List of Mars Djinn

This is a list of all Djinn in the Golden Sun series aligned with Mars, the element of Fire. Their statistic boosts, individual effects, and locations are provided. For summon sequences, see List of Summon sequences.

There are a total of 30 Mars Djinn so far. The original Golden Sun had only seven Mars Djinn, while Golden Sun: The Lost Age introduced eleven more, for a total of 18. Golden Sun: Dark Dawn also features 18 Mars Djinn to collect, although six of these Djinn are returning from past games, so only 12 new Mars Djinn are introduced.

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

Mars Djinn in The Lost Age
In addition, one Mars 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 Mars Djinn. If Isaac's party joins Felix's party after the reunion not carrying all seven of the first game's Mars Djinn, then one of the missing Mars Djinn will be available to collect in the pictured area in the interior of the Magma Rock dungeon, near one of the lava "floodgates". This can essentially be viewed as a "last chance" or "make-up" Mars 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 Mars Djinn.

GBA Mars Djinn of note

 * Scorch and Char share moderately strong bonus damage ratings and the chance to inflict the strong and useful Stun status condition. Since there are no Mars Djinn that have damage multipliers, these are generally considered the best offensive Mars Djinn to use.


 * Fury, on the other hand, has the highest added damage value of offensive Mars Djinn, but this can be considered balanced out by its chance to inflict the Haunt status condition, which is far less reliably beneficial.


 * Core is the better of the two Djinn (the other being Torch) that have a chance to ignore half of an enemy's Defense when calculating damage, making it occasionally strong against late-game enemies, particularly ones with high Defense ratings that blunt other types of physical attacks otherwise.


 * Forge and Kindle share the only effect the party has that is equivalent to two stacked-up uses of the High Impact Psynergy at once.


 * Corona and its identical counterpart the Venus Djinni Iron share the only effect the party has that is equivalent to two stacked-up uses of the Protect Psynergy at once.


 * Flash is widely regarded as one of the best Djinn and best defensive effects in the series, reliably and swiftly ensuring that the damage the whole party would take this turn is reduced to practically nothing. It is so popular that even lesser versions of the same effect - the Mercury Djinni Shade and the Venus Djinni Granite - are often used as well, to complement Flash or otherwise.


 * Coal and its identical counterpart the Jupiter Djinni Zephyr share the only effect the party has to increase their Agility ratings by +100%, counting as doubling their Agility in most cases.


 * Tinder, among the various Djinn that revive single targeted Adepts at a time, is the one such Djinni that is indeed equivalent to the concept of a PP-free Revive Psynergy without any additional strings attached; there is no chance for Tinder to fail to revive the target, and the target's HP meter is fully restored to 100%.

Mars Djinn in Dark Dawn
The following are all the Mars Djinn the player can collect in Golden Sun: Dark Dawn. Six of these Djinn (Forge, Fever, Fury, Reflux, Tinder, and Fugue) are returning from past Golden Sun games. The remaining 12 are first introduced in this game.

It is worth mentioning that an additional six Mars Djinn (Torch, Shine, Flash, Spark, Corona, and Kindle) are also programmed into Dark Dawn. However, these Djinn are only available during the player's first trip to Tanglewood and are "returned" to Garet afterwards. This list only covers the Mars Djinn available to the player throughout the game.

Dark Dawn Mars Djinn of note

 * Chili is one of several Djinn with the highest set damage bonus of all attacking Djinn in the game, and also has a chance to inflict the strong and useful Stun status condition.


 * Lava and Sizzle are identical attacking Mars Djinn, both with a pretty high set damage bonus and a good defense-lowering side effect, sufficing for when Chili is not available.


 * Pepper has the highest damage multiplier among attacking Mars Djinn for what that's worth, and can also Stun. This can be useful on a high-attack Adept that does not have Chili.


 * Wrath has a modest damage multiplier, but becomes significant through having the chance to instantly fell the target.


 * Brand and its identical counterpart the Mercury Djinni Rime share the only effect the party has that is the Bind Psynergy but fully accurate.


 * Forge and Stoke share the only effect the party has that is equivalent to two stacked-up uses of the High Impact Psynergy at once.


 * Tinder, among the various Djinn that revive single targeted Adepts at a time, is the one such Djinni that is indeed equivalent to the concept of a PP-free Revive Psynergy without any additional strings attached; there is no chance for Tinder to fail to revive the target, and the target's HP meter is fully restored to 100%. Obsoletes two other reviving Mars Djinn, Cinder and Glow.


 * Aurora is the Dark Dawn equivalent to the Mercury Djinni Eddy. It has the unique effect of causing two turns worth of Djinn recovery to play out over the one turn Aurora is used. Situationally, this is very useful for a party that has just unleashed a salvo of full-powered summons to get back into statistically better classes that much quicker.