Serac


 * "Strike a chilling finishing blow."



Location
Serac is found in the long series of hallways in the portion of Islet Cave accessibly only with the Teleport Psynergy found at the end of the game. It is hiding in an elevated statue in the second of the four narrow hallways, and can only be brought down to reachability by casting the Tremor Psynergy while facing toward the statue. The Djinni must be battled to be acquired.

As an opponent
Statistically, Serac has 920 HP, 86 PP, 290 Attack, 90 Defense, 257 Agility, and 29 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.

Serac can use the following battle commands:
 * Freeze Prism: Used 100 out of 256 times, this is a Psynergy spell that summons a massive storm of huge chunks of ice that shatters into the opposition, dealing a Mercury-based attack with a power rating of 190 and a range of 5. This ability consumes 31 of its user's PP.
 * Megacool: Used 41 out of 256 times, this is a Psynergy spell that summons large rows of ice spiking out from the ground at the opposition, dealing a Mercury-based attack with a power rating of 180 and a range of 7. This ability consumes 33 of its user's PP.
 * Ice Missile: Used 35 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 160 and a range of 3. This ability consumes 23 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.
 * Froth Spiral: Used 26 out of 256 times, this is a Psynergy spell that projects a large array of watery spheres that arc into the party, dealing a Mercury-based attack with a power rating of 150 and a range of 5. This ability consumes 31 of its user's PP.
 * 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, Serac yields 1093 EXP and 706 coins and the Serac Djinni is added to your party's Djinn collection. If you fell it with an offensive Mars Djinni like Core, its rewards increase to 1420 EXP and 917 Coins.

Defeating and earning Serac in one turn without even needing summons should be trivial by this point if you have the Sol Blade from Mars Lighthouse. Interestingly enough, Serac statistically is slightly weaker and lower than the Mercury Djinni Balm fought at Mars Lighthouse.

Description
When Set, it increases base HP by 12 and base Attack by 3.

When Serac's battle effect is used, a holographic image of a Mercury Djinni goes into the ground at the target's feet and disappears as a 3D polygonal iceburg appears at the position of the targeted enemy in its place and the camera swivels around towards the enemy side's perspective, and then the user leaps forward to attack and shatters the iceburg. It deals a Mercury-based attack equal in power to the user's normal physical attack with an additional 70 damage points added to the result, provided its chance to instantly to instantly fell the target does not kick in.

Ability Analysis
Serac is one of the most well-known Djinn both for its battle effect and for the visual attached to it. Only it and the Jupiter Djinni Whorl have a chance to instantly down the target when they are used to attack, and compared to Whorl, Serac has 30 more bonus damage added. The chance to instantly defeat the enemy in battle is technically better than any other status condition you can inflict on an enemy (because the point of status conditions is to help the player render an enemy dead sooner with less difficulty), and so Serac may be often used depending on the player's taste. While the Mercury Djinn with damage multipliers, Sour and Gel, deal more straight damage from an endgame perspective, the respectably damaging Serac with its extremely desirable instant death effect may make it used just as much. Of course, the instant death effect won't work on bosses, so without it it is merely a straightforward attacking Mercury Djinni that is less preferable to Sour and Gel.

In Golden Sun: Dark Dawn
Serac is numerically the game's seventh Mercury Djinni. It is found within Harapa Ruins.

Serac's Djinn Guide Entry is as follows: ''This spirit represents the overpowering cold of a glacier and is met at the Harapa ruins. Serac's attack sucks all heat away from the environment instantly.''

Serac appears to have the exact same effect as in The Lost Age, adding 70 damage with a chance for instant death.

Name Origin
A serac is a block or column of ice formed by intersecting crevasses on a glacier. They are often house-sized (if not larger) but are unstable and may topple with little warning, making them dangerous to mountaineers. Even when stabilized by persistent cold weather, they can be an impediment to glacier travel.