Lull


 * This Djinni appears as an enemy that can be battled.

Lull (ピース Peace) is a Jupiter Djinni found in Golden Sun: The Lost Age and Golden Sun: Dark Dawn.

Lull is the tenth Jupiter Djinni in Golden Sun: The Lost Age. The separate Djinn list viewable with the Select button from the status screen lists Lull and all other Jupiter Djinn introduced in The Lost Age before the seven Jupiter Djinn from the original Golden Sun, most likely because all the Djinn from the original game can be gotten all at once late in The Lost Age. However, the original Djinn are ordered before all of the Djinn introduced in The Lost Age in the Djinn inventory screen while they are allocated to characters. By this order, Lull is the seventeenth Jupiter Djinni in the GBA series, rather than the tenth.

Lull is the sixteenth Jupiter Djinni in Golden Sun: Dark Dawn.

Basic description
When Set, Lull increases base HP by 11 and base Psynergy Points by 6.

When Lull is unleashed in battle, the turn instantly ends. All other combatants that have yet to execute their selected actions this turn will not be taking any action this turn. Does not apply to other combatants that already have acted this turn before Lull was used.

In The Lost Age, Lull's unleash animation visually resembles the transparent image of a Jupiter Djinni summoned in the center of the screen. It then projects a thick, rotating ring of musical notes that grows and covers much of the screen before fading out. Throughout the whole procession, both the Jupiter Djinni and the ring flash the colors of the rainbow, and the "poison cured" jingle plays. In Dark Dawn, the 3D model of Lull is is summoned in the center of the battlefield, and the smaller chain of musical notes it projects this time is a linear band that it projects out from the front. The band extends and swirls twice at an average speed, and the colors this time are different at different parts of the band. The same "poison cured" jingle plays.

Location
Golden Sun: The Lost Age: Lull is present on one of the stone rooftops in Loho. It can only be accessible very late in The Lost Age because you need the Magma Ball collected at the end of the Magma Rock dungeon, which is itself only accessible after Isaac's party joins Felix's late in the game. When you have the Magma Ball, simply use it while standing behind the pointed cannon at the east end of town; after the wall it is pointed toward is removed and a cutscene transpires where the cannon is installed onto your ship, simply climb up the vine and go to the lower left, and hop onto where Lull is to collect it.

Golden Sun: Dark Dawn: Once Himi is recruited into the party in Yamata City on the island of Nihan, the tiny island northwest of that, Otka Island, can be accessed by steering the ship into the whirlwind that whirls through the ocean east of Angara in a set pattern. The whirlwind will drop the ship off inside the enclosed perimeter of the island, and once you get inside the dungeon's first room, use Himi's Search Psynergy while the screen encompasses the telltale purple sparkles to make platforms appear where the sparkles are. Hop across the newly formed left platform, then hop up and right to get to where Lull waits in plain sight. You must fight it to add it to your Djinn collection. The rest of the dungeon cannot be explored until the post-game, so let the whirlwind take you back out from Otka Island. See here for enemy statistics.

Analysis
General: Lull's unique ability comes across as overly complex to be useful for various players because it takes a lot of thought and party organization to make use of Lull's effect meaningfully, and the only such situations typically occur in boss battles that can be won in far more common ways. But such usages exist, which gives Lull a very specific niche.

By game
Golden Sun: The Lost Age: Easily the greatest use of Lull is for all four currently battling party members to have a higher agility rating than whatever boss or big enemy is being fought, and for the Adept among them who has Lull Set onto them to have the lowest of these agility ratings. After the other three party members attack the boss quickly and safely, Lull is used so that the boss will be prevented from doing absolutely anything this turn. This can work wonders on the optional boss Dullahan in particular; as this YouTube video demonstrates, properly timed usage of Lull allows for the most powerful and deadly optional boss of the series to be able to be defeated in two turns without the boss being able to execute a single battle command.

Golden Sun: Dark Dawn: Lull likely has the same niche in this game as in the last because it is exactly the same in-battle effect. If the entire party is faster than the enemy, then whichever party member has Lull and unleashes it will prevent the enemy from doing anything, which can be very useful once the other, faster Adepts performed their moves this turn. Dullahan returns as well, basically identical to his TLA appearance in battle abilities and procedure, so the exact same method of destroying Dullahan flawlessly with the help of Lull ought to carry over to this game as well.

Name Origin
A lull is a short rest, most likely why this Djinni causes a cease-fire.