Scorpion enemy line

King Scorpion, Devil Scorpion, and Sand Scorpion are species of monsters found in Golden Sun: The Lost Age. These monsters, resembling large, colorful scorpions, are palette-swapped variants of each other that have differing levels of power and defense and are fought in different locations in the games. This monster line includes one boss.

King Scorpion
The King Scorpion is a large red variant and is a boss in Golden Sun: The Lost Age. Statistically, this is a boss-style monster, having 1064 HP, 101 Attack, 32 Defense, 39 Agility, and 40 Luck. In terms of resistance, it has a Jupiter Resistance rating of 100, a Venus and Mercury Resistance rating of 72 each, and a Mars Resistance rating of 48, and in regards to its abilities it uses its available Venus-based attacks with a Venus power rating of 95.

The King Scorpion can use the following battle commands:
 * Defend: Used 53 out of 256 times, this monster has the ability to cut all damage it would take this turn in half, regardless of how fast the party acts.
 * Twin Shear: Used 47 out of 256 times, this monster skill has the monster leaping through the air to slash at a targeted Adept, and a pair of intertwining glowing turquoise bands of energy quickly appear from the left side of the screen and slash through the target in tandem with the monster, dealing a Venus-based attack equal to its normal physical attack multiplied by 1.8.
 * Sand Breath: Used 41 out of 256 times, this monster skill has the monster generating a cloudy mass of tan, grainy sand at the party, dealing a Venus-based attack with a power rating of 35 and a range of 3 (the Adepts at either side of the specifically targeted Adept will only take 50% of the attack's force, instead of the normal 80%, however). For all intents and purposes this is a weaker version of the attack below:
 * Desert Gasp: Used 35 out of 256 times, this monster skill has the monster generating a cloudy mass of orange, grainy sand at the party, dealing a Venus-based attack with a power rating of 45 and a range of 3. In addition, this may lower each hit Adept's Defense rating by 12.5% (the Adepts at either side of the specifically targeted Adept will only take 50% of the attack's force, instead of the normal 80%, however).
 * Paralytail: Used 29 out of 256 times, this monster skill has the monster shooting a purple projectile into a targeted Adept and briefly letting off some purple electricity on impact, dealing a Venus-based attack equal to its normal physical attack with an additional 20 damage points. There is also a chance the hit Adept may be inflicted with Stun.
 * Attack: Used 28 out of 256 times, this is this monster's standard physical attack.
 * Poison Tail: Used 23 out of 256 times, this monster skill has the monster shooting a green projectile into a targeted Adept and briefly letting off sa small green gas cloud on impact, dealing a Venus-based attack equal to its normal physical attack with an additional 30 damage points. There is also a chance the hit Adept may be inflicted with Deadly Poison.

Felling the King Scorpion yields 440 Experience Points and 228 Coins, and the boss is guaranteed to drop a Vial. If the player manages to land the finishing blow on the Boss an offensive Mars Djinni, its rewards increase to 572 EXP and 296 Coins. In The Lost Age it is a mandatory battle that occurs in Yampi Desert. Initially, it takes the form of a lump in the sand going around in circles in one screen of the desert, and casting Pound on a wooden pillar causes the lump to redirect its course off to the next screen, where it briefly shows itself as a large red scorpion. Your goal is to solve several puzzles like this through two more screens so that the scorpion moving under the sand is eventually directed to a spot that is like a circular "pool of sand". Approach it, and a scripted event occurs where the scorpion casts the Scoop Psynergy to drop you into its lair below, then automatically jumps at you and attacks, beginning the boss battle. Following the boss battle, you are given the "real" reward from the scorpion, which is the Scoop Gem.

The battle itself is definitely a tough one considering how the level of the then-3-member party can be rather low in this somewhat early point in the game, and the King Scorpion has a huge amount of HP and a wide variety of strong attacks. It is hugely recommended to have all possible Djinn acquirable up to this point, such as having found the Venus Djinni Iron near Madra, the Mars Djinni Cannon from Dehkan Plateau, and the Jupiter Djinn Blitz found earlier in the desert, and have them Set onto the Adepts of their respective innate elements so that Felix with two set Venus Djinn is in the Knight class and Sheba with two set Jupiter Djinn is in the Magician class. If you have the Mercury Djinni Fog in addition, though, you may want to have it kept On Standby on Jenna so that she is kept in the Flame User class, which lets her use Fume. Then in the battle, since the King Scorpion is most weak to Mars, have Jenna alternate between using her Set Djinni Cannon the first turn, then summoning Mars with that one Djinni the next turn, then using Fume to deal solid Mars-based damage to the scorpion during the turn Cannon is Recovering from its summon, all the while keeping Fog unused on standby. Then repeat this process.

Devil Scorpion
A Devil Scorpion is a blue variant. Statistically, this monster has 181 HP, 308 Attack, 121 Defense, 126 Agility, and 6 Luck. In terms of resistance, it has a Jupiter Resistance rating of 100, a Venus and Mercury Resistance rating of 72 each, and a Mars Resistance rating of 48, and in regards to its abilities it uses its available Venus-based attacks with a Venus power rating of 95.

A Devil Scorpion can use the following battle commands:
 * Attack: Used 5 out of 8 times, this is this monster's standard physical attack.
 * Poison Tail: Used 1 out of 8 times, this monster skill has the monster shooting a green projectile into a targeted Adept and briefly letting off sa small green gas cloud on impact, dealing a Venus-based attack equal to its normal physical attack with an additional 30 damage points. There is also a chance the hit Adept may be inflicted with Deadly Poison.
 * Sand Breath: Used 1 out of 8 times, this monster skill has the monster generating a cloudy mass of tan, grainy sand at the party, dealing a Venus-based attack with a power rating of 35 and a range of 3 (the Adepts at either side of the specifically targeted Adept will only take 50% of the attack's force, instead of the normal 80%, however).
 * Twin Shear: Used 1 out of 8 times, this monster skill has the monster leaping through the air to slash at a targeted Adept, and a pair of intertwining glowing turquoise bands of energy quickly appear from the left side of the screen and slash through the target in tandem with the monster, dealing a Venus-based attack equal to its normal physical attack multiplied by 1.8.

Felling a Devil Scorpion yields 284 Experience Points and 180 Coins, and there's a 1/8 chance that this monster will randomly drop an Antidote. If felled by the effects of an offensive Mars Djinni, its rewards increase to 369 EXP and 234 Coins, and the chance it will randomly drop its item becomes 1/2. Devil Scorpions are only fought in Jupiter Lighthouse.

The Devil Scorpion is both the weakest monster and the easiest monster to fell in comparison to all the monsters fought in Jupiter Lighthouse.

Sand Scorpion
A Sand Scorpion is a green variant. Statistically, this monster has 259 HP, 12 PP, 457 Attack, 185 Defense, 147 Agility, and 7 Luck. In terms of resistance, it has a Jupiter Resistance rating of 100, a Venus and Mercury Resistance rating of 72 each, and a Mars Resistance rating of 48, and in regards to its abilities it uses its available Venus-based attacks with a Venus power rating of 95.

A Sand Scorpion can use the following battle commands:
 * Attack: Used 4 out of 8 times, this is this monster's standard physical attack.
 * Curse: Used 2 out of 8 times, this is a Psynergy spell that briefly generates a candle icon at the target Adept's position, and the target has a chance to get inflicted with a 7-turn Death Curse. This ability consumes 6 of the monster's PP. Hardly dangerous at all to the party considering how few turns random battles usually last.
 * Desert Gasp: Used 1 out of 8 times, this monster skill has the monster generating a cloudy mass of orange, grainy sand at the party, dealing a Venus-based attack with a power rating of 45 and a range of 3. In addition, this may lower each hit Adept's Defense rating by 12.5% (the Adepts at either side of the specifically targeted Adept will only take 50% of the attack's force, instead of the normal 80%, however).
 * Twin Shear: Used 1 out of 8 times, this monster skill has the monster leaping through the air to slash at a targeted Adept, and a pair of intertwining glowing turquoise bands of energy quickly appear from the left side of the screen and slash through the target in tandem with the monster, dealing a Venus-based attack equal to its normal physical attack multiplied by 1.8.

Felling a Sand Scorpion yields 366 Experience Points and 207 Coins, and there's a 1/64 chance that this monster will randomly drop Star Dust, making it the only infinite source of this forgeable material in the game. If felled by the effects of an offensive Mars Djinni, its rewards increase to 475 EXP and 269 Coins, and the chance it will randomly drop its item becomes 1/16. Sand Scorpions are only fought within the optional Yampi Desert Cave dungeon.

Similar to the Devil Scorpion, the Sand Scorpion is less proficient at dealing damage than other monsters, and is also the slowest monster in the area and has the fewest HP by quite a large margin as well. Its rare drop is practically the only thing that makes it notable, and while Star Dust only makes equipment that would have been useful earlier in the game, collectors would likely want it anyway, and would get it using Random Number Generator abuse.