List of Mars Djinn

From Golden Sun Universe
MarsDjinniGif.gif

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

There are a total of 30 Mars Djinn so far. The original Golden Sun had only seven Mars Djinn, while Golden Sun: The Lost Age introduced eleven more, for a total of 18. Golden Sun: Dark Dawn also features 18 Mars Djinn to collect, although six of these Djinn are returning from past games, so only 12 new Mars Djinn are introduced.

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

GBA Mars Djinn

Mars Djinn in Golden Sun

Name Statistics change when set Action when used in battle Location
Forge
Mars djinn.gif
HP +10
Attack +2
Agility +2
Luck +2
Increases all currently active party members' Attack ratings by 25%. Fought and earned in Goma Cave. Earlier on, press an earth pillar right and up into a circular indentation in the ground so that later you can hop to Forge's elevated position.
Fever
Mars djinn.gif
HP +8
Attack +3
Agility +2
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 30 damage points added to the result, and there is a chance that the target will be afflicted with the Delusion status condition. Acquired in Imil Falls Cave, which is reached by sliding a snowman at the top of the town to the left so that it falls onto an ice river, providing a necessary bump for when you slide along the ice river towards the cave.
Corona
Mars djinn.gif
HP +12
PP +3
Defense +3
Luck +1
Increases all currently active party members' Defense ratings by 25%. Fought and earned by random overworld monster encounter in Angara, at the contained end of a vertical stretch of land parallel to the Mogall Forest region and north of Xian.
Scorch
Mars djinn.gif
HP +8
Attack +3
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 50 damage points added to the result, and there is a chance that the target will be afflicted with the Stun status condition. Acquired in Kalay Tunnel, near where you enter the tunnel from the entrance obscured by a movable statue at the upper right end of the town of Kalay. Inside, push the statue left to cork up the falling water and drain the lake, letting you climb to Scorch.
Ember
Mars djinn.gif
HP +9
PP +4
Defense +2
Agility +2
Restores all currently active party members' PP meters by 7% of their respective maximum PP meters. Acquired in the upper-right of the main screen of the town of Tolbi. From the bottom entrance, go right and up and cast Growth on a plant, then climb up and cast Frost on the puddle. Reenter through the town's bottom entrance and use the ice pillar to hop to Ember.
Flash
Mars djinn.gif
HP +14
PP +3
Defense +2
Decreases all damage done to all party members by 90% for the current turn. Acts with increased priority. Fought and earned in the second, later screen of Suhalla Desert. Before the part where you climb off the rocky terrain onto the sand below, cast the Reveal Psynergy to the left of that and hop across an otherwise invisible earth pillar, which brings you to where Flash is.
Torch
Mars djinn.gif
HP +9
Attack +3
Luck +1
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 30 damage points added to the result; when the attack hits, there is a chance that 50% of the target's Defense rating will be ignored. Acquired on a rooftop to the upper left of the town of Lalivero. It is reached by entering the weapon and armor shop to the lower right, climbing the ladder, jumping onto the wall that comprises the town's perimeter, and walking along the wall's perimeter counter-clockwise until you can jump onto the roofs of Torch's building.


Mars Djinn in The Lost Age

Name Statistics change when set Action when used in battle Location
Cannon
Mars djinn.gif
HP +10
Attack +3
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 40 damage points added to the result. Fought and earned in the Dehkan Plateau. As the dungeon is progressed through, Cannon appears to be chased by you and always escapes, but it can finally be reached in a room where it would hop away from you across two different kind of pillars. Use the Pound Psynergy on the left pillar, then engage it.
Spark
Mars djinn.gif
HP +11
PP +6
Targeted downed ally has a 60% chance to be revived and their HP restored to 60% of their maximum HP meter. Acquired in the upper screen of the town Mikasalla. Its area is reached by using the Scoop Psynergy in the center of a tiny ranch in the southwestern part of the village and climbing down the revealed ladder into an underground cave trail that will lead you to Spark.
Kindle
Mars djinn.gif
HP +8
Attack +5
Luck +1
Increases all currently active party members' Attack ratings by 25%. Fought and earned in Gondowan Cliffs. It is reachable just southeast of a tightrope one uses to cross a large gap with a river below.
Char
Mars djinn.gif
HP +9
Attack +2
Agility +2
Luck +1
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 50 damage points added to the result, and there is a chance that the target will be afflicted with the Stun status condition. Acquired in a cutscene that triggers in Madra after presenting the Healing Fungus item found in Gondowan Cliffs (with the help of Piers' Frost Psynergy) to the elderly couple living in a two-story house.
Coal
Mars djinn.gif
HP +11
PP +3
Agility +3
Increases all currently active party members' Agility ratings up to 100%, the maximum possible modifier value Agility can be raised up to. Acquired in a cutscene that triggers in Izumo after presenting the Dancing Idol item found in Gaia Rock to Uzume. This can only be done after the Serpent boss in Gaia Rock is defeated.
Reflux
Mars djinn.gif
HP +9
Defense +3
Luck +2
If the user is damaged by an enemy's offense during this turn, the user automatically counter-attacks the offender with a Mars-aligned attack equal in power to the user's normal physical attack. Acts with increased priority. Fought and earned in Tundaria Tower, in a sliding ice room you can drop down into at one point. From where you drop into, slide left, up, right, up, left, down, right, up, and right to bump into and reach Reflux.
Core
Mars djinn.gif
HP +8
Attack +4
Defense +2
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 40 damage points added to the result; when the attack hits, there is a chance that 50% of the target's Defense rating will be ignored. Fought and earned by random overworld monster encounter in a central region in Atteka geographically west of Contigo, but the area is separated from Contigo by a river; you reach the area by docking on the continent's western beach and traveling inland from there.
Tinder
Mars djinn.gif
HP +12
PP +5
Targeted downed ally has a 100% chance to be revived and their HP meter is fully restored to 100% of their maximum HP meter. Acquired in Hesperia Settlement in the far western region of Hesperia. From the top of the location where there is a wooden crate, push it off the left opening of the fence, then Move it right two spaces so that you can hop onto it to climb onto the ladders built into the wall that let you climb to Tinder's position.
Shine
Mars djinn.gif
HP +9
Attack +3
Defense +3
Agility +2
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 60 damage points added to the result. Then, each enemy (not just the target affected by the attack) has a chance of being afflicted with the Delusion status condition. Acquired in Contigo, where it is hiding in a hollow tree stump to the upper left of the town area. Use the Force Psynergy on the stump to make the Djinni appear and be collectible; The Orb of Force item that bestows the Psynergy comes with Isaac's party when they join, but only if the game is enhanced with Password data transfer from a Clear Data file from the first Golden Sun where the Orb of Force was optionally found to begin with. Without the Orb of Force, this Djinni is impossible to attain.
Fury
Mars djinn.gif
HP +12
PP +4
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 70 damage points added to the result, and there is a chance that the target will be afflicted with the Haunt status condition. Fought and earned in Magma Rock, at the left end of a hallway in the second floor. It is only reachable while the magma level for that floor is lowered.
Fugue
Mars djinn.gif
HP +11
PP +4
Defense +2
Deals a Mars-aligned attack with a power rating of 19 to each of every enemy's PP meter. Fought and earned in Mars Lighthouse. Only accessible after Mars Lighthouse is "turned on" following the boss battle with the Flame Dragons, for then the rightmost door of the Lighthouse's "main lobby" that leads to Fugue is no longer blocked by impassable ice.


Missing a Mars Djinni from the first game? One can be found again here in Magma Rock.

In addition, one Mars 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 Mars Djinn. If Isaac's party joins Felix's party after the Reunion not carrying all seven of the first game's Mars Djinn, then one of the missing Mars Djinn will be available to collect in the pictured area in the interior of the Magma Rock dungeon, near one of the lava "floodgates". This can essentially be viewed as a "last chance" or "make-up" Mars 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 Mars Djinn.

GBA Mars Djinn of note

  • Scorch and Char share moderately strong bonus damage ratings and the chance to inflict the strong and useful Stun status condition. Since there are no Mars Djinn that have damage multipliers, these are generally considered the best offensive Mars Djinn to use.
  • Fury, on the other hand, has the highest added damage value of offensive Mars Djinn, but this can be considered balanced out by its chance to inflict the Haunt status condition, which is far less reliably beneficial.
  • Core is the better of the two Djinn (the other being Torch) that have a chance to ignore half of an enemy's Defense when calculating damage, making it occasionally strong against late-game enemies, particularly ones with high Defense ratings that blunt other types of physical attacks otherwise.
  • Forge and Kindle share the only effect the party has that is equivalent to two stacked-up uses of the High Impact Psynergy at once.
  • Corona and its identical counterpart the Venus Djinni Iron share the only effect the party has that is equivalent to two stacked-up uses of the Protect Psynergy at once.
  • Flash is widely regarded as one of the best Djinn and best defensive effects in the series, reliably and swiftly ensuring that the damage the whole party would take this turn is reduced to practically nothing. It is so popular that even lesser versions of the same effect - the Mercury Djinni Shade and the Venus Djinni Granite - are often used as well, to complement Flash or otherwise.
  • Coal and its identical counterpart the Jupiter Djinni Zephyr share the only effect the party has to increase their Agility ratings by +100%, counting as doubling their Agility in most cases.
  • Tinder, among the various Djinn that revive single targeted Adepts at a time, is the one such Djinni that is indeed equivalent to the concept of a PP-free Revive Psynergy without any additional strings attached; there is no chance for Tinder to fail to revive the target, and the target's HP meter is fully restored to 100%.

Mars Djinn in Dark Dawn

The following are all the Mars Djinn the player can collect in Golden Sun: Dark Dawn. Six of these Djinn (Forge, Fever, Fury, Reflux, Tinder, and Fugue) are returning from past Golden Sun games. The remaining 12 are first introduced in this game.

It is worth mentioning that an additional six Mars Djinn (Torch, Shine, Flash, Spark, Corona, and Kindle) are also programmed into Dark Dawn. However, these Djinn are only available during the player's first trip to Tanglewood and are "returned" to Garet afterwards. This list only covers the Mars Djinn available to the player throughout the game.

Name Statistics change when set Action when used in battle Location
Forge
DjinnDDIconForge.gif
HP +10
Attack +2
Agility +2
Luck +2
Increases all currently active party members' Attack ratings by 25%. Found in Patcher's Place. Climb up to the screen above the main town, arrange the three earth pillars so that they can be hopped across from the center tree to the east end of the screen, cast Growth at the screen's bottom right, and climb down it.
Fever
DjinnDDIconFever.gif
HP +8
Attack +3
Agility +2
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 30 damage points added to the result, and there is a chance that the target will be afflicted with the Delusion status condition. Fought and earned by random overworld monster encounter along the dirt route south to Konpa Gate.
Cinder
DjinnDDIconCinder.gif
HP +12
PP +4
Agility +2
Targeted downed ally has a 60% chance to be revived and their HP meter is fully restored to 60% of their maximum HP meter. Found at Harapa, by going through the town sanctum, getting to its roof, and entering into the screen north of the main town area.
Lava
DjinnDDIconLava.gif
HP +9
Attack +3
Agility +3
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 60 damage points added to the result, and there is a chance that the target's Defense rating will be lowered by 25%. Found in Kaocho after defeating Ku-Tsung and Ku-Embra at Ayuthay. Buy a Plump Dumpling from the now-open dumpling shop, then talk to the lone man at the lower left of town and give him the Kaocho Dumpling so that he can move.
Brand
DjinnDDIconBrand.gif
HP +8
PP +4
Defense +2
Agility +3
Seals the target's Psynergy with full accuracy. Found in Passaj Mountain Climb after Passaj has been reformed into a fortress-like location; use its newly elevated walls to get to the top screen of the Mountain Climb.
Fury
DjinnDDIconFury.gif
HP +12
PP +4
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 70 damage points added to the result, and there is a chance that the target will be afflicted with the Haunt status condition. Found in Te Rya; get a sheep out of the way by lighting a nearby torch with Fireball.
Glare
DjinnDDIconGlare.gif
HP +9
PP +2
Attack +2
Agility +2
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 40 damage points added to the result. Then, each enemy (not just the target affected by the attack) has a chance of being afflicted with the Delusion status condition. Found in the Phantasmal Bog dungeon.
Reflux
DjinnDDIconReflux.gif
HP +9
Defense +3
Luck +2
If the user is damaged by an enemy's offense during this turn, the user automatically counter-attacks the offender with a Mars-aligned normal attack. Acts with increased priority. Already in Eoleo's possession when he joins your party in Belinsk.
Wrath
DjinnDDIconWrath.gif
HP +11
Attack +4
Deals a Mars-aligned physical attack 140% of the power of the user's normal physical attack, unless its chance to instantly down the target triggers. Already in Eoleo's possession when he joins your party in Belinsk.
Chili
DjinnDDIconChili.gif
HP +8
PP +3
Attack +4
Deals a Mars-aligned physical attack equal in power to the user's normal physical attack with an additional 80 damage points added to the result, and there is a chance that the target will be afflicted with the Stun status condition. Already in Eoleo's possession when he joins your party in Belinsk.
Glow
DjinnDDIconGlow.gif
HP +9
PP +3
Defense +3
Luck +2
Targeted downed ally has an 80% chance to be revived and their HP meter is fully restored to 80% of their maximum HP meter. Already in Eoleo's possession when he joins your party in Belinsk.
Stoke
DjinnDDIconStoke.gif
HP +9
PP +3
Attack +3
Increases all currently active party members' Attack ratings by 25%. Already in Eoleo's possession when he joins your party in Belinsk.
Pepper
DjinnDDIconPepper.gif
HP +12
Attack +3
Deals a Mars-aligned physical attack 150% of the power of the user's normal physical attack, and there is a chance that the target will be afflicted with the Stun status condition. Already in Himi's possession when she joins your party in Yamata.
Tinder
DjinnDDIconTinder.gif
HP +12
PP +5
Targeted downed ally has a 100% chance to be revived and their HP meter is fully restored to 100% of their maximum HP meter. Found in Tonfon. The path to it is made when you stand on the lone crate at the lower left of town and cast Slap on a sleeping man so that he will move his boat up.
Fugue
DjinnDDIconFugue.gif
HP +11
PP +4
Defense +2
Deals a Mars-aligned attack with a power rating of 19 to each of every enemy's PP meter. Found in Champa Camp. Slap it off a tree first.
Sizzle
DjinnDDIconSizzle.gif
HP +11
Attack +3
Deals a Mars-aligned attack equal to the user's normal physical attack with additional 60 damage and may reduce the target's defense by 25% (to a maximum of 50%). Fought and earned by random overworld monster encounter below the mountain on the island of Nihan near Yamata.
Flare
DjinnDDIconFlare.gif
HP +11
PP +4
Defense +2
Luck +2
Restores all currently active party members PP meters by 7% of their respective maximum PP meters. Found in the Burning Island Cave.
Aurora
DjinnDDIconAurora.gif
HP +10
Defense +2
Agility +4
Luck +1
Instantly forwards the turn timer for Djinn currently in Recovery mode by one turn, thus recovering any Djinn that would otherwise have recovered at the end of the turn. The Djinn that would have recovered at the end of the next turn otherwise will now recover at the end of this turn, and so on. Found in the Apollo Sanctum.


Dark Dawn Mars Djinn of note

  • Chili is one of several Djinn with the highest set damage bonus of all attacking Djinn in the game, and also has a chance to inflict the strong and useful Stun status condition.
  • Lava and Sizzle are identical attacking Mars Djinn, both with a pretty high set damage bonus and a good defense-lowering side effect, sufficing for when Chili is not available.
  • Pepper has the highest damage multiplier among attacking Mars Djinn for what that's worth, and can also Stun. This can be useful on a high-attack Adept that does not have Chili.
  • Wrath has a modest damage multiplier, but becomes significant through having the chance to instantly fell the target.
  • Brand and its identical counterpart the Mercury Djinni Rime share the only effect the party has that is the Bind Psynergy but fully accurate.
  • Forge and Stoke share the only effect the party has that is equivalent to two stacked-up uses of the High Impact Psynergy at once.
  • Tinder, among the various Djinn that revive single targeted Adepts at a time, is the one such Djinni that is indeed equivalent to the concept of a PP-free Revive Psynergy without any additional strings attached; there is no chance for Tinder to fail to revive the target, and the target's HP meter is fully restored to 100%. Obsoletes two other reviving Mars Djinn, Cinder and Glow.
  • Aurora is the Dark Dawn equivalent to the Mercury Djinni Eddy. It has the unique effect of causing two turns worth of Djinn recovery to play out over the one turn Aurora is used. Situationally, this is very useful for a party that has just unleashed a salvo of full-powered summons to get back into statistically better classes that much quicker.

See Also

Djinn in Golden Sun and The Lost Age (Master List)
Venus Mercury Mars Jupiter
Golden Sun FlintGraniteQuartzVineSapGroundBane FizzSleetMistSpritzHailTonicDew ForgeFeverCoronaScorchEmberFlashTorch GustBreezeZephyrSmogKiteSquallLuff
The Lost Age * EchoIronSteelMudFlowerMeldPetraSaltGeodeMoldCrystal FogSourSpringShadeChillSteamRimeGelEddyBalmSerac CannonSparkKindleCharCoalRefluxCoreTinderShineFuryFugue BreathBlitzEtherWaftHazeWheezeAromaWhorlGaspLullGale
Djinn in Golden Sun: Dark Dawn (Master List)
Venus Mercury Mars Jupiter
Dark Dawn FlintFlowerBarkSteelBrickVineGearsFurrowGarlandPewterChasmChainBuckleCloverMagnetGeodeIvyHemlock ChillSleetSurgeMistMellowClawSeracDewdropTorrentCoralSpoutTeardropPincerSpringFoamRimeGeyserShell ForgeFeverCinderLavaBrandFuryGlareRefluxWrathChiliGlowStokePepperTinderFugueSizzleFlareAurora GustJoltEtherBreathVortexDoldrumSiroccoWispPuffFleetWaftBoltBreezeHazeKiteLullSwiftSimoom
Prologue * SapGroundGraniteQuartzSalt TorchShineFlashSparkCoronaKindle
Enemy Lines in Golden Sun and Golden Sun: The Lost Age
Aka ManahAmazeAngle WormAnt LionApeAssassinAvimanderBallBatBlue DragonChestbeaterChimeraConch ShellColosso GladiatorCuttleDinoDirgeDoomsayerDread HoundDrone BeeEmuFlame DragonGargoyleGhostGhost ArmyGhoulGnomeGolemGressilGrubGryphonHarpyHobgoblinHydraKoboldLiving ArmorLiving StatueLizard ManManticoreMaulerMermanMini-GoblinMinotaurusMoleMomongaMummyOrcPhoenixPixiePunch AntRatRat SoldierRed DemonRocRuffianSalamanderScorpionSea DragonSeabirdSirenSkeletonSlimeSpiderStone SoldierThiefToadTornado LizardTrollUrchin BeastVerminWild MushroomWild WolfWill HeadWolfkinWood WalkerWyvernWyvern ChickZombie
Recurring single enemies
Jupiter DjinniMad PlantMars DjinniMercury DjinniMimic (Golden Sun)Mimic (The Lost Age)Venus Djinni
Enemy Lines in Golden Sun: Dark Dawn
AmazeApeBallBatBugmanChimeraCurse DemonCuttleDark DevourerDirgeDread HoundDrone BeeFlutter SeedGhostGoblingGreat DragonGryphonHarpyHobbleHydraKoboldLizard BruteLizard ManMad PlantMaulerMermanMinotaurusMoleMomongaPixieRatRat SoldierSalamanderScuttlerSirenSkeletonSkorpnaSkullSky DragonSlimeSpiderStealthy ScoutTrollWild WolfWillowispWolfkinWyvernZombie
Recurring single enemies
Jupiter DjinniMars DjinniMercury DjinniMimicVenus Djinni