Gale Psynergy series

From Golden Sun Universe
(Redirected from Typhoon)
Hurricane being cast in Dark Dawn

Gale (しっぷうのじゅつ, Light Gale technique), Typhoon (せんぷうのじゅつ, Whirlwind technique), and Hurricane (れっぷうのじゅつ, Violent Gale technique) are a series of Jupiter Psynergies featured in throughout the Golden Sun series. The series is similar in nature to the Whirlwind Psynergy series, and prior to Golden Sun: Dark Dawn, possessed identical visual effects. The first stage of the series, Gale, is also a Utility Psynergy.

Basic Characteristics

Gale, Typhoon, and Hurricane are offensive, ranged Psynergies. The total amount of damage is determined by comparing the user's Jupiter Power to the target's Jupiter Resistance and using this value to modify the base power of the particular Psynergy.

Gale
Gale.gif GaleDD.gif
Star jupiter.gif Jupiter 3 PP
Range 3.gif
"Attack with the wind's might." (GS-TLA)
"Conjure a powerful windstorm." (DD-present)
Attack up to three targets with a base power of 12.
Typhoon
Typhoon.gif TyphoonDD.gif
Star jupiter.gif Jupiter 12 PP
Range 5.gif
"Attack with the wind's might." (GS-TLA)
"Strike with a ferocious windstorm." (DD-present)
Attack up to five targets with a base power of 75.
Hurricane
Hurricane.gif HurricaneDD.gif
Star jupiter.gif Jupiter 25 PP
Range 5.gif
"Attack with the wind's might." (GS-TLA)
"Strike with a furious storm of howling wind." (DD-present)
Attack up to five targets with a base power of 150.

The visual effects of the Gale series vary greatly between games. In Golden Sun and Golden Sun: The Lost Age, the visuals are identical to the Whirlwind series, both featuring purple tornadoes with minor electrical charges that strike the opponents. Like the Whirlwind series, Gale features one tornado, while Typhoon features two and Hurricane four.

In Dark Dawn, a purple scroll forms around the caster, out of which appear purple-highlighted characters. Stylized clouds form above the target as a large tornado forms and strikes the opponents. The size of the tornado grows with each successive stage.

Damage calculation example

Elemental Power attacks such as Gale, Typhoon, and Hurricane use a set base power as the base damage to be modified. For example, the base power of Hurricane is 150. Thus, an unmodified Hurricane would do around 150 points of damage.

The base damage value of the particular attack is used it in the following equation:

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

To word this in prose, Gale, Typhoon, and Hurricane take the base damage of the particular attack, and then modify 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 target'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 Hurricane on a monster with a Jupiter Resistance of 50:

  • damage = (base damage) * (1 + (Power - Resistance) / 200)
  • damage = (150) * (1 + (150 - 50) / 200)
  • damage = (150) * (1 + 100 / 200)
  • damage = (150) * (1 + 0.5)
  • damage = 150 * 1.50
  • damage = 225

Therefore, a Hurricane cast under these circumstances would deal approximately 225 points of damage to the main target. Adjacent targets are dealt a percentage of this total, with the percentage decreasing as the distance to the main target increases.

Gale as a Utility Psynergy

In the games, Gale's Utility function and animation is identical to Whirlwind.

Like Whirlwind, Gale is a Utility Psynergy, and in fact the two can be used interchangeably. In Golden Sun and The Lost Age, Gale can be used in place of Whirlwind to blow away green bushes, and can activate Wind Stones at Air's Rock and Shaman Village. Even if Gale is used on the Wind Stone at Shaman Village, the cutscreen proceeds as though Sheba uses Whirlwind. This gives a bit more freedom as far as class choices during the later portions of the game, as the player no longer needs to keep Ivan or Sheba as a Wind Seer in order to have Whirlwind. In addition, Gale consumes less PP, and thus is more efficient.

In Dark Dawn, Gale's mechanics are slightly altered. Like Whirlwind, it can now be aimed in any direction, and will travel in a straight line for a distance of about six squares. Gale can activate Zol Stones and can push the player back, which is useful for controlling rafts; the player simply shoots Gale in the direction opposite of where they want to travel. It can also be used to activate small fans and arrows to change the surrounding landscape. However, Gale's helpfulness as a Utility Psynergy is rendered somewhat redundant, as Karis has access to Whirlwind regardless of class. However, Gale still costs less than Whirlwind, and can be used by other Adepts, making it useful in situations where conserving Karis' PP is necessary.

Availability

Hurricane as it appears in the GBA games. Note the similarity to the Tempest Psynergy.

Gale, Typhoon, and Hurricane are unique to the Ninja class series. Thus, all Venus, Mars, and Jupiter Adepts can access the series. To access the class, Venus Adepts require a combination of Mars and Jupiter Djinn, while Mars Adepts need Jupiter and Venus Djinn. Jupiter Adepts require a specific combination of Mars and Venus Djinn. Gale is learned at Level 1, while Typhoon is learned at Level 18, and Hurricane is available at Level 44.

Analysis

Each stage of Gale series is both cheaper and weaker than their corresponding stages in the Whirlwind series. However, its usefulness can be limited, due to the existence of the more powerful Thunderclap Psynergy series, which is also available to Ninjas. However, the Gale series is learned earlier than the Thunderclap series, and thus can function as a decent placeholder. In addition, Thunderhead is one of the most expensive Psynergies available; therefore, Hurricane may see use in situations where PP conservation is necessary.

Utility Psynergy in Golden Sun and The Lost Age
Golden Sun AvoidCarryCatchCloakDouseForceFrostGale/WhirlwindGrowthHaltLiftMind ReadMoveRetreatReveal
The Lost Age BlazeBurstCycloneGrindHoverLashParchPoundSandScoopTeleportTremor
Restorative Aura seriesCure PoisonCure seriesPly seriesReviveWish series
Utility Psynergy in Golden Sun: Dark Dawn
Field effect Arid HeatAvoidCold SnapCrushDouseFireballGale/WhirlwindGripGrowthInsightMoveRetreatSearchSlapSpirit SenseThermalTrack
Restorative Boon seriesCure PoisonCure seriesFresh Breeze seriesPly seriesReviveWish series
Jupiter Psynergy in Golden Sun and The Lost Age
Elemental Base Damage Bolt seriesGale seriesPlasma seriesPoison FlowRay seriesSlash seriesThunder CardThunderclap seriesWhirlwind series
Elemental Phys. Attack Astral Blast / Thunder MineBackstabCall DullahanDeath Plunge / Death LeapEmuGhost SoldierGryphonHarpyQuick StrikeShurikenWhiplash
Support Baffle CardBindDeludeDemon Spear seriesDrainDull seriesImpact seriesMagic Shell seriesMistPsy DrainSleepSleep CardWard seriesWeaken series
Utility CycloneGale/WhirlwindHaltHoverLashMind ReadRevealTeleport
Jupiter Psynergy in Dark Dawn
Elemental Base Damage Bolt seriesGale seriesPlasma seriesRay seriesSlapSlash seriesThunderclap seriesWhirlwind series
Elemental Phys. Attack Astral Blast / Thunder MineDeath Plunge / Death LeapQuick StrikeShurikenSpeed Punch
Support BeastformBindBoon seriesDeludeDemon Spear seriesDrainDull seriesFresh Breeze seriesImpact seriesMagic Shell seriesMistPsy DrainSleepWard seriesWeaken series
Utility Gale/WhirlwindSlapSpirit SenseTrack