Gale (Djinni)

Gale is a Jupiter Djinni found in Golden Sun: The Lost Age.

Gale is the eleventh and final Jupiter Djinni in Golden Sun: The Lost Age. The separate Djinn list viewable with the Select button from the status screen lists Gale and all other Jupiter Djinn introduced in The Lost Age before the seven Jupiter Djinn from the original Golden Sun, most likely because all the Djinn from the original game can be gotten all at once late in The Lost Age. However, the original Djinn are ordered before all of the Djinn introduced in The Lost Age in the Djinn inventory screen while they are allocated to characters. By this order, Gale is the eighteenth and final Jupiter Djinni in the GBA series, rather than the eleventh.

Basic description

 * "Blast enemies with a wind strike."

When Set, Gale increases its Adept's base HP by 10, base Agility by 5, and base Luck by 3.

When Gale is unleashed in battle, the user deals a Jupiter-based attack equal in power to the user's normal physical attack with an additional 60 damage points added to the result. If the target is not felled by the damage of this hit, there is a chance the target will be removed from the battle. It will not count as a felled enemy, so it will not give its experience, coin, and random drop rewards. The target will always gives its rewards like normal if Gale does the sufficient damage necessary to reduce its HP to zero.

Visually, Gale's unleash animation resembles the user summoning the transparent purple image of a Jupiter Djinni above the party. Then, an intricate purple whirlwind-like effect that is thickest at the enemy side and stretches across the screen to the point the Jupiter Djinni is at will manifest and churn, representing the Djinni blowing the enemy away from it - this is practically identical to the visual of the Jupiter Djinni Whorl, only reversed to give the illusion of wind being blown out rather than sucked in. The enemy will be pushed back from its position on the field briefly, but will return if it was not blown away. If it was blown away, the battle text will read "[Monster] was blown away!" while the monster stays in its far-back position, and then the enemy sprite will instantly disappear into thin air as the next action of the turn begins.

Damage calculation
Elemental physical attacks such as Gale use the damage dealt by the attacker's standard physical attack as the base damage to be later modified. The total amount of damage dealt by a normal physical attack is half the difference between the attacker's Attack statistic and the target's Defense statistic, as this equation shows:


 * ''base damage = (Attacker's Attack - Target's Defense) / 2

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


 * ''final damage = (base damage + 60) * (1 + (Attacker's Jupiter Power - Target's Jupiter Resistance) / 400)

To word this in prose, Gale takes the base damage of the user's normal physical attack, adds 60 to it, and then this result is modified 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 target's Jupiter Resistance is divided by 400, then 1 is added to this, resulting in what can be called the "elemental damage multiplier". This number is what Gale's damage is multiplied by.

For example, if an Adept with an Attack rating of 400 and a Jupiter Power of 170 unleashes Gale on a monster with a defense of 160 and a Jupiter Resistance of 70:


 * damage = ((Attack - Defense) / 2 + 60) * (1 + (Power - Resistance) / 400)
 * damage = ((400 - 160) / 2 + 60) * (1 + (170 - 70) / 400)
 * damage = ( / 2 + 60) * (1 + / 400
 * damage = ( + 60) * (1 + )
 * damage = *
 * damage = 225

Therefore, if Gale were to be unleashed under these circumstances it would deal  225 points of damage.

Location
Golden Sun: The Lost Age: Gale is located in the deeper, later part of the optional Treasure Isle dungeon that is accessible only with the Lift Psynergy that comes with Isaac's party when they join late in The Lost Age. Gale is in a particularly large room with several Lift-able boulders, presented as a puzzle just like the puzzle in Shaman Village Cave that rewards you with the Mercury Djinni Eddy. What is often not realized by players, though, is that Gale does not require to be "trapped" by a boulder that has been Lifted up (as pictured) because it will not try to get away via the space to its right even if the space is empty; all you need to do is to reach it and you will engage in the battle.

As an opponent (The Lost Age)
Statistically, Gale has 980 HP, 92 PP, 309 Attack, 97 Defense, 277 Agility, and 31 Luck. Like all other Jupiter Djinn that are fought, in terms of resistance, it has a Jupiter Resistance rating of 193, Mercury and Mars Resistance ratings of 100 each, and a Venus Resistance rating of 25, and in regards to its abilities it uses its available Jupiter-based attacks with a Jupiter power rating of 125.

Gale can use the following battle commands:
 * Spark Plasma: Used 100 out of 256 times, this is a Psynergy spell that strikes the party repeatedly with a barrage of purplish-white lightning bolts, dealing a Jupiter-based attack with a power rating of 180 and a range of 7. It consumes 37 of the user’s PP.
 * Tempest: Used 41 out of 256 times, this is a Psynergy spell that causes four large, electrically charged tornadoes to cycle through the positions of the party of Adepts, dealing a Jupiter-based attack with a power rating of 160 and a range of 5. This consumes 27 of its user's PP.
 * Destruct Ray: Used 35 out of 256 times, this is a Psynergy spell that causes an array of thick purple lightning bolts to thoroughly assault the party, dealing a Jupiter-based attack with a power rating of 150 and a range of 3. This ability consumes 21 of its user's PP.
 * Sonic Slash: Used 29 out of 256 times, this is a Psynergy spell that shoots out a large purple air swath at each Adept, dealing a Jupiter-based attack with a power rating of 120 and a range of 3. This ability consumes 20 of its user's PP.
 * Attack: Used 28 out of 256 times, this is this monster's standard physical attack, but for this monster it is counted as a Jupiter-based attack rather than a non-elemental attack.
 * Flee: Used 23 out of 256 times, this enemy has the ability to attempt to Flee the battle, thereby ending the battle if successful without rewarding you with the associated EXP, Coins, and the Djinni itself.

When defeated, Gale yields 1197 EXP and 756 Coins, and the Gale Djinni is added to your party's Djinn collection. If you fell it with an offensive Venus Djinni like Geode, its rewards increase to 1556 EXP and 982 Coins.

By the time you get to Gale, you should have acquired the Sol Blade, a weapon with an Unleash that could very well defeat Gale in one blow. So, Gale should be extremely easy to get in one turn even without the help of any summoning.

Analysis
General: Gale is a rare effect that attempts to remove the enemy from the battle once the hit has been carried out. Removing the enemy is essentially the same as inflicting instant death on it, but with one critical flaw: the enemy's EXP, coin rewards, and droppable loot will not be awarded like when you fell an enemy normally. This generally makes Gale a highly frowned-upon Djinni because unlike a Djinni or effect that inflicts instant death, Gale is likely to deny you the rewards you would want for going through random battles. (Naturally this blowing-away won't work on bosses with their high Luck ratings.) It has a pretty high set damage bonus of 60, and its blowing-away effect does not happen if the hit actually would KO an enemy anyway, but generally one would want to rely on other attacking Djinn to avoid any risk of not getting the payoff of defeating a monster. In Dark Dawn, the Mercury Djinni Geyser has the same "blowing away" chance.

By game
Golden Sun: The Lost Age: Gale is generally not looked on favorably when compared to the instant-death-capable attacking Jupiter Djinni Whorl, even though Gale has 20 more attack points. Generally, the best attacking Djinn of the Jupiter element are brought over from the first Golden Sun when Isaac's party joins Felix's - Smog has the same high damage bonus, and its side effect chance is the useful Sleep condition. There is also Squall, which has a damage multiplier of 1.4x and the chance to inflict the equally useful Stun condition, and this is most useful when unleashed by a high-attack warrior Adept. There is even Wheeze found earlier in the game to consider, with roughly the same amount of attack and the damaging Venom status condition.

Surprisingly enough, there exists an environment where Gale's effect can actually be quite useful: the Battle Mode, where EXP and coin rewards do not apply and the only objective is to win battles against increasingly buffed-up monsters with your party still intact. In this context, Gale's monster-removal effect truly is analogous to an instant-death effect like from Whorl, and Gale proves itself all the more useful than Whorl because it has 20 more bonus set damage to inflict if the enemy is not successfully blown away. Gale is good to use against a particularly tough non-boss monster from time to time.

Name Origin
A gale is a strong blast of wind.