Whirlwind Psynergy series

Whirlwind, Tornado, and Tempest are a series of Jupiter attack Psynergy featured throughout the Golden Sun series. This Psynergy series is nearly identical to the Gale Psynergy series in the GBA games. While still similar in Golden Sun: Dark Dawn, the two series now posses distinct visuals. The first stage of the series, Whirlwind, is also a Utility Psynergy used throughout the Golden Sun series. Whirlwind's Encyclopedia entry in Dark Dawn reads as follows:
 * This wind-based Psynergy summons a small tornado. Light objects may be blown away by the wind. The whirlwind also pushes the user back slightly.

Basic Description
Whirlwind, Tornado, and Tempest are ranged, offensive Psynergies. Each Psynergy has a specific base power that is modified based on the caster's Jupiter Power and the target's Jupiter Resistance.

The visual effects of each stage of the series is generally similar but varies slightly depending on the specific stage. Each stage shows tornadoes with slight electric charges spinning though the targets, Whirlwind has one tornado, Tornado has two, while Tempest has four.

Damage Calculation
Elemental Power attacks such as the Whirlwind series use a set base power as the base damage to be modified. For example, the base power of Tempest is 160. Thus an unmodified Tempest would do around 160 points of damage.

Whirlwind's attack takes this base damage value and uses it in the following equation:


 * final damage = (base damage) * (1 + (User's Jupiter Power - Enemy's Jupiter Resistance) / 200)

To word this in prose, The Whirlwind series takes the base damage of the particular attack, and then modifies this by how much higher or lower the user's Jupiter Power is than the target's Jupiter Resistance. The difference between the user's Jupiter Power and the user's Jupiter Resistance is then divided by 200, then 1 is added to this, resulting in what can be called the "elemental damage multiplier". This number is what the Psynergies' damage is multiplied by.

For example, if an Adept with a Jupiter Power of 150 casts Tempest on a monster with a Jupiter Resistance of 50:
 * damage = (base damage) * (1 + (Power - Resistance) / 200)
 * damage = (160) * (1 + (150 - 50) / 200)
 * damage = * (1 +  / 200)
 * damage = (160) * (1 + )
 * damage = 160 *
 * damage = 240

Therefore, a Tempest cast under these circumstances would deal 240 points of damage.

Whirlwind as a Utility Psynergy
Whirlwind can be used in the field as a Utility Psynergy that removes plantlike obstacles such as small bushes that impede the player's path; this is integral to many puzzles in both games, enough that the Jupiter Adepts, Ivan and Sheba, should be kept in their default Wind Seer class series so that the Psynergy is available. In The Lost Age, casting Whirlwind on Wind Stones at Air's Rock allows the stone to strengthen Whirlwind, causing a variety of effects.

In Dark Dawn, Karis will know Whirlwind regardless of her class, so the player can be more varied with her classes. Whirlwind is changed so that it can now be shot at a target from a distance, and can be aimed in any direction in a 360 degree radius. It also has many more uses. Whirlwind can push the player back, which is useful for controlling rafts; the player simply shoots Whirlwind in the direction opposite of where they want to travel. It is also used to make small fans spin and to change the direction of large arrows; both objects can affect parts of the surrounding landscape. Finally, casting Whirlwind on Zol blocks causes the blocks to hover in the air for a short period of time. In the Belinsk Ruins, Whirlwind is used in several puzzles as the embodiment of Jupiter.

Like all the battle forms of this Psynergy series, Whirlwind has a near-identical utility counterpart in Gale of the Gale Psynergy series.

Availability
The Whirlwind series is exclusive to the mono-elemental Jupiter classes, the Wind Seer class series and the Beastling class series. Thus, the Whirlwind series is exclusive to the playable Jupiter Adepts, Ivan, Karis, Sheba, and Sveta. All four Adepts can access the series when no Djinn or only Jupiter Djinn are Set to them. Additionally, Karis will retain access to the first stage, Whirlwind, no matter her current class. For both classes, Whirlwind is available at Level 1, Tornado at Level 18, and Tempest at Level 44.

Analysis
General: As an early game Psynergy, Whirlwind is rather effective, being both cheap and powerful. Though the Plasma Psynergy series is seen as the premier ranged Jupiter series, the Whirlwind series is generally learned earlier, and is still a viable option.

By Game
Golden Sun and Golden Sun: The Lost Age: The Whirlwind series plays a similar role for the Wind Adepts of both games, that of a middle ground between the cheap Ray Psynergy series and the more powerful Plasma series. Whirlwind is generally the first series available, but is sometimes seen as obsoleted by Ray. In addition, Plasma deals more damage than Ray for only a small increase in cost and hence may see more use once level 8 is reached. As the game progresses, Tornado and Tempest remain rather cost-effective, retaining a great deal of power for less cost than the expensive Shine Plasma and Spark Plasma.

Golden Sun: Dark Dawn: Tornado and Tempest are Karis's only offensive choices in her base class other than the Plasma series. Thus the series will see a great deal of use as the game progresses. Sveta also learns the series in her base class. Whirlwind will initially be weaker than both Ray and Slash. However, Tornado and Tempest will be stronger than their counterparts, with Tempest being her strongest offensive Psynergy.