Dull Psynergy series
Dull is a single-target, non-damaging Psynergy, while Blunt is a ranged, non-damaging Psynergy.
||"Drop enemy Attack." (GS-present)||Lowers Attack of a single target by 25%|
||"Drop enemy Attack." (GS-TLA)
"Drop enemy party's Attack." (DD-present)
|Lowers Attack of up to three targets by 12.5%|
Dull's visual effects features a small sword forming in front of the target. The sword then shatters, indicating a the lowering of attack. Blunt is nearly identical, simply multiplying the effect by the number of targets.
In the Golden Sun series, the maximum amount that an individual's Attack can be reduced is 50% below the standard Attack rating. Thus, Dull can be used a maximum of two times on one ally, while Blunt requires 4 uses to lower the Attack to minimum. The effects of Dull and Blunt are only temporary, however, repeated re-castings can reestablish the Attack-reduction should it wear off. Because Dull and Blunt reduce statistics rather than raise them, both Psynergies are immune to the effects of Break.
Dull and Blunt are unique to the White Mage class series, a tri-elemental class available only to Mercury and Jupiter Adepts. To access this class, the Adept in question must have a specific combination of Venus Djinn and Djinn of their symbiotic element. Dull will be learned at Level 11, while Blunt will be learned at Level 37.
Reducing an enemy's Attack may seem to be an excellent option at first glance. However, Dull and Blunt suffer serious drawbacks. First, it has no effect on Power-based offenses, and thus can be ineffective against opponents that rely on Power-based Psynergy. In addition, the chance of a successful casting is reduced when fighting bosses, enemies which would be the most inhibited by the Attack reduction. While Dull and Blunt can easily affect common monsters, they are often downed before such effects can be useful. Finally, Dull and Blunt are unique to the White Mage class, which is usually unavailable when Dull and Blunt would be most useful due to the high Djinn requirements of the class.
However, if it does work, and if used in conjunction with a move like Bind or Guard, then this may prove to have a large effect on the outcome of the battle, especially since it is not effected by the Break Psynergy.
|Jupiter Psynergy in Golden Sun and The Lost Age|
|Elemental Base Damage||Bolt series • Gale series • Plasma series • Poison Flow • Ray series • Slash series • Thunder Card • Thunderclap series • Whirlwind series|
|Elemental Phys. Attack||Astral Blast / Thunder Mine • Backstab • Call Dullahan • Death Plunge / Death Leap • Emu • Ghost Soldier • Gryphon • Harpy • Quick Strike • Shuriken • Whiplash|
|Support||Baffle Card • Bind • Delude • Demon Spear series • Drain • Dull series • Impact series • Magic Shell series • Mist • Psy Drain • Sleep • Sleep Card • Ward series • Weaken series|
|Utility||Cyclone • Gale/Whirlwind • Halt • Hover • Lash • Mind Read • Reveal • Teleport|