Dew

Dew is a Mercury Djinni found in Golden Sun and  Golden Sun:  The Lost Age.

Dew is the seventh Mercury Djinni in the original Golden Sun, and can also be  acquired in Golden Sun: The Lost Age. Although it is not the party's seventh Mercury Djinni in The Lost Age, Dew is still ordered as the seventh Mercury Djinni when equipped to characters. Because it is not available until after most other Mercury Djinn can be found, however, the separate Djinn list viewable with the Select button from the status screen lists Dew and all other Mercury Djinn from Golden Sun after all of the Djinn introduced in The Lost Age. According to this order, Dew is the eighteenth and final Mercury Djinni in The Lost Age rather than the seventh, but this order has no influence elsewhere in the game.

Basic description

 * "Revive a downed ally."

When Set, Dew increases its Adept's base HP by 13, base PP by 4, and base Agility by 4.

When Dew is unleashed in battle, the selected Downed Adept has an 80% chance to be revived, and their HP restored to 80% of their maximum HP.

In  Golden Sun and The  Lost Age, Dew's unleash  animation visually resembles a light blue variation on the Unleash effect of the Venus Djinni Quartz - the user summons a glowing, transparent image of a Mercury Djinni that hovers above the party briefly, then several  glowing images of feathers float down to the target's position, and then the target is engulfed in a vertical beam of light blue energy briefly.

Locations
Golden Sun: Dew is located in the third screen of Suhalla Gate, on a partially elevated portion of land reachable only by sliding down a cliff slide  from the top portion of the area. There are multiple cliff slides in the screen, and you have to slide down the correct one to drop right next  to the Djinni; it is the third cliff slide from the left that you need  to drop down. Dew must be battled to be acquired.

Golden Sun: The Lost Age: Players must transfer data from Golden Sun to The Lost Age in  order for Dew to be acquired at all, because if they don't, Dew will  not be among the Djinn Isaac's party has with them when they join forces with Felix's party late in the game, and the "make-up" Mercury Djinni in the lone house at the north end of Prox will be the other missing Mercury Djinni from the first game, Tonic.

As an opponent (Golden Sun)
Statistically, Dew has 654 HP, 59 PP, 281 Attack, 77 Defense, 172 Agility, and 19 Luck. Like all other Mercury Djinn that are fought, in terms of resistance, it has a Mercury Resistance rating of 193, Venus and Jupiter Resistance ratings of 100 each, and a Mars Resistance rating of 25, and in regards to its abilities it uses its available Mercury-based attacks with a Mercury power rating of 125.

Dew can use the following battle commands:
 * Froth Sphere: Used 53 out of 256 times, this is a Psynergy spell that projects a moderately large array of watery spheres that arc into the party, dealing a Mercury-based attack with a power rating of 65 and a range of 5. This ability consumes 12 of its user's PP.
 * Ice Horn: Used 47 out of 256 times, this is a Psynergy spell that shoots a mass of ice spikes down onto multiple Adepts, dealing a Mercury-based attack with a power rating of 70 and a range of 3. This ability consumes 11 of its user's PP.
 * Hail Prism: Used 41 out of 256 times, this is a Psynergy spell that causes four large ice spheres to slam into the party of Adepts and shatter in quick succession, dealing a Mercury-based attack with a power rating of 90 and a range of 5. It consumes 16 of its user's PP.
 * Glacier: Used 35 out of 256 times, this is a Psynergy spell that causes a large amount of ice shards to drop onto the party, dealing a Mercury-based attack with a power rating of 100 and a range of 3. This ability consumes 15 of its user's PP.
 * Deluge: Used 29 out of 256 times, this is a Psynergy spell that causes a long array of watery spheres to drop out of the sky and onto the targeted Adepts, dealing a Mercury-based attack with a power rating of 120 and a range of 5. This ability consumes 20 of its user's PP.
 * Attack: Used 28 out of 256 times, this is this monster's standard physical attack, but for this monster it is counted as a Mercury-based attack rather than a non-elemental attack.
 * Flee: Used 23 out of 256 times, this enemy has the ability to attempt to Flee the battle, thereby ending the battle if successful without rewarding you with the associated EXP, Coins, and the Djinni itself.

When felled, Dew yields 606 EXP and 484 coins, and the Dew Djinni is added to your party's Djinn collection. If you fell it with an offensive Mars Djinni, its rewards increase to 787 EXP and 629 Coins.

Being found near the end of the game, Dew is should be easy to blow away with summons in one turn. Its placement on the field makes it recommended to save before battling it, in case it flees.

Analysis
General: Among Djinn that an Adept without the Revive Psynergy can use to try to revive allies without relying on Water of Life items, Dew's effect is merely average, because it is far superior to Quartz, a Djinni that only has 50% chance to restore an Adept to 50% HP, but inferior to Tinder, which has a 100% chance to restore an Adept to 100% HP. Most of the time this will perform its intended function of mostly reviving the downed ally, though once in a while it will actually miss. This iffiness basically means that if the Adept it is set on is using it, it should be part of a strategy where the Djinni being On Standby will be used for a Mercury Summon in one of the following turns. In Dark Dawn, the Mars Djinni Glow is identical to Dew in function.

By game
Golden Sun: Dew, of course, thoroughly obsoletes the Venus Djinni Quartz, both in amount  of HP recovered and the fact it has a higher chance to affect the  Adept. And since there is no Djinni in this game that has a 100% chance to revive to 100% HP, and since it is a Mercury Djinni, then if you're playing with everyone in their respective mono-elemental classes, Dew gives Mia a mostly reliable (though imperfect) reviving effect that does not use up a hard-to-find Water of Life and does not rely on usage of the Revive Psynergy, which only appears on certain classes. It can thus be situationally useful, but it is not used very often because of Revive's existence.

Golden Sun: The Lost Age: When Isaac's party joins Felix's party along with their returning Djinn (granted that Password data transfer is in effect), Dew's effect is technically preferable to the reviving Djinni Spark, which is nearly  as inaccurate as Quartz, but it is outperformed Djinn-wise by the Mars  Djinni Tinder, which is the one Djinni in the game that revives to 100% without any inaccuracy. There is also the Mercury Djinni Balm to consider, which is just like Spark but has a chance to affect all three other allies on the battlefield (each downed Adept has a 60% chance to be revived to 60% health, in other words).

Name Origin
Dew is water in the form of droplets that appears on thin, exposed objects in the morning or evening.

The Japanese name, chichi, literally translates as "breast milk". A possible context reason for the name is that Chi Chi is a sort of Japanese cocktail.