Ward Psynergy series
- Resist redirects here. For the statistic, see Resistance.
Ward (レジスト, Resist) and Resist (ハイレジスト, High Resist) make up a series of Jupiter-aligned Support Psynergy found throughout the Golden Sun games. The Magic Shell Psynergy series, which is available to the Samurai class series, is identical in function.
Basic Description
Ward is a single-target Psynergy, that can be targeted on any currently-battling member of the party that is not currently downed. Resist is similar, but affects all non-downed active party members.
Ward |
Jupiter | 3 PP |
"Boost Resistance." (GS-present) | Raise the Resistance of one ally by 40 points. |
Resist |
Jupiter | 5 PP |
"Boost Resistance." (GS-TLA) "Boost Party Resistance." (DD-present) |
Raise the Resistance of all actively-battling allies by 20 points. |
Ward's visual effects show purple balls of energy entering the targeted Adept; a purple shield then appears to show the rise in Resistance. Resist has an identical visual multiplied by the four battling Adepts.
Mechanics
In the Golden Sun series, Elemental Resistance can be raised to a maximum of 80 points. This means that Ward can be cast a maximum of two times on the same Adept in the same time period, while Resist can be used four times. The effects of Ward and Resist are only temporary, however, repeated re-castings can keep the Elemental Resistance-bonus from wearing off. Otherwise, the effects of Ward and Resist are reverted when the affected Adept is downed or switched out, or is targeted by the Break Psynergy. It should be noted that raising Resistance via Ward or Resist will affect the Resistance level for all four elements. Also, an Adept may only have up to 200 points of Resistance in any element. If an Adept has a resistance of 120 or more, the Adept may hit this limit with multiple castings.
Availability
Ward and Resist are available to a variety of classes, with most being Jupiter-influenced. In addition, most classes require that the Adept be at a higher stage of the class (usually the third stage) before Ward and Resist can be used. Ward and Resist are available to the Wind Seer class series, specifically to the Mage stage or higher, the Apprentice class series, specifically the Enchanter stage or higher, the Page class series, the Ascetic stage and higher of the Pilgrim (Jupiter) class series, the Shaman stage and higher of the Seer (Jupiter) class series, as well as the entire White Mage class series and the entire Ranger class series. Thus Ward and Resist are available to all Adepts.
Assuming the Adept is in the right class stage, Ward will be available at Level 6 to the Wind Seer, the Apprentice, the Page, the Pilgrim, and the Ranger; at Level 7 to the Seer; and at Level 9 to the White Mage. Resist will be available at Level 22 to the Wind Seer, the Apprentice, and the Page; at Level 23 to the Seer; at Level 24 to the Pilgrim and the Ranger; and at Level 31 to the White Mage.
Analysis
Raising Resistance is an excellent tool for most battles, as the majority of potential attacks are elementally aligned, and all such attacks include Elemental Resistance in their damage calculations. However, such boosts are limited and can wear off within a few turns, resulting in a waste of a turn and PP in certain cases. Despite this, such techniques can be highly useful, and are a major support tool to the classes that have them.
Against common foes, Ward and Resist have little use. Most common enemies can be dispatched within a turn or two. In addition, many enemies do not use Elementally-aligned attacks on a regular basis. Thus, using Ward or Resist is simply a way to unnecessarily draw out a battle.
While most bosses in Golden Sun and Golden Sun: The Lost Age have Break, which makes it difficult to raise Resistance for any significant length of time, it can still be a useful tool for damage reduction. They especially shine against bosses like the Star Magician, who rely heavily on Elemental Power-based techniques. Few bosses in Golden Sun: Dark Dawn have Break, making Ward and Resist easier to maintain for longer periods of time, increasing their worth.
Jupiter Psynergy in Golden Sun and The Lost Age | |
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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 |
Jupiter Psynergy in Dark Dawn | |
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Elemental Base Damage | Bolt series • Gale series • Plasma series • Ray series • Slap • Slash series • Thunderclap series • Whirlwind series |
Elemental Phys. Attack | Astral Blast / Thunder Mine • Death Plunge / Death Leap • Quick Strike • Shuriken • Speed Punch |
Support | Beastform • Bind • Boon series • Delude • Demon Spear series • Drain • Dull series • Fresh Breeze series • Impact series • Magic Shell series • Mist • Psy Drain • Sleep • Ward series • Weaken series |
Utility | Gale/Whirlwind • Slap • Spirit Sense • Track |