The characters classes in Golden Sun are determined by what Djinn they have equipped and different combinations of Djinn set to each character will result in different classes. Classes can be changed at any time just by switching which Djinn are set on which character.

There are three major types of classes each character can be, Mono-Element classes where they have only Djinn of one type, Dual-Element classes where they have Djinn of two elements, and Tri-Element classes where they have their base element plus two additional types of Djinn equipped.

There are earlier versions of the Mono-Element and Dual-Element classes depending on how many Djinn you have equipped. For example Isaac begins as a Squire, with 2 to 3 Venus Djinn he becomes a Knight, with 4 to 5 Venus Djinn he becomes a Gallant and with 6 to 7 Venus Djinn he becomes a Lord.

There aren’t preliminary versions of the Tri-Element classes and you need to have found pretty much all the Djinn in the game to fully utilize these classes. If you need help with Djinn check our our Djinn guide and Djinn location guide.

The classes each character can become are as follows:

Isaac

Lord (Mono-Elemental): single target offense with a little bit of AoE and support

Brute (Dual-Elemental): single target offense and support

Guardian (Dual-Elemental): single target offense, support and healing

Ninja (Tri-Elemental): single target offense and strong AoE

Samurai (Tri-Elemental): single target offense

Dragoon (Tri-Elemental): tank and support

Garet

Champion (Mono-Elemental): single target offense, minor AoE and support

Brute (Dual-Elemental): single target offense and support

Luminier (Dual-Elemental): single target offense, support and healing

Ninja (Tri-Elemental): single target offense and strong AoE

Samurai (Tri-Elemental): single target offense

Dragoon (Tri-Elemental): tank and support

Ivan

Magister (Mono-Elemental): magic offense and support

Sage (Dual-Elemental): magic offense, support and healing

Druid (Dual-Elemental): magic offense, support and healing

White Mage (Tri-Elemental): best healing class

Ranger (Tri-Elemental): magic offense and support

Medium (Tri-Elemental): magic offense and support

Mia

Paragon (Mono-Elemental): magic offense, support and healing

Sage (Dual-Elemental): magic offense, support and healing

Druid (Dual-Elemental): magic offense, support and healing

White Mage (Tri-Elemental): best healing class

Ranger (Tri-Elemental): magic offense and support

Medium (Tri-Elemental): magic offense and support

 

We’ll cover the classes first and then afterwards we’ll give you our recommendations for the best team compositions.

 

Mono-Element Classes

These are your default classes with only one element per character. They’re straightforward, easy and will get you through the game no problem. You don’t have to worry about weakening your characters too much from using Djinn and the high elemental power combined with each characters base elemental power is quite potent.

One disadvantage of these classes are that overall their stats aren’t as great as others. There’s only a single element worth of skills which can be a problem when facing enemies with elemental resistances,  Since you only have Djinn of one element you can’t use some of the more advanced summons.

 

Squire > Knight > Gallant > Lord – Venus (Isaac)

This is the default class for Isaac and it only uses Venus Djinn. It features high HP, good attack, average agility, low defense, very low PP and standard luck. It’s an all around average kind of class. Having access to the Gaia spell series plus Cure and Revive is nice. This is the only mono-elemental class to have Revive but the overall low PP doesn’t really make this a good choice.

Squire: 0 to 1 Venus Djinn – HP 110%, PP 80%, ATK 110%, DEF 100%, AGI 110%, LCK 100%

Knight: 2 to 3 Venus Djinn – HP 130%, PP 90%, ATK 120%, DEF 110%, AGI 120%, LCK 100%

Gallant: 4 to 5 Venus Djinn – HP 150%, PP 100%, ATK 130%, DEF 120%, AGI 130%, LCK 100%

Lord: 6 to 7 Venus Djinn – HP 170%, PP 110%, ATK 140%, DEF 130%, AGI 140%, LCK 100%

Skills

Level 1: Cure (3 PP, 1 target)

Level 2: Quake (4 PP, 3 targets, 12 power)

Level 4: Earthquake (7 PP, 5 targets, 35 power)

Level 6: Spire (5 PP, 1 target, 40 power)

Level 7: Gaia (7 PP, 3 targets, 40 power) – Must be Gallant or higher

Level 10: Cure Well (7 PP, 1 target)

Level 13: Ragnarok (7 PP, 1 target, ATK + 35) > Odyssey (18 PP, 1 target, ATK + 95) – Changes at Lord

Level 14: Quake Sphere (15 PP, 7 targets, 65 power)

Level 19: Revive (15 PP, 1 target) – Must be Gallant or higher

Level 20: Clay Spire (13 PP, 3 targets, 85 power)

Level 24: Mother Gaia (17 PP, 5 targets, 100 power) – Must be Gallant or higher

Level 26: Potent Cure (10 PP, 1 target)

Level 42: Stone Spire (22 PP, 3 targets, 160 power)

Level 54: Grand Gaia (32 PP, 5 targets, 200 power)

 

Guard > Soldier > Warrior > Champion – Mars (Garet)

This is the default class for Garet and it only uses Mars Djinn. Champions have high HP, strong defense, somewhat strong attack, very low PP, the lowest agility of all classes and standard luck. This is one of the highest defense classes which makes it a good tank, plus it has a pretty good array of offensive skills, but will almost always act last because of the low agility.

Guard: 0 to 1 Mars Djinn – HP 110%, PP 80%, ATK 100%, DEF 110%, AGI 70%, LCK 100%

Soldier: 2 to 3 Mars Djinn – HP 130%, PP 90%, ATK 110%, DEF 120%, AGI 80%, LCK 100%

Warrior: 4 to 5 Mars Djinn – HP 150%, PP 100%, ATK 120%, DEF 130%, AGI 90%, LCK 100%

Champion: 6 to 7 Mars Djinn – HP 170%, PP 110%, ATK 130%, DEF 140%, AGI 100%, LCK 100%

Skills

Level 1: Flare (4 PP, 3 targets, 15 power)

Level 3: Guard (3 PP, 1 target) – Must be Warrior or higher

Level 4: Fire (6 PP, 3 targets, 35 power)

Level 6: Flare Wall (7 PP, 3 targets, 40 power)

Level 8: Volcano (6 PP, 1 target, 45 power)

Level 9: Impair (4 PP, 1 target) – Must be Warrior or higher

Level 12: Heat Wave (6 PP, 1 target, ATK + 33) > Liquefier (17 PP, 1 target, ATK +90) – Changes at Champion

Level 13: Fireball (12 PP, 5 targets, 65 power)

Level 15: Protect (5 PP, all targets) – Must be Warrior or higher

Level 18: Flare Storm (12 PP, 3 targets, 80 power)

Level 22: Eruption (14 PP, 3 targets, 90 power)

Level 26: Debilitate (6 PP, all targets) – Must be Warrior or higher

Level 36: Inferno (23 PP, 5 targets, 140 power)

Level 48: Pyroclasm (29 PP, 5 targets, 180 power)

 

Wind Seer > Magician > Mage > Magister – Jupiter (Ivan)

This is Ivan’s starting class and uses only Wind Djinn. Overall Magister is not a great class. Sage is stronger in every single stat and has a better selection of skills so we wouldn’t really recommend using Magister.

Wind Seer: 0 to 1 Jupiter Djinn – HP 80%, PP 140%, ATK 80%, DEF 90%, AGI 130%, LCK 110%

Magician: 2 to 3 Jupiter Djinn – HP 90%, PP 150%, ATK 90%, DEF 100%, AGI 140%, LCK 110%

Mage: 4 to 5 Jupiter Djinn – HP 110%, PP 160%, ATK 100%, DEF 110%, AGI 150%, LCK 110%

Magister: 6 to 7 Jupiter Djinn – HP 130%, PP 170%, ATK 110%, DEF 120%, AGI 160%, LCK 110%

Skills

Level 1: Whirlwind (5 PP, 3 targets, 20 power)

Level 4: Ray (6 PP, 3 targets, 35 power)

Level 5: Impact (7 PP, 1 target) – Must be Magician or higher

Level 6: Ward (3 PP, 1 target) – Must be Mage or higher

Level 8: Plasma (8 PP, 3 targets, 45 power)

Level 12: Sleep (5 PP, 3 targets)

Level 14: Storm Ray (10 PP, 3 targets, 65 power)

Level 17: Bind (4 PP, 1 target)

Level 18: Tornado (14 PP, 5 targets, 80 power)

Level 21: High Impact (12 PP, all targets) – Must be Magician or higher

Level 22: Resist (5 PP, all targets) – Must be Mage or higher

Level 26: Shina Plasma (18 PP, 5 targets, 100 power)

Level 36: Destruct Ray (21 PP, 3 targets, 150 power)

Level 44: Tempest (27 PP, 5 targets, 160 power)

Level 50: Spark Plasma (37 PP, 7 targets, 180 power)

 

Water Seer > Scribe > Cleric > Paragon – Mercury (Mia)

This is Mia’s default class and uses only Mercury Djinn. Overall it has good PP but low defense and HP, low attack, very low agility and better than average luck. Paragon makes a solid healing class but the low agility will make it so this character will almost always attack last. There’s no revive skill though which isn’t ideal for a class primarily focused on healing. It also doesn’t have any great attacking options so there’s not a lot you can do with a Paragon other than heal.

Water Seer: 0 to 1 Mercury Djinn – HP 90%, PP 130%, ATK 90%, DEF 100%, AGI 80%, LCK 130%

Scribe: 2 to 3 Mercury Djinn – HP 100%, PP 140%, ATK 100%, DEF 110%, AGI 90%, LCK 130%

Cleric: 4 to 5 Mercury Djinn – HP 120%, PP 150%, ATK 110%, DEF 120%, AGI 100%, LCK 130%

Paragon: 6 to 7 Mercury Djinn – HP 140%, PP 160%, ATK 120%, DEF 130%, AGI 110%, LCK 130%

Skills

Level 1: Ply (4 PP, 1 target)

Level 2: Frost (5 PP, 3 targets, 20 power)

Level 4: Ice (5 PP, 1 target, 35 power)

Level 5: Cure Poison (2 PP, 1 target)

Level 8: Wish (9 PP, all targets) – Must be Cleric or higher

Level 9: Tundra (8 PP, 3 targets, 45 power)

Level 13: Restore (3 PP, 1 target)

Level 16: Ply Well (8 PP, 1 target)

Level 17: Ice Horn (11 PP, 3 targets, 70 power)

Level 22: Wish Well (12 PP, all targets) – Must be Cleric or higher

Level 24: Glacier (15 PP, 3 targets, 100 power)

Level 30: Break (5 PP, all targets)

Level 34: Pure Ply (12 PP, 1 target)

Level 42: Ice Missile (23 PP, 3 targets, 160 power)

Level 46: Pure Wish (20 PP, all targets) – Must be Cleric or higher

 

Dual-Element Classes

These classes have one or two Djinn of the characters own element and then the rest are Djinn from another element. Some elements complement each other like Earth and Fire and then Wind and Water.

These classes are still fairly straightforward and not too much more complicated than the mono-element ones. They also give characters skills from two elements giving them more options against enemies with elemental resistances. Summons that require more Djinn on standby are somewhat faster and so is the recovery rate.

When using a dual-element class you have to be careful which Djinn you use in battle because it may change your character into a completely different class. Almost anything these dual-element classes can do the tri-elemental classes can probably do better. Some of these classes are not a good match for certain characters. In general Isaac and Garet do better as offensive, physical type classes while Ivan and Mia really do better in psynergy-based classes.

 

Brute > Ruffian > Savage > Barbarian > Berserker – Mars/Venus (Isaac or Garet)

Because Venus and Mars complement each other this makes a very powerful class. Berserkers have excellent HP, the highest attack of all classes, good agility, somewhat lower defense and very low PP. They also have the lowest luck of all classes. Isaac does especially well in this class. It’s got some great offensive skills plus Revive.

Brute: 1 Mars Djinn (Isaac) or 1 Venus Djinn (Garet) – HP 100%, PP 70%, ATK 120%, DEF 90%, AGI 110%, LCK 70%

Ruffian: 2 to 3 Mars Djinn (Isaac) or 2 to 3 Venus Djinn (Garet) – HP 120%, PP 80%, ATK 130%, DEF 100%, AGI 120%, LCK 70%

Savage: 4 Mars Djinn (Isaac) or 4 Venus Djinn (Garet) – HP 140%, PP 90%, ATK 140%, DEF 110%, AGI 130%, LCK 70%

Barbarian: 5 Mars Djinn (Isaac) or 5 Venus Djinn (Garet) – HP 150%, PP 100%, ATK 150%, DEF 120%, AGI 140%, LCK 70%

Berserker: 6 Mars Djinn + 1 Venus Djinn (Isaac) or 6 Venus Djinn + 1 Mars Djinn (Garet) – HP 180%, PP 110%, ATK 160%, DEF 130%, AGI 150%, LCK 70%

Skills

Level 1: Growth (4 PP, 1 target, 25 power)

Level 6: Blast (7 PP, 3 targets, 40 power)

Level 7: Spire (5 PP, 1 target, 40 power) – Must be Savage or higher

Level 9: Impair (4 PP, 1 target)

Level 12: Mad Growth (10 PP, 3 targets, 60 power)

Level 13: Planet Diver (7 PP, 1 target, ATK + 36) > Planetary (19 PP, 1 target, ATK + 98) – Changes at Berserker

Level 16: Nova (13 PP, 5 targets, 70 power)

Level 17: Haunt (5 PP, 3 targets)

Level 19: Revive (15 PP, 1 target) – Must be Savage or higher

Level 20: Clay Spire (13 PP, 3 targets, 85 power)

Level 23: Debilitate (6 PP, all targets) – Must be Savage or higher

Level 24: Curse (6 PP, 1 target)

Level 28: Wild Growth (19 PP, 5 targets, 110 power)

Level 29: Condemn (8 PP, 1 target)

Level 40: Supernova (31 PP, 7 targets, 150 power)

Level 42: Stone Spire (22 PP, 3 targets, 160 power) – Must be Savage or higher

 

Hermit > Elder > Scholar > Savant > Sage – Jupiter/Mercury (Ivan or Mia)

Jupiter and Mercury complement each other making this an extra powerful class and better than Magister in every way. Sage has the highest PP and highest agility our of all the classes (tying with a few others) but has only average HP and lower than average attack and defense. It’s luck is pretty good as well. This class makes a nice healer/support character while still having access to some good offensive skills but it learns new offensive skills pretty slowly. Hail Prism and Shine Plasma don’t unlock until levels 22 and 26.

Hermit: 1 Mercury Djinn (Ivan) or 1 Jupiter Djinn (Mia) – HP 80%, PP 140%, ATK 80%, DEF 90%, AGI 130%, LCK 120%

Elder: 2 to 3 Mercury Djinn (Ivan) or 2 to 3 Jupiter Djinn (Mia) – HP 90%, PP 150%, ATK 90%, DEF 100%, AGI 140%, LCK 120%

Scholar: 4 Mercury Djinn (Ivan) or 4 Jupiter Djinn (Mia) – HP 110%, PP 160%, ATK 100%, DEF 110%, AGI 150%, LCK 120%

Savant: 5 Mercury Djinn (Ivan) or 5 Jupiter Djinn (Mia) – HP 130%, PP 170%, ATK 110%, DEF 130%, AGI 160%, LCK 120%

Sage: 6 Mercury Djinn + 1 Jupiter Djinn (Ivan) or 6 Jupiter Djinn + 1 Mercury Djinn (Mia) – HP 150%, PP 180%, ATK 120%, DEF 130%, AGI 170%, LCK 120%

Skills

Level 1: Impact (7 PP, 1 target)

Level 6: Prism (7 PP, 3 targets, 40 power)

Level 8: Plasma (8 PP, 3 targets, 45 power)

Level 12: Wish (9 PP, all targets) – Must be Scholar or higher

Level 18: Bind (4 PP, 1 target)

Level 21: High Impact (12 PP, all targets)

Level 22: Hail Prism (16 PP, 5 targets, 90 power)

Level 24: Wish Well (13 PP, all targets) – Must be Scholar or higher

Level 26: Shine Plasma (18 PP, 5 targets, 100 power)

Level 30: Break (5 PP, all targets)

Level 31: Drain (3 PP, 1 target, 50 power)

Level 39: Psy Drain (0 PP, 1 target)

Level 46: Pure Wish (20 PP, all targets) – Must be Scholar or higher

Level 50: Spark Plasma (37 PP, 7 targets, 180 power)

Level 52: Freeze Prism (32 PP, 5 targets, 190 power)

 

Apprentice > Illusionist > Enchanter > Conjurer – Venus/Jupiter (Isaac)

Conjurers have high HP, excellent agility and pretty good PP and attack. But they do have lower defense and luck than some other similar classes. Overall a pretty average, mostly support class, nothing really special. Ivan can’t become a Venus/Jupiter Conjurer but he can become the previous level class Enchanter with 6 Venus Djinn. That’s an even weaker class though so we wouldn’t recommend it.

Apprentice: 1 Jupiter Djinn (Isaac) – HP 100%, PP 120%, ATK 110%, DEF 100%, AGI 120%, LCK 90%

Illusionist: 2 to 3 Jupiter Djinn (Isaac) – HP 120%, PP 130%, ATK 120%, DEF 110%, AGI 130%, LCK 90%

Enchanter: 4 to 5 Jupiter Djinn (Isaac) or 6 Venus Djinn (Ivan) – HP 140%, PP 140%, ATK 130%, DEF 120%, AGI 140%, LCK 90%

Conjurer: 6 Jupiter Djinn + 1 Venus Djinn (Isaac) – HP 170%, PP 160%, ATK 140%, DEF 130%, AGI 160%, LCK 90%

Skills

Level 1: Delude (4 PP, 3 targets)

Level 5: Impact (7 PP, 1 target) – Must be Enchanter or higher

Level 6: Gaia (7 PP, 3 targets, 40 power)

Level 6: Ward (3 PP, 1 target) – Must be Enchanter or higher

Level 9: Weaken (4 PP, 1 target)

Level 11: Astral Blast (5 PP, 1 target, ATK + 32) > Thunder Mine (16 PP, 1 target, ATK + 85) – Changes at Conjurer

Level 14: Sleep (5 PP, 3 targets)

Level 17: Haunt (5 PP, 3 targets)

Level 20: Curse (6 PP, 1 target)

Level 21: High Impact (12 PP, all targets) – Must be Enchanter or higher

Level 22: Resist (5 PP, all targets) – Must be Enchanter or higher

Level 24: Mother Gaia (17 PP, 5 targets, 100 power)

Level 25: Enfeeble (6 PP, 3 targets)

Level 31: Drain (3 PP, 1 target, 50 power)

Level 39: Psy Drain (0 PP, 1 target)

Level 54: Grand Gaia (32 PP, 5 targets, 200 power)

 

Page > Illusionist > Enchanter > Conjurer – Mars/Jupiter (Garet)

This class is very similar to the Venus/Jupiter Conjurer just with some fire-based skills instead of the earth-based ones. It’s still a pretty average, mostly support class. Ivan can’t become a Mars/Jupiter Conjurer but he can become the previous level class Enchanter with 6 Mars Djinn. That’s an even weaker class though so we wouldn’t recommend it.

Page: 1 Jupiter Djinn (Garet) – HP 100%, PP 120%, ATK 110%, DEF 100%, AGI 120%, LCK 90%

Illusionist: 2 to 3 Jupiter Djinn (Garet) – HP 120%, PP 130%, ATK 120%, DEF 110%, AGI 130%, LCK 90%

Enchanter: 4 to 5 Jupiter Djinn (Garet) or 6 Mars Djinn (Ivan) – HP 140%, PP 140%, ATK 130%, DEF 120%, AGI 140%, LCK 90%

Conjurer: 6 Jupiter Djinn + 1 Mars Djinn (Garet) – HP 170%, PP 160%, ATK 140%, DEF 130%, AGI 160%, LCK 90%

Skills

Level 1: Delude (4 PP, 3 targets)

Level 3: Guard (3 PP, 1 target) – Must be Enchanter or higher

Level 5: Impact (7 PP, 1 target) – Must be Enchanter or higher

Level 6: Ward (3 PP, 1 target)

Level 8: Volcano (6 PP, 1 target, 45 power)

Level 9: Weaken (4 PP, 1 target)

Level 11: Astral Blast (5 PP, 1 target, ATK + 32) > Thunder Mine (16 PP, 1 target, ATK + 85) – Changes at Conjurer

Level 14: Sleep (5 PP, 3 targets)

Level 15: Protect (5 PP, all targets) – Must be Enchanter or higher

Level 21: High Impact (12 PP, all targets) – Must be Enchanter or higher

Level 22: Resist (5 PP, all targets)

Level 24: Eruption (14 PP, 3 targets, 90 power)

Level 25: Enfeeble (6 PP, 3 targets)

Level 31: Drain (3 PP, 1 target, 50 power)

Level 39: Psy Drain (0 PP, 1 target)

Level 48: Pyroclasm (29 PP, 5 targets, 180 power)

 

Swordsman > Defender > Cavalier > Guardian – Mercury/Venus (Isaac)

This class has high HP and good attack, defense and luck but below average agility and PP. It’s got a good mixture of offense combined with healing and unlike the similar Luminier class it gets Revive. With both wish and revive it makes a good tank/healer character. Mia can become the previous level class Cavalier with 6 Venus Djinn but it’s a weaker version of this class and doesn’t fit Mia’s skillset very well.

Guardian: 1 Mercury Djinn (Isaac)- HP 100%, PP 90%, ATK 110%, DEF 110%, AGI 90%, LCK 120%

Guardian: 2 to 3 Mercury Djinn (Isaac) – HP 120%, PP 100%, ATK 120%, DEF 120%, AGI 100%, LCK 120%

Guardian: 4 to 5 Mercury Djinn (Isaac) or 6 Venus Djinn (Mia) – HP 140%, PP 110%, ATK 130%, DEF 130%, AGI 110%, LCK 120%

Guardian: 6 Mercury Djinn + 1 Venus Djinn (Isaac)- HP 170%, PP 120%, ATK 140%, DEF 140%, AGI 120%, LCK 120%

Skills

Level 1: Ply (4 PP, 1 target) – Must be Defender or higher

Level 4: Thorn (6 PP, 3 targets, 35 power)

Level 5: Cure Poison (2 PP, 1 target)

Level 6: Avoid (5 PP, 1 target) – Must be Defender or higher

Level 8: Wish (9 PP, all targets) – Must be Cavalier or higher

Level 11: Cutting Edge (5 PP, 1 target, ATK+32) > Plume Edge (15 PP, 1 target, ATK+80) – Changes at Guardian

Level 13: Restore (3 PP, 1 target)

Level 14: Briar (11 PP, 3 targets, 70 power)

Level 16: Ply Well (8 PP, 1 target) – Must be Defender or higher

Level 19: Revive (15 PP, 1 target)

Level 22: Wish Well (13 PP, all targets) – Must be Cavalier or higher

Level 30: Break (5 PP, all targets)

Level 34: Pure Ply (12 PP, 1 target) – Must be Defender or higher

Level 36: Nettle (23 PP, 5 targets, 140 power)

Level 46: Pure Wish (20 PP, all targets) – Must be Cavalier or higher

 

Swordsman > Defender > Cavalier > Luminier – Mercury/Mars (Garet)

This class is very similar to the Guardian but with fire-based skills instead of earth-based ones which means no access to Revive. It has high HP and good attack, defense and luck but below average agility and PP. It’s another pretty good tank/healer class. Mia can become the previous level class Cavalier with 6 Mars Djinn but it’s a weaker version of this class and doesn’t fit Mia’s skillset very well.

Swordsman: 1 Mercury Djinn (Garet) – HP 100%, PP 90%, ATK 110%, DEF 110%, AGI 900%, LCK 120%

Defender: 2 to 3 Mercury Djinn (Garet) – HP 120%, PP 100%, ATK 120%, DEF 120%, AGI 100%, LCK 120%

Cavalier: 4 to5  Mercury Djinn (Garet) or 6 Mars Djinn (Mia) – HP 140%, PP 110%, ATK 130%, DEF 110%, AGI 110%, LCK 120%

Luminier: 6 Mercury Djinn + 1 Mars Djinn (Garet)- HP 170%, PP 120%, ATK 140%, DEF 140%, AGI 120%, LCK 120%

Skills

Level 1: Ply (4 PP, 1 target) – Must be Defender or higher

Level 2: Blast (5 PP, 3 targets, 25 power)

Level 3: Guard (3 PP, 1 target)

Level 5: Cure Poison (2 PP, 1 target)

Level 6: Avoid (5 PP, 1 target) – Must be Defender or higher

Level 8: Wish (9 PP, all targets) – Must be Cavalier or higher

Level 10: Mad Blast (9 PP, 3 targets, 50 power)

Level 11: Cutting Edge (5 PP, 1 target, ATK+32) > Plume Edge (15 PP, 1 target, ATK+80) – Changes at Luminier

Level 13: Restore (3 PP, 1 target)

Level 15: Protect (5 PP, all targets)

Level 16: Ply Well (8 PP, 1 target) – Must be Defender or higher

Level 22: Wish Well (13 PP, all targets) – Must be Cavalier or higher

Level 28: Fiery Blast (19 PP, 5 targets, 110 power)

Level 30: Break (5 PP, all targets)

Level 34: Pure Ply (12 PP, 1 target) – Must be Defender or higher

Level 46: Pure Wish (20 PP, all targets) – Must be Cavalier or higher

 

Seer > Diviner > Shaman > Druid – Venus/Jupiter (Ivan)

Druids have great HP and PP, average attack and defense, great agility and average luck. Unfortunately it’s got a fairly weak collection of skills and won’t work well in the later stages of the game. Having another character that can use Revive is kind of nice though. Isaac can become the previous class Shaman with 6 Jupiter Djinn but it is a weaker version of the Druid and doesn’t fit Isaac’s skillset very well.

Seer: 1 Venus Djinn (Ivan) – HP 90%, PP 130%, ATK 90%, DEF 90%, AGI 110%, LCK 100%

Diviner: 2 to 3 Venus Djinn (Ivan) – HP 110%, PP 140%, ATK 100%, DEF 120%, AGI 120%, LCK 100%

Shaman: 4 to 5 Venus Djinn (Ivan) or 6 Jupiter Djinn (Isaac) – HP 120%, PP 150%, ATK 110%, DEF 110%, AGI 130%, LCK 100%

Druid: 6 Venus Djinn + 1 Jupiter Djinn (Ivan) – HP 150%, PP 170%, ATK 130%, DEF 130%, AGI 150%, LCK 100%

Skills

Level 1: Cure (3 PP, 1 target)

Level 2: Bolt (4 PP, 1 target, 20 power)

Level 3: Growth (4 PP, 1 target, 25 power)

Level 6: Flash Bolt (7 PP, 3 targets, 40 power)

Level 7: Ward (3 PP, 1 target) – Must be Shaman or higher

Level 10: Cure Well (7 PP, 1 target)

Level 12: Mad Growth (10 PP, 3 targets, 60 power)

Level 18: Bind (4 PP, 1 target)

Level 19: Revive (15 PP, 1 target) – Must be Shaman or higher

Level 22: Blue Bolt (14 PP, 3 targets, 90 power)

Level 23: Resist (5 PP, all targets) – Must be Shaman or higher

Level 26: Potent Cure (10 PP, 1 target)

Level 29: Wild Growth (19 PP, 5 targets, 110 power)

Level 31: Drain (3 PP, 1 target, 50 power)

Level 39: Psy Drain (0 PP, 1 target)

 

Seer > Diviner > Shaman > Druid – Venus/Mercury (Mia)

Stats-wise this class is the same as the Venus/Jupiter Druid class, great HP and PP, average attack and defense, great agility and average luck. Instead of wind-element skills though this class gets water-based ones. This gives it a much better collection of skills than the Venus/Jupiter version with better healing skills and better offense ones. Isaac can become the previous class Shaman with 6 Mercury Djinn but it is a weaker version of the Druid and doesn’t fit Isaac’s skillset very well.

Seer: 1 Venus Djinn (Mia) – HP 90%, PP 130%, ATK 90%, DEF 90%, AGI 110%, LCK 100%:

Diviner: 2 to 3 Venus Djinn (Mia) – HP 110%, PP 140%, ATK 100%, DEF 100%, AGI 120%, LCK 100%:

Shaman: 4 to 5 Venus Djinn (Mia) or 6 Mercury Djinn (Isaac) – HP 120%, PP 150%, ATK 110%, DEF 110%, AGI 130%, LCK 100%:

Druid: 6 Venus Djinn + 1 Mercury Djinn (Mia) – HP 150%, PP 170%, ATK 130%, DEF 130%, AGI 150%, LCK 100%:

Skills

Level 1: Cure (3 PP, 1 target)

Level 2: Froth (5 PP, 3 targets, 28 power)

Level 3: Growth (4 PP, 1 target, 25 power)

Level 5: Cure Poison (2 PP, 1 target)

Level 8: Wish (9 PP, all targets) – Must be Shaman or higher

Level 10: Cure Well (7 PP, 1 target)

Level 12: Mad Growth (10 PP, 3 targets, 60 power)

Level 13: Restore (3 PP, 1 target)

Level 14: Froth Sphere (12 PP, 5 targets, 65 power)

Level 19: Revive (15 PP, 1 target) – Must be Shaman or higher

Level 22: Wish Well (13 PP, all targets) – Must be Shaman or higher

Level 26: Potent Cure (10 PP, 1 target)

Level 29: Wild Growth (19 PP, 5 targets, 110 power)

Level 30: Break (5 PP, all targets)

Level 40: Froth Spiral (31 PP, 7 targets, 150 power)

Level 46: Pure Wish (20 PP, all targets) – Must be Shaman or higher

 

Pilgrim > Wanderer > Ascetic > Fire Monk – Mars/Jupiter (Ivan)

Fire Monks have great agility and PP, pretty good HP and defense, above average luck and decent attack. This is one of the better dual-element classes with overall great stats and a powerful collection of skills. Garet can become the previous level of this class, Ascetic with 6 Jupiter Djinn but there are better options for him.

Pilgrim: 1 Mars Djinn (Ivan) – HP 90%, PP 120%, ATK 90%, DEF 100%, AGI 120%, LCK 120%

Wanderer: 2 to 3 Mars Djinn (Ivan) – HP 110%, PP 130%, ATK 100%, DEF 110%, AGI 130%, LCK 120%

Ascetic: 4 to 5 Mars Djinn (Ivan) or 6 Jupiter Djinn (Garet) – HP 120%, PP 140%, ATK 110%, DEF 120%, AGI 140%, LCK 120%

Fire Monk: 6 Mars Djinn + 1 Jupiter Djinn (Ivan) – HP 150%, PP 160%, ATK 130%, DEF 140%, AGI 160%, LCK 120%

Skills

Level 1: Slash (4 PP, 1 target, 25 power)

Level 6: Ward (3 PP, 1 target) – Must be Ascetic or higher

Level 8: Volcano (6 PP, 1 target, 45 power) – Must be Ascetic or higher

Level 9: Plasma (8 PP, 3 targets, 45 power)

Level 10: Wind Slash (9 PP, 3 targets, 50 power)

Level 18: Bind (4 PP, 1 target)

Level 22: Eruption (14 PP, 3 targets, 90 power) – Must be Ascetic or higher

Level 24: Resist (5 PP, all targets) – Must be Ascetic or higher

Level 26: Shine Plasma (18 PP, 5 targets, 100 power)

Level 30: Sonic Slash (20 PP, 5 targets, 120 power)

Level 33: Drain (3 PP, 1 target, 50 power)

Level 41: Psy Drain (0 PP, 1 target)

Level 48: Pyroclasm (29 PP, 5 targets, 180 power) – Must be Ascetic or higher

Level 50: Spark Plasma (37 PP, 7 targets, 180 power)

 

Pilgrim > Wanderer > Ascetic > Water Monk – Mars/Mercury (Mia)

Water Monks have the same stats as Fire Monks, great agility and PP, pretty good HP and defense, above average luck and decent attack. like the Fire Monk this is a fairly solid class but with water-based skills instead of the wind-based ones it has some healing options and can provide a decent mixture of healing and offense. Garet can become the previous level of this class, Ascetic with 6 Mercury Djinn but there are better options for him.

Pilgrim: 1 Mars Djinn (Mia) – HP 90%, PP 120%, ATK 90%, DEF 100%, AGI 120%, LCK 120%

Wanderer: 2 to 3 Mars Djinn (Mia) – HP 110%, PP 130%, ATK 100%, DEF 110%, AGI 130%, LCK 120%

Ascetic: 4 to 5 Mars Djinn (Mia) or 6 Mercury Djinn (Garet) – HP 120%, PP 140%, ATK 110%, DEF 120%, AGI 140%, LCK 120%

Water Monk: 6 Mars Djinn + 1 Mercury Djinn (Mia) – HP 150%, PP 160%, ATK 130%, DEF 140%, AGI 160%, LCK 120%

Skills

Level 1: Douse (5 PP, 3 targets, 25 power)

Level 5: Cure Poison (2 PP, 1 target)

Level 6: Prism (7 PP, 3 targets, 40 power)

Level 8: Volcano (6 PP, 1 target, 45 power) – Must be Ascetic or higher

Level 9: Wish (9 PP, all targets) – Must be Ascetic or higher

Level 12: Drench (10 PP, 3 targets, 60 power)

Level 13: Restore (3 PP, 1 target)

Level 20: Hail Prism (16 PP, 5 targets, 90 power)

Level 22: Eruption (14 PP, 3 targets, 90 power)

Level 24: Wish Well (13 PP, all targets) – Must be Ascetic or higher

Level 30: Deluge (20 PP, 5 targets, 120 power)

Level 34: Break (5 PP, all targets)

Level 46: Pure Wish (20 PP, all targets) – Must be Ascetic or higher

Level 48: Pyroclasm (29 PP, 5 targets, 180 power) – Must be Ascetic or higher

Level 52: Freeze Prism (32 PP, 5 targets, 190 power)

 

Tri-Element Classes

Tri-Element classes require two types of Djinn that are different from the character’s base class. Statistics-wise these are the best classes for all characters. If they have one stat that’s kind of low they’ll have another stat that’s extra high to compensate. These classes also have three different elements of skills giving them more options in combat. They also have some of the best skills in the game and usually have a decently high enough amount of PP to use them.

Having the Djinn spread out among the characters this way makes it easier and faster to use summons. Multiple characters can unleash Djinn in one turn making the summons ready faster. Since the Djinn are split among the different characters they also recover faster as well. When using Djinn and summons in battle though it’s much easier to mess up your character’s classes so you have to be careful what you do here.

These classes all require six or seven Djinn so they aren’t really options until the end of the game. Check our Djinn location guide for more information on where to find all of them. One final negative of these classes is that their elemental levels are lower than the mono or dual element classes.

 

Ninja – Jupiter/Mars or Jupiter/Venus (Isaac or Garet)

Ninja’s have the highest agility out of all the classes, excellent attack and HP, great PP but lower defense and quite low luck. They get some of the strongest area-of-effect skills in the game making them one of the best classes for taking out multiple enemies. Their high agility means they’ll almost always attack first each turn.

3 Jupiter Djinn + 3 Mars Djinn (Isaac) or 3 Jupiter Djinn + 3 Venus Djinn (Garet)

HP 160%, PP 140%, ATK 150%, DEF 120%, AGI 170%, LCK 80%

Skills

Level 1: Gale (3 PP, 3 targets, 18 power)

Level 4: Punji (7 PP, 3 targets, 45 power)

Level 6: Fire Bomb (5 PP, 3 targets, 35 power)

Level 7: Mist (4 PP, 3 targets)

Level 8: Thunderclap (9 PP, 3 targets, 50 power)

Level 12: Death Plunge (14 PP, 1 target, ATK+40)

Level 15: Punji Trap (13 PP, 3 targets, 85 power)

Level 16: Cluster Bomb (11 PP, 5 targets, 65 power)

Level 18: Typhoon (12 PP, 5 targets, 65 power)

Level 21: Shuriken (8 PP, 3 targets, ATK*0.8)

Level 26: Thunderbolt (19 PP, 5 targets, 110 power)

Level 31: Annihilation (18 PP, 1 target, ATK*1.5)

Level 36: Punji Strike (24 PP, 5 targets, 150 power)

Level 40: Carpet Bomb (29 PP, 7 targets, 130 power)

Level 44: Hurricane (25 PP, 5 targets, 150 power)

Level 50: Thunderhead (39 PP, 7 targets, 190 power)

 

Samurai – Mars/Jupiter or Venus/Jupiter (Isaac or Garet)

This is another very powerful class with excellent offense skills and several support skills. It has the highest HP out of all the classes, excellent attack, defense and agility, a good amount of PP and slightly below average luck. Samurai is comparable to Ninja but does slightly worse when it comes to offense but slightly better when it comes to defense.

4 Mars Djinn + 3 Jupiter Djinn (Isaac) or 4 Venus Djinn + 3 Jupiter Djinn (Garet)

HP 190%, PP 130%, ATK 150%, DEF 140%, AGI 140%, LCK 90%

Skills

Level 3: Guardian (3 PP, 1 target)

Level 5: Demon Spear (7 PP, 1 target)

Level 6: Rockfall (5 PP, 3 targets, 30 power)

Level 8: Lava Shower (4 PP, 1 target, 40 power)

Level 10: Magic Shell (3 PP, 1 target)

Level 12: Dragon Cloud (6 PP, 1 target, 80 power)

Level 15: Protector (5 PP, all targets)

Level 18: Demon Night (12 PP, 3 targets, 60 power)

Level 21: Angel Spear (12 PP, all targets)

Level 22: Molten Bath (12 PP, 3 targets, 70 power)

Level 24: Rockslide (15 PP, 5 targets, 90 power)

Level 27: Magic Shield (5 PP, all targets)

Level 33: Helm Splitter (8 PP, 1 target, ATK+30)

Level 40: Quick Strike (12 PP, 1 target, ATK*1.8)

Level 48: Magma Storm (27 PP, 5 targets, 120 power)

Level 54: Avalanche (30 PP, 5 targets, 160 power)

 

Medium – Venus/Jupiter or Venus/Mercury (Ivan or Mia)

Medium is basically a combination of the two Druid classes. This class has very high PP, decent defense and HP, excellent agility and below average attack and luck. It’s got an okay mixture of offensive skills and some healing ones but it doesn’t have any of the Wish skills which doesn’t make it a great healer. White Mages are definitely a better option if you’re looking for a dedicated healer. We probably wouldn’t recommend this class too much but one benefit is that it does learn some good skills fairly early on.

3 Venus Djinn + 3 Jupiter Djinn (Mia) or 3 Venus Djinn + 3 Mercury Djinn (Ivan)

HP 130%, PP 170%, ATK 120%, DEF 120%, AGI 150%, LCK 90%

Skills

Level 1: Bolt (4 PP, 1 target, 20 power)

Level 2: Froth (5 PP, 3 targets, 28 power)

Level 3: Cure (3 PP, 1 target)

Level 6: Flash Bolt (7 PP, 3 targets, 40 power)

Level 10: Cure Well (7 PP, 1 target)

Level 14: Froth Sphere (12 PP, 5 targets, 65 power)

Level 17: Haunt (5 PP, 3 targets)

Level 19: Revive (15 PP, 1 target)

Level 20: Curse (6 PP, 1 target)

Level 22: Blue Bolt (14 PP, 3 targets, 90 power)

Level 26: Potent Cure (10 PP, 1 target)

Level 29: Condemn (8 PP, 1 target)

Level 31: Drain (3 PP, 1 target, 50 power)

Level 36: Psy Drain (0 PP, 1 target)

Level 40: Froth Spiral (31 PP, 7 targets, 150 power)

 

White Mage – Mercury/Venus or Jupiter/Venus (Ivan or Mia)

This class has the highest PP of all the classes and is the best healing class in the game. It’s got high HP and agility, okay attack and defense and above average luck. It has some great wind and water offense skills, several support skills and the best healing skills in the game. Since this class requires seven Djinn total you won’t be able to use it until the end game after you’ve found every Djinn.

4 Mercury Djinn + 3 Venus Djinn (Ivan) or 4 Jupiter Djinn + 3 Venus Djinn (Mia)

HP 170%, PP 190%, ATK 130%, DEF 130%, AGI 150%, LCK 130%

Skills

Level 1: Cure Poison (2 PP, 1 target)

Level 6: Prism (7 PP, 3 targets, 40 power)

Level 8: Plasma (8 PP, 3 targets, 45 power)

Level 9: Ward (3 PP, 1 target)

Level 11: Dull (6 PP, 1 target)

Level 12: Wish (9 PP, all targets)

Level 13: Restore (3 PP, 1 target)

Level 17: Revive (15 PP, 1 target)

Level 22: Hail Prism (16 PP, 5 targets, 90 power)

Level 24: Wish Well (13 PP, all targets)

Level 26: Shine Plasma (18 PP, 5 targets, 100 power)

Level 31: Resist (5 PP, all targets)

Level 37: Blunt (11 PP, 3 targets)

Level 46: Spark Plasma (37 PP, 7 targets, 180 power)

Level 46: Pure Wish (20 PP, all targets)

Level 52: Freeze Prism (32 PP, 5 targets, 190 power)

 

Ranger – Mars/Jupiter or Mars/Mercury (Mia or Ivan)

Rangers have excellent PP and agility, average HP, attack and defense and excellent luck. It doesn’t have some of the stronger offensive skills that the White Mage has but it does get access to three different elements worth of Psynergy unlike the other tri-elemental classes. With their high PP they can last a long time. Rangers don’t really have any support or healing spells so they’re more of a pure magical offense class. This is also the only tri-elemental class that learns Break.

3 Mars Djinn + 3 Jupiter Djinn (Mia) or 3 Mars Djinn + 3 Mercury Djinn (Ivan)

HP 130%, PP 160%, ATK 120%, DEF 120%, AGI 160%, LCK 120%

Skills

Level 1: Slash (4 PP, 1 target, 25 power)

Level 2: Douse (5 PP, 3 targets, 25 power)

Level 6: Ward (3 PP, 1 target)

Level 8: Volcano (6 PP, 1 target, 45 power)

Level 10: Wind Slash (9 PP, 3 targets, 50 power)

Level 12: Drench (10 PP, 3 targets, 60 power)

Level 18: Bind (4 PP, 1 target)

Level 22: Eruption (14 PP, 3 targets, 90 power)

Level 24: Resist (5 PP, all targets)

Level 30: Sonic Slash (20 PP, 5 targets, 120 power)

Level 30: Deluge (20 PP, 5 targets, 120 power)

Level 33: Drain (3 PP, 1 target, 50 power)

Level 34: Break (5 PP, all targets)

Level 41: Psy Drain (0 PP, 1 target)

Level 48: Pyroclasm (29 PP, 5 targets, 180 power)

 

Dragoon – Mercury/Mars or Mercury/Venus (Isaac or Garet)

Dragoons are basically a combination of the Guardian and Luminier classes. They get a mixture of earth and fire based offensive skills plus several water based healing skills. Their HP, luck, attack and defense are all pretty high with an ok amount of PP and somewhat low agility. It’s a quite sturdy and well-rounded class but their lower agility will mean they’re almost always acting last each turn.

3 Mercury Djinn + 3 Mars Djinn (Isaac) or 3 Mercury Djinn + 3 Venus Djinn (Garet)

HP 160%, PP 130%, ATK 140%, DEF 140%, AGI 110%, LCK 130%

Skills

Level 1: Ply (4 PP, 1 target)

Level 2: Blast (5 PP, 3 targets, 25 power)

Level 4: Thorn (6 PP, 3 targets, 35 power)

Level 5: Cure Poison (2 PP, 1 target)

Level 6: Avoid (5 PP, 1 target)

Level 8: Wish (9 PP, all targets)

Level 10: Mad Blast (9 PP, 3 targets, 50 power)

Level 11: Cutting Edge (5 PP, 1 target, ATK+32)

Level 13: Restore (3 PP, 1 target)

Level 16: Ply Well (8 PP, 1 target)

Level 17: Briar (11 PP, 3 targets, 70 power)

Level 22: Wish Well (13 PP, all targets)

Level 27: Fiery Blast (19 PP, 5 targets, 110 power)

Level 34: Pure Ply (12 PP, 1 target)

Level 36: Nettle (23 PP, 5 targets, 140 power)

Level 46: Pure Wish (20 PP, all targets)

 

The Easiest Golden Sun Classes and Easiest Djinn Combinations

If you just want to get through the game and you don’t want to worry too much you’re totally okay just giving Isaac all Venus Djinn, Garet all Mars Djinn, Ivan all Jupiter Djinn and Mia all Mercury Djinn. That’ll make Isaac into a Lord, Garet into a Champion, Ivan into a Magister and Mia into a Paragon.

These are all perfectly fine classes for each character to get through the game. You’ll have a good mix of offense, support and healing and you don’t have to worry too much about anything. Summoning Djinn won’t really screw up your class combinations either.

So if this is your first time playing the game or you find the whole class system too difficult doing it this way is completely fine.

 

Our Favorite Golden Sun Classes and Best Djinn Combinations around level 20

This is an excellent party composition for the mid game before you’ve acquired every one of the Djinns. It’s got a nice balance although Ivan is a bit weak at this point in the game.

Isaac: Ninja (the main damage dealer) – Forge, Fever, Corona, Zephyr, Smog, Kite

Garet: Barbarian (a secondary damage dealer) – Flint, Granite, Quartz, Vine, Sap, Ground

Ivan: Elder (support) – Scorch, Ember, Gust Breeze, Squall

Mia: Cleric (healing) – Fizz, Sleet, Mist, Spritz, Hail, Tonic

 

Our Favorite Golden Sun Classes and Best Djinn Combinations for the End Game

Our favorite end game option has Isaac and Garet being the primary damage dealers, Ivan helping with support and Mia as the primary healer. Ivan and Mia do have some additional offense options as well.

Isaac: Ninja (the main damage dealer) – Dew, Fever, Corona, Flash, Zephyr, Smog, Kite

Garet: Berserker (a secondary damage dealer) – Flint, Granite, Quartz, Vine, Sap, Ground, Forge

Ivan: Ranger (support and some additional offense) – Bane, Spritz, Hail, Tonic, Scorch, Ember, Torch

Mia: Scholar, not quite a Sage (main healer) – Fizz, Sleet, Mist, Gust, Breeze, Squall, Luff

Image is official game artwork found on creativeuncut.com used under Fair Use