List of Jupiter Djinn

This is a list of all Djinn in the aligned with Jupiter, the element of Wind. Their statistic boosts, individual effects, and locations are provided. For summon sequences, see Summon.

There are a total of 28 Jupiter Djinn so far. The original had only seven Jupiter Djinn, while  introduced eleven more, for a total of 18. also features 18 Jupiter Djinn to collect, although eight of these Djinn are returning from past games, so only 10 new Jupiter Djinn are introduced.

The following lists are divided between the eighteen Jupiter Djinn found between Golden Sun and The Lost Age and the separate collection of eighteen found in Dark Dawn.

Jupiter Djinn in The Lost Age
In addition, one Jupiter 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 Jupiter Djinn. If Isaac's party joins Felix's party after the Reunion not carrying all seven of the first game's Jupiter Djinn, then one of the missing Jupiter Djinn will be available to collect in the pictured area in SW Atteka Islet behind a boulder that must be removed with the Lift Psynergy. This can essentially be viewed as a "last chance" or "make-up" Jupiter 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 Jupiter Djinn.

GBA Jupiter Djinn of note

 * Gust is the one offensive Djinni that has a chance to double its resultant damage - and since the attack being used as the base for the damage doubling is a sightly enhanced form of a normal physical attack to begin with, on good days Gust may be the most damaging of all Djinn. Obviously this cannot be relied on to trigger every time, though.
 * Squall is the only offensive Jupiter Djinni with an inherent damage multiplier, and its secondary effect - the chance to apply the Stun status condition - is very good as well. These can be said to make Squall the attacking Jupiter Djinni of choice from an endgame perspective, provided the Adept using it has a high Attack rating.
 * Waft, Wheeze, and Whorl are all Jupiter Djinn that add bonus damage points, however, which can be useful on Adepts that have low attack ratings - and each of them has a very useful status condition that may be applied, which are Sleep, Deadly Poison, and instant death, respectively. Note that Whorl has a technically superior counterpart in the Mercury Djinni Serac, though, which adds higher bonus damage.
 * Breeze and its identical counterpart the Mercury Djinni Steam share the only effect the party has that is equivalent to two stacked-up uses of the Resist Psynergy at once.
 * Zephyr and its identical counterpart the Mars Djinni Coal share the only effect the party has to increase their Agility ratings by +100%, counting as doubling their Agility in most cases.
 * Kite has the unique effect of granting a targeted Adept two actions next turn, which has a wide variety of possible, creative applications and uses - such as Unleashing a set Djinni and then using a stronger summon immediately, or allowing a Sol Blade-wielding Adept to attack twice in a row with the extremely powerful Megiddo unleash.
 * Luff and its identical counterpart the Mercury Djinni Rime share the only effect the party has that is the Bind Psynergy but fully accurate. Granted, perhaps the only case where this can be truly useful is for Luff to be used against Deadbeard, but if there is any other situation where preventing a target from using its Psynergy options is helpful, Luff and Rime instantly and completely obsolete Bind.
 * Haze is like a single-target version of the Mars Djinni Flash, but makes the target even more invulnerable for that turn than what Flash achieves. Like Flash, this effect can be relied on to work as the first action in a given battle.
 * Ether is the only effect the party can produce on its own that is a renewable, powerful, PP-replenishing resource, as opposed to the more powerful but rare and hard-to-find consumable Psy Crystals that can be found throughout each game. Though only usable in battle, Ether can be vital for when there are no Psynergy Stones on the field in sight in a dungeon.
 * Aroma is like an all-targeting version of Ether that replenishes the PP of all currently battling Adepts for lower amounts. Though Aroma's figures are small, it is still superior over the similar effect of the Mars Djinni Ember.
 * Lull has the unique turn-ending effect that can only be taken advantage of with very specific party setup and execution, but the possibilities can be very interesting. Case in point: It can allow you to destroy Dullahan with summons without Dullahan being able to use a single battle command.

Jupiter Djinn in Dark Dawn
The following are all the Jupiter Djinn the player can collect in. Eight of these Djinn (Gust, Ether, Breath, Waft, Breeze, Haze, Kite, and Lull) are returning from past Golden Sun games. The remaining 10 are first introduced in this game.

Dark Dawn Jupiter Djinn of note

 * Simoom is generally the ideal attacking Jupiter Djinni because it has both a powerful set damage bonus and a chance to inflict the powerful Deadly Poison status condition.
 * Gust is the one offensive Djinni that has a chance to double its resultant damage - and since the attack being used as the base for the damage doubling is a sightly enhanced form of a normal physical attack to begin with, on good days Gust may be the most damaging of all Djinn. Obviously this cannot be relied on to trigger every time, though.
 * Vortex and Bolt have modest damage multipliers that can come into play when unleashed by Adepts with high attack power. While Vortex has a slightly higher damage multiplier, Bolt has a more relevant side effect in potentially inflicting Stun.
 * Puff, though not featuring a high damage bonus among attacking Djinn, has the chance to instantly fell the target.
 * Breeze and its identical counterpart the Mercury Djinni Mellow share the only effect the party has that is equivalent to two stacked-up uses of the Resist Psynergy at once.
 * Doldrum and its identical counterpart the Venus Djinni Ivy 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).
 * Fleet and its identical counterpart the Mercury Djinni Torrent share the only effect the party has to increase their Agility ratings by +100%, counting as doubling their Agility in most cases.
 * Kite has the unique effect of granting a targeted Adept two actions next turn, which has a wide variety of possible, creative applications and uses - such as Unleashing a set Djinni and then using a stronger summon immediately, or allowing a Sol Blade-wielding Adept to attack twice in a row in hopes of unleashing the extremely powerful Megiddo both times.
 * Haze is like a single-target version of the Venus Djinni Chasm, but makes the target even more invulnerable for that turn than what Chasm achieves. Like Chasm, this effect can be relied on to work as the first action in a given battle.
 * Ether is the only effect the party can produce on its own that is a renewable, powerful, PP-replenishing resource, as opposed to the more powerful but rare and hard-to-find consumable Psy Crystals that can be found throughout each game. Though only usable in battle, Ether can be useful for when there are no Psynergy Stones on the field in sight in a dungeon.
 * Wisp, the Dark Dawn counterpart to Aroma, is like an all-targeting version of Ether that replenishes the PP of all currently battling Adepts for lower amounts. Though Wisp's figures are small, it is still superior over the similar effect of the Mars Djinni Flare.
 * Lull has the unique turn-ending effect that can only be taken advantage of with very specific party setup and execution, but the possibilities can be very interesting. Case in point: It can allow you to destroy Dullahan with summons without Dullahan being able to use a single battle command.