Star Magician

Star Magician and a series of his personal minions called the Ball monster line are an optional boss encounter located and fought at the end of the optional dungeon Treasure Isle in Golden Sun: The Lost Age. Star Magician awaits players willing to attempt an extreme battling challenge and guards the summon tablet containing the Azul summon sequence.

Background and story
Star Magician, resembling a humanlike entity in a navy-blue robe and a shadowy face obscured by a pointed hood, does not have any bearing on the game's actual story, nor is any background information provided. It is a powerful being standing guard within the deepest depths of Treasure Isle, the secret cavernous area within the island in the northeastern region of Weyard's Great Eastern Sea, and possesses mastery and control over his personal magic-imbued spherical minions.

In the event any group of intrepid and capable Adepts enters the cave-like dungeon and has the Psynergy powers necessary to bypass the obstacles that would otherwise prevent outsiders from descending into the cave's deepest depths, Star Magician and the summon tablet await in an unlit, cavernous chamber at the end. Star Magician will speak to his challengers via telepathy to introduce himself before attacking and employing his minions to overpower the opposition:


 * “I am the guardian of water. If you would claim my power, you must prove your worth.”

In The Lost Age, as Isaac and Felix's combined party of powerful and capable Adepts nears the end of its quest, they will have amassed the Psynergy necessary to explore and loot Treasure Isle beyond what Briggs' pirates and even Felix's original party could reach. It will be one of the fiercest and most tactics-demanding battles they will ever wage, but if they are triumphant over the sorceror, they will gain the ability to summon the most fearsome embodiment of the power of watery might, the serpentine leviathan Azul, in future battles.

As a boss
The boss encounter with Star Magician and his summonable "Ball" minions is one of the most challenging, thought-provoking, and tricky encounters in the entire Golden Sun series. Star Magician is one of four "superbosses" located throughout Weyard in The Lost Age, the others being Valukar, Sentinel, and Dullahan, and while all of these bosses fight using unique battling setups and are very tough, Star Magician is easily much more dangerous than Valukar and Sentinel and is only surpassed by Dullahan as the game's hardest battle. Star Magician is encountered at the end of the optional Treasure Isle dungeon, in a deeper area that requires the Grind Psynergy from Lemuria and then the Lift Psynergy that comes with Isaac's party to reach and explore. Specifically, the battle will automatically begin as soon as you visibly approach Star Magician and he steps towards you to attack.

Star Magician has the lowest HP rating among the four superbosses, at 7486, but he is very tough to take out nonetheless because of the abilities of both himself and the minions he summons. He has 560 PP, 460 Atk, 139 Defense, 268 Agility, and 52 Luck. Star Magician also acts two times each turn. Star Magician's resistances are very lopsided; he is very resistant against the Mercury element and has decreasing resistances toward Jupiter, then Venus, and then Mars-based offenses. If Star Magician is defeated in battle, you are awarded 7866 EXP and 5566 coins along with the EXP and coins his "Ball" minions yield whenever they are destroyed (and Star Magician starts the battle out with four Ball minions, one of each of the four varieties he can summon), and you can gain the summon tablet Star Magician was guarding, the Azul summon.

Arsenal
Star Magician's collection of abilities, which he can use two of per turn, allows him to hold his own with powerful long-range group assaults, but what makes him especially difficult is his ability to infinitely summon a variety of personal minions that each count as an opponent to consider:
 * Attack: Strike a single party member with a single physical attack. Star Magician's physical attack is visually different from every other monster in that he does not leap forward to collide with the target Adept: He stays stationary as he lobs a small red ball of energy at his target. Star Magician rarely uses this command because his other commands are much more powerful.
 * Megacool: One of the strongest area-of-effect Mercury Psynergies. It will do moderate damage to all party members. It costs Star Magician 33 PP.
 * Spark Plasma: Practically the strongest area-of-effect Jupiter Psynergy. It will do moderate damage to all party members, and will cost him 37 PP.
 * Mine Ball: One of Star Magician's trademark monster skills, and his primary PP-cost-free method of mass damage: He charges up a ball in his hands and lobs it at the party, where it explodes in a blue explosion that does moderate-to-heavy damage against all Adepts.
 * Mystic Call: Star Magician's infamous trademark ability: If he has less then four "Ball" minions by his side, he can decide to use this to have a new Ball minion join the battle and fill up a missing space in his ranks. The variety of Ball minion he summons is randomly determined, but the battle starts out with each of the four varieties by his sides:


 * Thunder Ball: A purple member with 280 HP, 43 PP which regenerate 10 PP per turn, 329 Attack, 123 Defense, 219 Agility, and 30 Luck. It is very resistant to Jupiter offenses but very weak to Venus attacks. Each turn it may physically attack and cast Flash Bolt (7 PP), Storm Ray (10 PP), and Shine Plasma (18 PP) for low-to-average Jupiter damage to multiple Adepts. Each Thunder Ball defeated adds 296 EXP and 243 coins to the total EXP and coin reward after the battle.


 * Refresh Ball: A blue member with 360 HP, 43 PP which regenerate 10 PP per turn, 317 Attack, 124 Defense, 136 Agility, and 36 Luck. It is very resistant to Mercury offenses but extremely weak to Mars attacks. Each turn it may physically attack, cast Earnest Ply (12 PP) to restore the Star Magician's HP by over 1000 (this Psynergy is completely identical to the Pure Ply Psynergy save the name), cast Cure Poison (2 PP) to remove any Poison or Venom condition from Star Magician, and Restore (3 PP) to cure Star Magician of other effects like Stun. Each Refresh Ball defeated adds 448 EXP and 278 coins to the total EXP and coin reward after the battle.


 * Anger Ball: A red member with 460 HP, 43 PP, 357 Attack, 125 Defense, 173 Agility, and 27 Luck. It is very resistant to Mars offenses but extremely weak to Mercury attacks. Each turn it may physically attack or use the monster skill Angry Mine to sacrifice itself to inflict an explosion visually resembling Nova but much more powerful. 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.


 * Guardian Ball: A yellow member with 520 HP, 43 PP, 317 Attack, 127 Defense, 292 Agility, and 33 Luck. It is very resistant to Venus offenses but very weak to Jupiter attacks. Each turn it may physically Defend (not Attack; it doesn't have one) or use the monster skill Guard Aura to veil 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 Guardian Ball decide to use Guard Aura 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 439 EXP and 289 coins to the total EXP and coin reward after the battle.

Strategies
Star Magician and the Ball monster line make for one of the game's hardest battles, because there would almost always be multiple opponents each contributing something substantial to the battle either against you or in support of the Star Magician. The main reason behind its trickiness is that there is a likelihood that a rush-summoning strategy where you try to overpower and annihilate the opponent with multiple high-level summons will be effectively nullified by the Guard Aura a Guardian Ball may start off each turn with; using your summons on a turn where Guard Aura protects the Star Magician will pretty much count as wasted summons that will only end up felling the Ball minions in his vicinity. One might assume then that winning the battle is a question of first destroying the Guardian Ball and then unleashing all the summons the next turn; what makes this approach hard to pull off is the fact that if your Adepts have many of their Djinn On Standby, their classes will be lower and they will be far weaker both in Defense/HP and Attack/Agility, meaning some or all of the Adepts will be defeated by the constant powerful attacks of the Star Magician and his minions before they can summon.

Leveling up your party beyond 40 should be considered a requisite to the battle because success in the battle depends on how well all of the statistics of all of the Adepts are developed: Especially if you're going to try to win the battle with summons, you will need the Attack and Agility to effectively take care of the Ball minions when you're not summoning and you will need the resiliency to weather the constant group-based attacks to your party. What will also be an absolutely immense help to you is a Venus Adept equipped with the Sol Blade and enough defensive items that increase the Unleash rate of the Sol Blade's Megiddo attack that you can reliably Unleash Megiddo every time that Adept attacks. Try to get and equip all of these on your Sol Blade-wielding Adept before the battle: the Valkyrie Mail, Riot Gloves, Mythril Helm, and Hyper Boots. If you don't have Riot Gloves or Mythril Helms, you can use the somewhat less effective Aegis Shield and Warrior's Helm items in their place. An Adept equipped with the Sol Blade and all these items will be able to instantly KO a Ball minion of your choice each turn, and do respectable damage to Star Magician himself once there aren't any Guardian Balls or Refresh Balls around. It will be even more helpful if you can get your hands on Excaliburs and Tisiphone Edges for your other battling Adepts to use.

Summoning would be a strong way to damage the Star Magician when there aren't any Guardian Balls around to protect him, but since the battle starts with a Guardian Ball around, there's a chance he will be shielded on the first turn and thus all your summons on the first turn will only achieve destroying the first four Balls. But that means there's also a chance the Guardian Ball will not use Guard Aura on the first turn, instead using Defend, and if a full-on rush-summoning session is used in such a lucky first turn the Star Magician should receive massive damage in addition to removing all of its Ball minions. That would be an immense help, and if your Adepts are properly levelled and outfitted as recommended above, you should be able to effectively take out each Ball he summons as you keep on inflicting damage. This is a general theme of the battle: remove all the Balls and keep the number of Balls Star Magician summons back at a minimum as you damage Star Magician. After all, Star Magician would theoretically be a straightforward opponent like Sentinel if the Ball minions are taken out of the equation of the battle. So, on your first try at the battle you might want to try the typical rush-summoning approach anyway just to see how well it turns out.

Mars summons would be the most effective to use against the Star Magician himself because of his Mercury affiliation, so a Meteor summon would always be great if it's used on a turn Star Magician is not shielded by a Guard Aura. If you have Daedalus because you defeated Valukar, an interesting alternative can be pursued because Daedalus is two summonings spread out over two turns, with the second summoning as strong as a Meteor. On the first turn of the battle, you can summon Daedalus multiple times so that the first weaker portion of each Daedalus assault softens up the opposition, while you have your warrior-style Adepts make sure to defeat the Guardian Ball. It wouldn't matter so much if Guardian Ball does use Guard Aura the first turn because it not being around in the second turn will ensure that the second stronger portion of each Daedalus summoning will score strong blows against Star Magician and the rest of his Ball minions, which is the aim of using Daedalus like this in this battle.