Impair Psynergy series
Impair is a single-target Psynergy, that can targets a single enemy. Debilitate functions similarly, but affects all potential targets.
||"Drop enemy's Defense." (GS-present)||Lowers the Defense of a single target by 25%.|
||"Drop enemy party's Defense." (GS-present)||Lowers the Defense of an entire party by 12.5%.|
Visually, Impair features a red shield forming in front of the target. The shield then shatters to indicate the drop in Defense. Debilitate is nearly identical, with the effect simply being shown for every member of the affected party.
In the Golden Sun series, a statistic can be decreased in-battle by a maximum of 50%. Thus Impair can be successfully used a maximum of twice on a chosen target. Debilitate has a smaller reduction, 12.5% but affects then entire party. Thus, Debilitate can be successfully used a maximum of 4 times on a single party. In either case, the Defense reduction will only last for a limited amount of time, and can be countered by using an effect that increases Defense.
The Impair series is available to the Flame User class series, the Guard class series, specifically the stages of Warrior and higher, and the Brute class series, specifically the stages of Savage and higher. The Flame user class is the base class of Jenna, while the Guard class serves as the base class for both Garet and Tyrell. Jenna can access the series when she has no or only Mars Djinn set, while Garet and Tyrell need four Mars Djinn set to access the series. In addition, they alongside the Mars Adept Eoleo, and the Venus Adepts Isaac, Felix, and Matthew can access the class by equipping four of the specific Adept's symbiotic element, placing them in the Savage stage of the Brute class.
Assuming that the Adepts are in the appropriate class, the Guard and Brute classes learn Impair at Level 9 while the Flame User class learns it at Level 10. The Flame User and Brute classes learn Debilitate at level 23, while the Guard class learns it at Level 26.
Lowering Defense is a staple move within the RPG genre, and can be a valuable asset to the player's offense, especially since it does work on most bosses. However, the effects of Impair and Debilitate only last for a short period of time, meaning that to make it useful, the increase in damage dealt before it wears off must exceed the damage that could be done through attacking normally. Due to the high attack and low PP of the Brute and Guard series, it may be more efficient to simply attack or use a damaging Psynergy. Because of this, while it won't be used all the time, it remains useful in certain situations.
- The manual to the North American version of The Lost Age, in one instance, incorrectly refers to this Psynergy as "Weaken", which is a different Psynergy of the Jupiter element that lowers Resistance. This is probably due to the Japanese name for Impair - Psynergy, Weak, as opposed to the Japanese name for Weaken - Sensitive.
|Mars Psynergy in Golden Sun and The Lost Age|
|Elemental Base Damage||Beam series • Blast (Fiery) series • Blast (Nova) series • Dragon Cloud / Epicenter • Fire series • Fire Breath • Fire Bomb series • Fire Dragon • Flame Card • Flare series • Fume series • Juggle series • Lava Shower series • Raging Heat series • Salamander set • Volcano series • Wyvern|
|Elemental Phys. Attack||Heat Wave / Liquifier • Planet Diver / Planetary|
|Support||Aura series • Guard series • Guardian series • Impair series • Manticore • Phoenix • Sword Card|
|Utility||Blaze • Burst • Move • Pound|
|Mars Psynergy in Dark Dawn|
|Elemental Base Damage||Arid Heat series • Beam series • Blast series • Crush • Dragon Cloud / Epicenter • Fireball series • Fire Bomb series • Flare series • Fume series • Lava Shower series • Raging Heat series • Starburst series • Volcano series|
|Elemental Phys. Attack||Heat Wave / Liquefier • Keelhaul / Vicious Chop • Planet Diver / Planetary|
|Support||Guard series • Guardian series • Impair series|
|Utility||Arid Heat • Crush • Fireball • Thermal|