Kite
Kite | |
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Kite's Djinn Guide entry from Dark Dawn | |
Element | Jupiter |
Battle Effect | Selected Adept takes two actions the next turn |
Set Bonuses | |
HP | + 8 |
PP | + 4 |
Agility | + 3 |
Locations | |
Golden Sun * | Vale Cave |
Dark Dawn | Yamata City |
Kite (シヴァイ Zwei) is a Jupiter Djinni found throughout the Golden Sun series.
Kite is the fifth Jupiter Djinni in the original Golden Sun and the fifteenth Jupiter Djinni in Golden Sun: Dark Dawn, and can also be acquired in Golden Sun: The Lost Age. Although it is not the party's fifth Jupiter Djinni in The Lost Age, Kite is still ordered as the fifth Jupiter Djinni when equipped to characters. Because it is not available until after most other Jupiter Djinn can be found, however, the separate Djinn list viewable with the Select button from the status screen lists Kite and all other Jupiter Djinn from Golden Sun after all of the Djinn introduced in The Lost Age. According to this order, Kite is the sixteenth Jupiter Djinni in The Lost Age rather than the fifth, but this order has no influence elsewhere in the game.
Basic description
When Set, Kite increases its Adept's base HP by 8, base Psynergy Points by 4, and base Agility by 3.
When Kite is unleashed in battle, the targeted Adept will be granted two actions the next turn instead of the normal one. The second action the affected Adept will take next turn will always be based on that Adept's Agility divided by 2. For example, if used on an Adept with 300 Agility, both of the Adept's actions will take place before an Adept with 100 Agility because that is below 150. However, if another Adept has 200 agility, the targeted Adept's first action will be followed by the other Adept's action, and then that will be followed by the targeted Adept's second action.
In Golden Sun and The Lost Age, Kite's unleash animation is visually very simple - the purple Jupiter Djinni image is stationary above the targeted Adept for a brief moment before quickly dispersing in a little bit of purple energy. In Dark Dawn, the user briefly summons the 3D model of Kite over the party's position, and it dissipates like before, but the targeted Adept is then surrounded by a pink circular effect on the ground.
Locations
Golden Sun: Kite resides in the optional Vale Cave dungeon area. Right before reaching the area it initially sits on in the cave, you open a chest containing the Halt Psynergy, and as soon as you approach Kite it flies down into an area below. When you reach it, it prevents itself from being caught by flying around the series of rocks opposite of yourself in tandem. When you are positioned exactly parallel of Kite, use your newfound Halt Psynergy to keep it in place so you can run around and collect it.
Golden Sun: The Lost Age: Players can transfer data from Golden Sun to The Lost Age, but even if they don't, Kite will be among the Djinn Isaac's party has with them when they join forces with Felix's party late in the game.
Golden Sun: Dark Dawn: At the house at the northwest end of Yamata City, there is an earth pillar to its right. Move that one space right, then cast the Crush Psynergy on the cracked tile of ground that was underneath it to open a ladder underground. Walk into it to fall into a short subterranean path with an easy tile-hopping puzzle, and climb the vine out of it to emerge to where Kite is left of the house. After collecting it, slide down the cliff slide below to return to the ground.
Analysis
General: Kite's ability is a completely unique battle effect in all games it appears in, and one that allows for a lot of creative and practical battle maneuvers. Of course, it could be said that the Adept who uses Kite to give another Adept a second action the next turn is using up his own action this turn as a cost, so in general the idea is to use Kite whenever one other particular Adept using two turns worth of actions in a row would be more helpful to the battle as a whole than for the other Adept and Kite's would-be user to simply make use of one turn's worth of action each on their own. Note that when the additional second "end-of-turn action" is used to perform an effect that normally hits first in a battle, like the Mars Djinni Flash, the effect will still be first, while the first action will play out at its normal speed. This can therefore let the targeted Adept do both their normal action and their party-shielding effect before enemies generally start moving.
By game
Golden Sun: One example of a valid endgame usage for Kite on a party that is arranged in their respective mono-elemental classes is for Ivan to use it on Isaac during a boss battle so that the next turn, Isaac can attack with the Gaia Blade twice in a row, which would deal more damage in the long run than just Isaac using it once and Ivan using an offense of his own. Similarly, Ivan can use Kite so that the next turn, Isaac can unleash a Venus Djinni's ability, then at the end of that same turn use a more powerful summon more quickly than he would have otherwise. Still another idea is to use it on Mia so that with one action she can replenish her PP with a Psy Crystal and with the other perform a Psynergy of the Wish Psynergy series.
Golden Sun: The Lost Age: When Isaac's party joins Felix's party along with their returning Djinn, Kite remains a unique and potentially very potent battle effect, and can become all the more potent in this game thanks to various other, stronger battling options that may be incorporated into a Kite strategy. The most potent of all Kite applications, perhaps, is using it on a Venus Adept equipped with the Sol Blade and enough equipment with Unleash-rate-boosting effects that he will reliably Unleash the Sol Blade's extremely powerful Megiddo attack every time he physically attacks. Two Megiddos in a row makes a battling approach already suspected of being "broken" even more so, and is a huge help in boss battles. One boss battle in particular where this strategy would be an excellent help is the Star Magician battle, where the Venus Adept may take out two of the pesky Ball minions in one turn and make the battle much more manageable.
Golden Sun: Dark Dawn: Kite comes late in the game, but its general concepts remain the same as previous games - the user gives up one of their turns so that another party member acts twice in the next turn. Compared to The Lost Age, though, Kite's effectiveness on a Sol Blade-wielding adept is a little less practical because the different Unleash system means Sol Blade won't always be unleashing Megiddo each time it Unleashes. On the other hand, since these changes end up making the Quick Strike Psynergy perhaps the best offense in the game, one of the best uses of Kite is on a high-level Adept in the Ronin class, so that they can use the high-power Quick Strike twice in a row. Incidentally, it may be preferred to have this on Karis instead of Sveta (assuming each character is being played in their respective mono-elemental class), because Sveta is naturally a damage dealer who would not want to give up one of her turns to someone else (or herself) the next turn, while Karis is oriented toward supporting the party.
Name Origin
A kite is an object, often used as a toy, that catches the wind to keep itself in the air and is kept from flying away by some string or rope. Since kites require wind in order to work, it makes a natural name for a Jupiter Djinni.
Zwei means two in German, referring to the effect of the Djinni.
Djinn in Golden Sun and The Lost Age (Master List) | ||||
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Venus | Mercury | Mars | Jupiter | |
Golden Sun | Flint • Granite • Quartz • Vine • Sap • Ground • Bane | Fizz • Sleet • Mist • Spritz • Hail • Tonic • Dew | Forge • Fever • Corona • Scorch • Ember • Flash • Torch | Gust • Breeze • Zephyr • Smog • Kite • Squall • Luff |
The Lost Age * | Echo • Iron • Steel • Mud • Flower • Meld • Petra • Salt • Geode • Mold • Crystal | Fog • Sour • Spring • Shade • Chill • Steam • Rime • Gel • Eddy • Balm • Serac | Cannon • Spark • Kindle • Char • Coal • Reflux • Core • Tinder • Shine • Fury • Fugue | Breath • Blitz • Ether • Waft • Haze • Wheeze • Aroma • Whorl • Gasp • Lull • Gale |
Djinn in Golden Sun: Dark Dawn (Master List) | ||||
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Venus | Mercury | Mars | Jupiter | |
Dark Dawn | Flint • Flower • Bark • Steel • Brick • Vine • Gears • Furrow • Garland • Pewter • Chasm • Chain • Buckle • Clover • Magnet • Geode • Ivy • Hemlock | Chill • Sleet • Surge • Mist • Mellow • Claw • Serac • Dewdrop • Torrent • Coral • Spout • Teardrop • Pincer • Spring • Foam • Rime • Geyser • Shell | Forge • Fever • Cinder • Lava • Brand • Fury • Glare • Reflux • Wrath • Chili • Glow • Stoke • Pepper • Tinder • Fugue • Sizzle • Flare • Aurora | Gust • Jolt • Ether • Breath • Vortex • Doldrum • Sirocco • Wisp • Puff • Fleet • Waft • Bolt • Breeze • Haze • Kite • Lull • Swift • Simoom |
Prologue * | Sap • Ground • Granite • Quartz • Salt | Torch • Shine • Flash • Spark • Corona • Kindle |