List of Venus Djinn

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

There are a total of 31 Venus Djinn so far. The original had only seven Venus Djinn, while  introduced eleven more, for a total of 18. also features 18 Venus Djinn to collect, although five of these Djinn are returning from past games, so only 13 new Venus Djinn are introduced.

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

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, 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.

GBA Venus Djinn of note

 * Geode obsoletes the already powerful Flint and Echo with a stronger damage modifier almost akin to dealing double damage, becoming the most directly powerful yet reliable offensive Djinni in the GBA series.
 * Sap and Steel, while working off different damage formulae, share how 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 fatal Deadly Poison status condition.
 * Mold has the highest set damage bonus of any attacking Djinni in the GBA series, though it isn't reliably targetable if there are three or more enemies currently in the battle.
 * 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 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 Haunt, which 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.

Venus Djinn in Dark Dawn
The following are all the Venus Djinn the player can collect in. Five of these Djinn (Flint, Flower, Steel, Vine, and Geode) are returning from past Golden Sun games. The remaining 13 are first introduced in this game.

It is worth mentioning that an additional five Venus Djinn (Sap, Ground, Granite, Quartz, and Salt) are also programmed into Dark Dawn. However, these Djinn are only available during the player's first trip to Tanglewood and are "returned" to Isaac afterwards. This list only covers the Venus Djinn available to the player throughout the game.

Dark Dawn Venus Djinn of note

 * Chain is powerful and useful beyond belief, dealing the sum total of all currently-battling party members' normal attacks without using up the other party members' turns. By far the best attacking Djinni, allowing any Adept it is set on to easily deal damage equal to a multi-Djinn summon.
 * Geode obsoletes the already powerful Flint and Echo with a stronger damage modifier almost akin to dealing double damage, becoming the most directly powerful yet reliable offensive Djinni in the game for a user with a very high base attack rating and does not have Chain. It is also generally superior to Pewter.
 * Furrow and Steel, while working off different damage formulae, share how 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.
 * Gears is one of several Djinn that tie for having the highest set damage bonus of attacking Djinn in the game, though unlike the others it doesn't have an extra beneficial side effect and isn't reliably targetable if there are three or more enemies currently in the battle.
 * Chasm is the Dark Dawn counterpart to the Mars Djinni Flash - it quickly protects the party from almost all damage it takes this turn, an incredibly powerful effect. Obsoletes the Venus Djinni Bark and is superior to the Mercury Djinni Shell.
 * Vine and its identical counterpart the Mercury Djinni Foam share the effect of halving all enemies' Agility ratings, which can be construed as equivalent to the Djinn Fleet and Torrent 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.
 * Ivy and its identical counterpart the Jupiter Djinni Doldrum 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).
 * Brick and Buckle share the only effect the party has that is equivalent to two stacked-up uses of the Protect Psynergy at once.
 * Clover and its identical counterpart the Mercury Djinni Dewdrop share the only effect the party has to heal the entire current battling party of all their status conditions, including Haunt, which is normally only removable at a Sanctum.