List of Venus Djinn
This is a list of all Djinn in the Golden Sun series aligned with Venus, the element of Earth. Their statistic boosts, individual effects, and locations are provided. For summon sequences, see Summon.
There are a total of 31 Venus Djinn so far. The original Golden Sun had only seven Venus Djinn, while Golden Sun: The Lost Age introduced eleven more, for a total of 18. Golden Sun: Dark Dawn also features 18 Venus Djinn to collect, although five of these Djinn are returning from past games, so only 13 new Venus Djinn are introduced.
The following lists are divided between the eighteen Venus Djinn found between Golden Sun and The Lost Age and the separate collection of eighteen found in Dark Dawn.
GBA Venus Djinn
Venus Djinn in Golden Sun
Name | Statistics change when set | Action when used in battle | Location |
---|---|---|---|
Flint |
HP +8 PP +4 Attack +3 |
Deals a Venus-aligned physical attack 160% of the power of the user's normal physical attack. | Automatically acquired once you leave Vale and enter the overworld for the first time. |
Granite |
HP +9 Defense +2 Agility +2 Luck +1 |
Decreases all damage done to all party members by 50% for the current turn. Acts with increased priority. | Acquired in Kolima, in a fenced-in area reached from the inside by going into a secret back door behind the treehouse to its left and traversing a short underground path. |
Quartz |
HP +10 PP +3 Agility +3 |
Targeted downed ally has a 50% chance to be revived and their HP restored to 50% of their maximum HP meter. | Fought and earned late in Mogall Forest. |
Vine |
HP +12 PP +4 Defense +3 Luck +1 |
Lowers all enemies' Agility ratings down to 50%, the minimum possible modifier value Agility can be lowered down to. | Fought and earned by random overworld monster encounter in a small region in Angara just west of the exit to Lamakan Desert on a round island. Alternatively, the random encounter can happen north of the exit on a brown stripe of land near the end of a path between the river and the mountains. |
Sap |
HP +10 Attack +3 Luck +1 |
Deals a Venus-aligned physical attack equal in power to the user's normal physical attack with an additional 50 damage points added to the result, and the user's HP meter is restored by an amount equal to 50% of the damage dealt. If the target dies, the user's HP is restored by half of the target's health before the attack. | Acquried in Vault. First, ring the town bell to make Sap hop to the exit of the Vault Cave optional dungeon, then traverse and complete Vault Cave, whereupon you reach Sap as your prize. |
Ground |
HP +9 PP +3 Agility +3 |
Prevents the target from performing one of its actions this turn. Acts with increased priority. | Acquired in Kalay Docks. Located on the top side of an impassable mound of dirt, it can only be reached by entering Kalay Docks from the top end of the overworld map. |
Bane |
HP +12 Attack +4 |
Deals a Venus-aligned physical attack equal in power to the user's normal physical attack with an additional 60 damage points added to the result, and there is a chance that the target will be afflicted with the Deadly Poison status condition. | Acquired in the sixth floor of Crossbone Isle. The entire room is a puzzle-like maze which must be solved both to pass the room and to reach Bane, and the Halt Psynergy is necessary to collect it. |
Venus Djinn in The Lost Age
Name | Statistics change when set | Action when used in battle | Location |
---|---|---|---|
Echo |
HP +9 PP +4 Attack +3 |
Deals a Venus-aligned physical attack 160% of the power of the user's normal physical attack. | Automatically acquired once you leave Daila and enter the overworld for the first time. |
Iron |
HP +11 Defense +2 Agility +3 |
Increases all currently active party members' Defense ratings by 25%. | Fought and earned by random overworld monster encounter in Indra in the forest immediately west of the town of Madra. |
Steel |
HP +9 Attack +4 Defense +2 Luck +1 |
Deals a Venus-aligned physical attack 130% of the power of the user's normal physical attack, and the user's HP meter is restored by an amount equal to 50% of the damage dealt. If the target dies, the user's HP is restored by half of the target's health before the attack. | Fought and earned in the Gabomba Statue. After reversing all the gears in the dungeon, ride the left of a pair of pink gears rotating into an abyss and fall to where Steel is in the floor below. |
Mud |
HP +10 PP +4 Agility +3 |
Lowers all enemies' Agility ratings down to 50%, the minimum possible modifier value Agility can be lowered down to. | Fought and earned in Gabomba Catacombs, reachable from the first room with the cyclone portals by casting Cyclone close enough to the mass of grass on the upper right that you enter a concealed cyclone portal, dropping you right next to Mud. |
Flower |
HP +12 PP +4 |
Restores all currently active party members' HP meters by 30% of their respective maximum HP meters. | Fought and earned in the optional dungeon Taopo Swamp, in the quadrant connected to the lower rightmost cave entrance in the exterior area. Move two earth pillars to block two steam-spouting holes in the walls on either side of Flower so that Flower is blown by the steam-spouting hole behind it to the floor below. Then drop down the second cliff slide to the right of where Flower was to reach it in the room below. |
Meld |
HP +9 Agility +4 Luck +1 |
The currently active party member other than the user with the highest Attack rating deals a Venus-aligned attack equal in power to their normal physical attack, but with their Attack rating treated as temporarily increased by an amount equal to 25% of the Meld user's own Attack rating. | Fought and earned in the initially accessible portion of the optional Islet Cave, the hidden dungeon accessible once a sequence of item trades across the Great Eastern Sea is completed. |
Petra |
HP +11 Defense +3 |
Prevents the target from performing one of its actions this turn. Acts with increased priority. | Fought and earned by random overworld monster encounter in Hesperia in a vertical stretch of forest in the northeastern region of the continent. This region is most easily reached by sailing the ship into the river opening on the northeastern tip of the landmass. |
Salt |
HP +9 PP +5 Luck +1 |
Heals all status ailments from all currently active party members. | Acquired in Contigo, hidden in the center bare spot of a large group of grass just to the right of where one enters the town. Use the Scoop Psynergy on the one bare spot to acquire the Djinni. |
Geode |
HP +12 Attack +6 |
Deals a Venus-aligned physical attack 190% of the power of the user's normal physical attack. | Acquired in Atteka Inlet, in the lower left corner of the left screen. Use the Lift Psynergy gained after Isaac's party joins Felix's late in The Lost Age on the boulder, and use the Cyclone Psynergy on the single patch of grass to make Geode appear. |
Mold |
HP +8 Attack +4 Agility +2 Luck +1 |
Compels the target foe to either attack another enemy on its side of the field, or itself if there is no other enemy, with a Venus-aligned attack equal in power to the Mold user's normal physical attack with an additional 80 damage points added to the result. | Acquired in the upper screen of the town of Prox. After sliding and bumping into it on the ice river, slide up to the mound of snow and use Scoop to acquire Mold. |
Crystal |
HP +10 PP +5 Defense +2 |
Restores all currently active party members' HP meters by 50% of their respective maximum HP meters. | Fought and earned in the optional dungeon Yampi Desert Cave. In a room where a moving mound of sand emerges in different spots of a sandy section of floor in an alternating pattern, cast a properly-timed Scoop to extract Crystal from the mound. |
In addition, one Venus Djinni can be found in an extra location in The Lost Age depending on whether you're not in possession of one or more of the original Golden Sun's Venus Djinn. If Isaac's party joins Felix's party after the Reunion not carrying all seven of the first game's Venus Djinn, one of the missing Venus Djinn will be available to collect in the pictured area near the end of the Treasure Isle dungeon. This can essentially be viewed as a "last chance" or "make-up" Venus Djinni for if you're playing The Lost Age without cross-game data transfer or with data-transfer from a completed Golden Sun game file in which the party did not collect all seven of the original Venus Djinn.
GBA Venus Djinn of note
- Geode obsoletes the already powerful Flint and Echo with a stronger damage modifier almost akin to dealing double damage, becoming the most directly powerful yet reliable offensive Djinni in the GBA series.
- Sap and Steel, while working off different damage formulae, share how the user's HP will be restored by an amount equal to half the damage they deal, making them potentially useful for simultaneous offensive and restorative purposes.
- Bane is the stronger of the two Djinn (the other being the Jupiter Djinni Wheeze) that may afflict the target with the fatal Deadly Poison status condition.
- Mold has the highest set damage bonus of any attacking Djinni in the GBA series, though it isn't reliably targetable if there are three or more enemies currently in the battle.
- Granite is often used for reliably halving all damage the party sustains in a given turn, despite it having superior counterparts in the Mars Djinni Flash and the Mercury Djinni Shade, both counted among the best Djinn in the game.
- Vine and Mud share the effect of halving all enemies' Agility ratings, which can be construed as equivalent to the Djinn Zephyr and Coal and their doubling of all party members' agility ratings - but with the added benefit that the enemy cannot remove its own Agility debuff with the Break Psynergy.
- Ground and Petra share the unique and useful effect of preventing the enemy from using its one action this turn (or otherwise, one of its actions this turn if it is a boss that performs multiple actions each turn).
- Iron and its identical counterpart the Mars Djinni Corona share the only effect the party has that is equivalent to two stacked-up uses of the Protect Psynergy at once.
- Salt and its identical counterpart the Mercury Djinni Tonic share the only effect the party has to heal the entire current battling party of all their status conditions, including Haunt, which is normally only removable at a Sanctum.
- Crystal is a superior version of Flower and its identical Mercury Djinni counterpart Spritz, and would suffice as a Wish Psynergy series or Mist Potion substitute for an Adept without either luxury.
Venus Djinn in Dark Dawn
The following are all the Venus Djinn the player can collect in Golden Sun: Dark Dawn. Five of these Djinn (Flint, Flower, Steel, Vine, and Geode) are returning from past Golden Sun games. The remaining 13 are first introduced in this game.
It is worth mentioning that an additional five Venus Djinn (Sap, Ground, Granite, Quartz, and Salt) are also programmed into Dark Dawn. However, these Djinn are only available during the player's first trip to Tanglewood and are "returned" to Isaac afterwards. This list only covers the Venus Djinn available to the player throughout the game.
Name | Statistics change when set | Action when used in battle | Location |
---|---|---|---|
Flint |
HP +8 PP +4 Attack +3 |
Deals a Venus-aligned physical attack 160% of the power of the user's normal physical attack. | Automatically acquired once you leave Goma Plateau and enter the overworld for the first time. |
Flower |
HP +12 PP +4 |
Restores all currently active party members' HP meters by 30% of their respective maximum HP meters. | At Konpa Gate gate, when you approach it in its flower field, it will hide under a flower. Whirlwind this flower to get it. |
Bark |
HP +11 Defense +2 Agility +3 Luck +1 |
Decreases all damage done to all party members by 50% for the current turn. Acts with increased priority. | Found out in the open in the interior cave portion of the Passaj mountain climb. |
Steel |
HP +9 Attack +4 Defense +2 Luck +1 |
Deals a Venus-aligned physical attack 130% of the power of the user's normal physical attack, and the user's HP meter is restored by an amount equal to 50% of the damage dealt. If the target dies, the user's HP is restored by half of the target's health before the attack. | Reached in Kaocho by standing on the palace stairs and casting Grip on the left flagpole, so you can access the path back into town that leads you to its enclosed spot. |
Brick |
HP +10 Defense +3 Agility +3 |
Increases all currently active party members Defense ratings by 25%. | After the Harapa Ruins are complete and night passes by into day in Harapa, cast Cold Snap on a puddle at the west end of town, then exit just out the southeast gate without actually going into the overworld, cast Growth on a plant to the lower left of the gate, and follow the elevated path until you get to the previously inaccessible west building where it is hidden. |
Vine |
HP +12 PP +4 Defense +3 Luck +1 |
Lowers all enemies' Agility ratings down to 50%. | Found within Teppe Ruins. |
Gears |
HP +8 PP +3 Attack +4 |
The target enemy attacks another random enemy, or hits itself if no other target is available. Uses the target's Venus Power and the user's Attack to launch a normal Venus-elemental attack with a damage modifier of +80. | Fought and earned by random overworld monster encounter in the northwestern part of the Morgal region, at the top of the long stretch of bare green land. |
Furrow |
HP +9 Attack +5 Defense +2 Luck +1 |
Deals a Venus-aligned physical attack equal in power to the user's normal physical attack with an additional 50 damage points added to the result, and the user's HP meter is restored by an amount equal to 50% of the damage dealt. If the target dies, the user's HP is restored by half of the target's health before the attack. | Fought and earned by random overworld monster encounter at a small, circular island immediately east of where you left Teppe Ruins. |
Garland |
HP +8 PP +3 Agility +3 Luck +2 |
Restores a targeted party member's HP meter by 60% of their maximum HP meter. | Found at the maze of tree branches at the top of Kolima Village, reached by entering the Dream Tree after having defeated Sludge and using the Hermes' Water. |
Pewter |
HP +10 PP +3 |
Deals a Venus-aligned physical attack equal in power to the user's normal physical attack with a damage modifier of x1.5; when the attack hits, there is a chance that 50% of the target's Defense rating will be ignored. | Automatically acquired in a cutscene at the end of Kolima Forest. |
Chasm |
HP +10 Agility +3 |
Decreases all damage done to all party members by 90% for the current turn. Acts with increased priority. | Found in the Belinsk Ruins, at a puzzle that involves using Crush on pillars. |
Chain |
HP +8 PP +4 Attack +3 |
Each character in the party immediately performs a Venus-elemental attack against the target for normal damage using that character's Attack and Venus Power. These attacks will not automatically retarget if the target dies mid-Djinni, nor do they have a chance of invoking a weapon unleash. | Found at Warrior's Hill, after solving the puzzles that make the cyan towers rise out of the ground. |
Buckle |
HP +11 Defense +2 Agility +3 Luck +2 |
Increases all currently active party members' Defense ratings by 25%. | Already in Himi's possession when she joins your party in Yamata. |
Clover |
HP +8 PP +3 Defense +2 Agility +3 Luck +2 |
Heals all status ailments from all currently active party members. | Already in Himi's possession when she joins your party in Yamata. |
Magnet |
HP +8 PP +3 Attack +4 |
Deals a venus-aligned physical attack equal in power to the user's normal physical attack with an additional 30 damage points added to the result, and there is a chance that the target will be afflicted with the Stun status condition. | Already in Himi's possession when she joins your party in Yamata. |
Geode |
HP +12 Attack +6 |
Deals a Venus-aligned physical attack 190% of the power of the user's normal physical attack. | Already in Himi's possession when she joins your party in Yamata. |
Ivy |
HP +11 Attack +3 |
Prevents the target from performing one of its actions this turn. Acts with increased priority. | Found in Passaj after the Grave Eclipse. Find an Old Rag, give it to one woman, talk to a male NPC, and have him accompany you to the room just outside the zol elevator shortcut and investigate the zol cube diagonally imprinted into a wall. |
Hemlock |
HP +12 PP +5 |
All enemies have a chance to each be inflicted with a 7-turn Countdown status condition. | Found in Yamata Ruins. |
Dark Dawn Venus Djinn of note
- Chain is powerful and useful beyond belief, dealing the sum total of all currently-battling party members' normal attacks without using up the other party members' turns. By far the best attacking Djinni, allowing any Adept it is set on to easily deal damage equal to a multi-Djinn summon.
- Geode obsoletes the already powerful Flint and Echo with a stronger damage modifier almost akin to dealing double damage, becoming the most directly powerful yet reliable offensive Djinni in the game for a user with a very high base attack rating and does not have Chain. It is also generally superior to Pewter.
- Furrow and Steel, while working off different damage formulae, share how the user's HP will be restored by an amount equal to half the damage they deal, making them potentially useful for simultaneous offensive and restorative purposes.
- Gears is one of several Djinn that tie for having the highest set damage bonus of attacking Djinn in the game, though unlike the others it doesn't have an extra beneficial side effect and isn't reliably targetable if there are three or more enemies currently in the battle.
- Chasm is the Dark Dawn counterpart to the Mars Djinni Flash - it quickly protects the party from almost all damage it takes this turn, an incredibly powerful effect. Obsoletes the Venus Djinni Bark and is superior to the Mercury Djinni Shell.
- Vine and its identical counterpart the Mercury Djinni Foam share the effect of halving all enemies' Agility ratings, which can be construed as equivalent to the Djinn Fleet and Torrent and their doubling of all party members' agility ratings - but with the added benefit that the enemy cannot remove its own Agility debuff with the Break Psynergy.
- Ivy and its identical counterpart the Jupiter Djinni Doldrum share the unique and useful effect of preventing the enemy from using its one action this turn (or otherwise, one of its actions this turn if it is a boss that performs multiple actions each turn).
- Brick and Buckle share the only effect the party has that is equivalent to two stacked-up uses of the Protect Psynergy at once.
- Clover and its identical counterpart the Mercury Djinni Dewdrop share the only effect the party has to heal the entire current battling party of all their status conditions, including Haunt, which is normally only removable at a Sanctum.
Notes
- Flint and Echo are the first Djinn to officially join the party in each of the three games, and both do the same thing when encountered. When the player enters the overworld map, these Djinn are encountered and they give a tutorial on how to use Djinn during a cutscene. In addition, both Flint and Echo provide some comedic responses and resort to outright begging to join the player's party if Isaac or Felix refuse to let either one join several times each; Echo especially, since he promises Felix that Echo “won’t be a burden and eat all [his] chips or anything.” But regardless of your main character's responses, Flint and Echo will join no matter what.
See Also
- Venus Djinni enemy line (GBA): A list of all Venus Djinn in Golden Sun and Golden Sun: The Lost Age that must be battled before they join, along with their statistics and available commands.
- Venus Djinni enemy line (Dark Dawn): A list of all Venus Djinn in Golden Sun: Dark Dawn that must be battled before they join, along with their statistics and available commands.
Djinn in Golden Sun and The Lost Age (Master List) | ||||
---|---|---|---|---|
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) | ||||
---|---|---|---|---|
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 |
Enemy Lines in Golden Sun: Dark Dawn |
---|
Amaze • Ape • Ball • Bat • Bugman • Chimera • Curse Demon • Cuttle • Dark Devourer • Dirge • Dread Hound • Drone Bee • Flutter Seed • Ghost • Gobling • Great Dragon • Gryphon • Harpy • Hobble • Hydra • Kobold • Lizard Brute • Lizard Man • Mad Plant • Mauler • Merman • Minotaurus • Mole • Momonga • Pixie • Rat • Rat Soldier • Salamander • Scuttler • Siren • Skeleton • Skorpna • Skull • Sky Dragon • Slime • Spider • Stealthy Scout • Troll • Wild Wolf • Willowisp • Wolfkin • Wyvern • Zombie |
Recurring single enemies |
Jupiter Djinni • Mars Djinni • Mercury Djinni • Mimic • Venus Djinni |