Gust


 * "Attack with mighty wind gusts."



Location
Gust is located in a cavern underneath the town of Bilibin. The gold statue of Lady McCoy in the center of the town conceals an entrance into the area, and can be moved aside so the entrance can be accessed; players will find out that though they can see Gust off to the right of the screen, they cannot reach it because of the placement of another gold statue against a wall. The actual method of getting to Gust is to go up the stairs to the right of the statue outside, and walk down until you're walking on top of the town's wooden gate perimeter clockwise. A cave entrance at the west end of the town leads to the same underground cave, but now you stand just to the left of the gold statue. Cast Move to move the statue one space down, and now you can hop to the newly open space behind the statue and hop right to where Gust awaits.

In Dark Dawn Gust will first be seen running from the player in a windstorm in the game's second dungeon. It can be seen later, but again, it cannot be acquired. The player must move to the room to the right of the room with the Djinn in it, (if this is the first time the player has visited the area, a cutscene will trigger), walk up and around the building in the top-left of this room, use Move on a pillar to create a platform, and use this to go back into the last room. Once here, the player can acquire Gust by casting fire on the cable-car at the bottom of the screen and walking clockwise around the room. Gust must be battled before it will join the party.

Description
When Set, it increases base HP by 9, Attack by 2, and base Agility by 2.

When Gust's battle effect is used, the user swift attacks a target with a Jupiter-based attack equal in power to the user's normal physical attack with an additional 10 damage points added to the result. There is then a chance that all of the resultant damage will be doubled, signified by a second strike to the attack visually.

Ability analysis
In both games, Gust is the one Djinni that deals an attack that may be enhanced by a damage multiplier after it receives a small, flat addition to its initial resultant damage. The multiplier itself - a straight 100% power increase - is the highest multiplier associated with any Djinni in either game, and on good days this makes it the strongest of all attack Djinn. But whenever the second strike does not kick in, Gust is merely a physical strike with a very minute power increase - the weakest attack Djinni in that case. Since it seems to strike once or twice with 50-50 probability, it could be said to have a damage multiplier of 50% on average. Gust is perhaps best on a warrior Adept in a class that is based on set Jupiter Djinn, though, because Ivan, often used for his mono-elemental Wind Seer class series, is generally meant more for utility such as Psynergy spells.

In the second game, The Lost Age, when Isaac's party joins Felix's party along with their returning Djinn, Gust remains a Djinni that makes for an interestingly powerful, albeit chance-based, offensive option. However, the Venus Djinni Geode deals an attack with a 90% power increase consistently, practically as strong as whenever Gust is able to do double damage, so players don't often bother with Gust with direct and strong options such as Geode and the Sol Blade and similar weapons available.

Name Origin
A gust is a small blast of wind. The Jupiter element focuses mainly on wind. Guile refers to sly or cunning intelligence, a concept often associated with Jupiter Psynergy.