The Djinn (pronounced "Jinn") is a flying enemy introduced with the Quest for the Lost Eternia Shards - Part 2: Moraggo Desert Town DLC. Djinn have the capability to destroy non-minion defenses instantly, regardless of health. Like Sharken and Goblin Copters, their arrival is announced to all players, in purple text.
"These dastardly fiends await you in the desert town of Moraggo. Wielders of fire, lightning and poison elements, the Djinn will warp your defenses to another plane of existence. But these crafty genies have another trick up their sleeve: enemy buffing."
Djinn hover above ground, often following other enemies. Occasionally, they will cast a golden beam from one of their hands onto a nearby enemy. Given enough time without interruption, the target will turn golden. The enemy is fully healed and gains buffs to all of its stats. Djinn can buff any of the following enemies:
Djinn can also de-summon non-minion defenses, regardless of the target's health. However, this spell requires a long casting period to succeed and it can be interrupted by players, pets, or minions dealing at least 7.5% of the Djinn's max health in damage. This spell is indicated by a golden beam coming out of the Djinn's forehead and a sound of lower pitch than its enemy-buffing spell. The more upgrade levels a defense has, the greater the chance is for a Djinn to target it.
While near a player or minion, the Djinn will attack them with elemental magic. These projectiles cannot damage Eternia Crystals.
As an Ally
In a few challenge missions (ex: War of the Djinn), Djinn can be recruited to aide players. Allied Djinn wear a white turban and have blue skin which distinguishes them from enemy Djinn on all difficulty levels. They will attack enemies and occasionally cast a green beam to upgrade defenses automatically.
- Djinn are never assigned an elemental affinity. They however take 20% reduced damage from all hero defenses.
- Gas Traps can stun Djinn high above them while active. Though they can still de-summon them if the trap lacks range.
- Lightning Stance and Shock Beams can interrupt Djinn de-summoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted.
- Ranged towers will prioritize attacking Djinn over ground enemies.
- To de-summon a non-physical defense (trap, aura or beam), the Djinn needs to have line-of-sight with its center-point or one of the defense's two nodes.
- If there are no enemies left on the map to buff and no heroes or defenses nearby to attack or de-summon, the Djinn may wander around the map or never fly away from certain locations. This behavior can drag out a wave until it dies (several minutes after the creature spawned).
- Orcs and Wyverns turned golden become bulky threats that cannot be easily lured away from Eternia Crystals.
- Golden Kobolds late into Survival Mode can cause serious damage to defenses and OHKO crystals, even if under a Strength Drain Aura.
- Golden Dark Elf Warriors have a better chance to reach unarmored heroes and get more time to either kill or severely injure them, as well as any physical defenses next to them.
- On Temple O' Love, the Djinn can power up Sharken.
- Djinn (or Genies) are supernatural creatures from Arabic folklore.