List of Venus Djinn

This is a list of all 18 Venus Djinn in Golden Sun and Golden Sun: The Lost Age. Their statistic boosts, individual effects, and locations are provided. For summon sequences, see List of Summon sequences.

Venus Djinn in The Lost Age
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, then 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.

Venus Djinn of note

 * Geode obsoletes the already powerful Flint and Echo, which would otherwise share the highest damage multiplier of all Djinn, with a greater and stronger damage modifier almost akin to dealing double damage, becoming the most directly powerful yet reliable offensive Djinni in the series.


 * Sap and Steel, while working off different damage formulae, share the fact that 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 very damaging and useful Deadly Poison status condition.


 * 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 extremely 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 the ones like Haunt that 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.