ball minion of any of the four varieties. When the Star Magician is fought at the end of the Lost Ship in Dark Dawn, the battle begins with him accompanied by four balls like before, including the two all-new varieties: the Ghoul and Death Balls, alongside Refresh and Guardian Balls. Like in the previous game, whenever he is surrounded by less than four ball minions, either of his two moves for the turn may be to use Mystic Call to add a new Ball minion of any of the six varieties available in this game.

Anger Ball
An Anger Ball is a red level 46 variant. It is capable of a powerful kamikaze attack that can deal enormous damage to the party, and it will not provide its EXP and coin rewards if not destroyed traditionally before using that move.

An Anger Ball's statistics are as follows:

An Anger Ball uses these battle commands:

Guardian Ball
A Guardian Ball is a light-green level 46 variant. It is prone to using a priority shielding move on the Star Magician itself called Guard Aura, which cuts all damage dealt to the Star Magician for the turn down to 5%, rendering it nearly invincible for the turn. The only way you can reliably damage the Star Magician while a Guardian Ball is out is to have a party member with an Agility rating even more enormous than the Guardian Ball to unleash either Ground or Petra - priority move-negating Djinn - on it, preventing it from using its move for the turn. Any Guardian Ball present needs to be destroyed before a concerted effort on the Star Magician itself can be made.

A Guardian Ball's statistics are as follows:

A Guardian Ball uses these battle commands:

Refresh Ball
A Refresh Ball is a blue level 46 variant. It uses a copy of the Pure Ply Psynergy to restore 1000 HP to a damaged ally, so this should also be cleared away from the Star Magician's side of the field before the party's damage focuses on the boss itself.

A Refresh Ball's statistics are as follows:

The Refresh Ball automatically regenerates 10 PP per turn.

A Refresh Ball uses these battle commands:

Thunder Ball
A Thunder Ball is a purple level 46 variant. It contributes several medium-powered Jupiter Psynergy attacks to the battle, but as it is not capable of anything more than that, and is the least durable ball as well, it is the most manageable ball to let remain on the Star Magician's side of the field.

A Thunder Ball's statistics are as follows:

The Thunder Ball automatically regenerates 10 PP per turn.

A Thunder Ball uses these battle commands:

Anger Ball
An Anger Ball is a red variant. It is capable of a powerful kamikaze attack that can deal enormous damage to the party, and it will not provide its EXP and coin rewards if not destroyed traditionally before using that move.

An Anger Ball's statistics are as follows:

An Anger Ball uses these battle commands:

Death Ball
A Death Ball is a black variant. It uses the Condemn Psynergy to attempt to instantly fell party members.

A Death Ball's statistics are as follows:

A Death Ball uses these battle commands:

Ghoul Ball
A Death Ball is a yellow variant. It can "consume" single Djinn off party members, putting them in a Recovery state that will not heal itself until the specific Ghoul Ball is felled.

A Ghoul Ball's statistics are as follows:

A Ghoul Ball uses these battle commands:

Guardian Ball
A Guardian Ball is a green variant. It is prone to using a priority shielding move on the Star Magician itself called Guard Aura, which cuts all damage dealt to the Star Magician for the turn down to 5%, rendering it nearly invincible for the turn. The only way you can reliably damage the Star Magician while a Guardian Ball is out is to have a party member with an Agility rating even more enormous than the Guardian Ball to unleash either Doldrum or Ivy - priority move-negating Djinn - on it, preventing it from using its move for the turn. Any Guardian Ball present needs to be destroyed before a concerted effort on the Star Magician itself can be made.

A Guardian Ball's statistics are as follows:

A Guardian Ball uses these battle commands:

Refresh Ball
A Refresh Ball is a blue variant. It uses the Pure Ply Psynergy to restore 1000 HP to a damaged ally, so this should also be cleared away from the Star Magician's side of the field before the party's damage focuses on the boss itself.

A Refresh Ball's statistics are as follows:

A Refresh Ball uses these battle commands:

Thunder Ball
A Thunder Ball is a purple variant. It contributes a couple medium-powered Jupiter Psynergy attacks to the battle, but as it is not capable of anything more than that, and is the least durable ball as well, it is the most manageable ball to let remain on the Star Magician's side of the field.

A Thunder Ball's statistics are as follows:

A Thunder Ball uses these battle commands: