Fugue


 * "Fatigue your foes to drop their PP."



Location
Fugue is located in Mars Lighthouse, and is reachable only after Mars Lighthouse has been "turned on" and made hotter. From the "main lobby", enter the rightmost door, and you are led to Fugue pretty quickly. It must be battled in order to be acquired.

As an opponent
Statistically, Fugue has 950 HP, 89 PP, 304 Attack, 95 Defense, 267 Agility, and 30 Luck. Like all other Mars Djinn that are fought, in terms of resistance, it has a Mars Resistance rating of 193, Venus and Jupiter Resistance ratings of 100 each, and a Mercury Resistance rating of 25, and in regards to its abilities it uses its available Mars-based attacks with a Mars power rating of 125.

Fugue can use the following battle commands:
 * Dragon Fume: Used 53 out of 256 times, this is a Psynergy spell that shoots out a huge serpentine entity of flame that arcs over and crashes into the targeted Adept, dealing a Mars-based attack with a power rating of 230. It consumes 35 of its user's PP.
 * Fiery Juggle: Used 47 out of 256 times, this is a Psynergy spell that causes a large ring of fire balls to crash into the party, dealing a Mars-based attack with a power rating of 150 and a range of 5. It consumes 25 of its user's PP.
 * Dire Inferno: Used 41 out of 256 times, this is a Psynergy spell that drops an enormous fireball onto the party which then creates a huge explosion, dealing a Mars-based attack with a power rating of 200 and a range of 7. It consumes 32 of its user's PP.
 * Searing Beam: Used 35 out of 256 times, this is a Psynergy spell where the user shoots out a large laser-like beam of fire, dealing a Mars-based attack with a power rating of 170 and a range of 7. It consumes 36 of its user's PP.
 * Pyroclasm: Used 29 out of 256 times, this is a Psynergy spell that causes four fiery pillars explode through the party, dealing a Mars-based attack with a power rating of 180 and a range of 5. It consumes 29 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 Mars-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 defeated, Fugue yields 1145 EXP and 731 Coins, and the Fugue Djinni is added to your party's Djinn collection. If you fell it with an offensive Mercury Djinni like Sour, its rewards increase to 1488 EXP and 950 Coins.

By the time you get to Fugue, you should have acquired the Sol Blade, a weapon with an Unleash that should almost defeat Fugue in one blow. So, Fugue should be extremely easy to get in one turn even without the help of any summoning.

Description
When Set, it increases base HP by 11, base PP by 4, and base Defense by 2.

When Fugue's battle effect is used, a holographic image of a Mars Djinni floats above the party and projects a series of large, fast-moving glowing red symbols resembling musical notes in the enemy party's direction. Fugue damages the target's PP meters as though they were HP meters being damaged by a Mars Psynergy with a power rating of 19 and a range of All; if elemental strengths, weaknesses and resistances were not a part of the game, all enemies would lose about 19 PP, but the amount of PP-damage dealt will be raised if the user has a higher Mars power rating and the enemies have lower Mars resistance ratings. The amount of PP-damage will also be affected by other battle factors, such as being cut in half if the affected enemy is using the Defend command this turn.

Ability analysis
Fugue is the only Djinni in the game that deals PP damage, and the only battle effect available to the party outside the Catastrophe summon sequence that reduces all enemies' PP meters. However, the lack of any form of HP damage in Fugue's effect specifically makes Fugue strictly a novelty that would not be used in serious play; the low amounts of Psynergy Points destroyed off the enemy party this way would very likely not have a lasting, meaningful effect on the overall battle, especially on a boss that either has lots of PP or lots of PP regeneration (e.g. Sentinel) that would render Fugue's effect moot. If there is a boss that you feel is worth making so that it is unable to use whatever Psynergy spells it has (remember, monster skills do not require PP), the Sealing Djinn Luff and Rime are far superior options, as temporary as they might be.

In Golden Sun: Dark Dawn
Fugue (despite its Guide entry) is found in Champa Camp. To obtain, Slap it off the tree it is on, then head south, walk on the beach behind the boat and the around to the right to get Fugue.

Fugue's Djinn Guide entry is as follows:
 * "This spirit represents the fiery passion of music and is found in Champa. Fugue's infections rhythm exhausts foe's mental strength."

Name Origin
In music, a fugue is a type of contrapuntal composition or technique of composition for a fixed number of parts, normally referred to as "voices". This is why the this Djinni lets loose musical notes.