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The Djinn (pronounced "Jinn") are a race of creatures introduced with the Quest for the Lost Eternia Shards - Part 2: Moraggo Desert Town DLC.

Djinn, like Sharken and Goblin Copters, are announced upon arrival, though they are not considered a miniboss.

Promotional Description

"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."

Behavior

Enemy Djinn hover above ground, often following other enemies. Occasionally, they will cast a golden beam from one of their hands onto a nearby enemy. If given enough time without interruption, the target will turn golden and gain buffs to all its stats.

Djinn also possess the unique ability to destroy hero defenses instantly, regardless of health. However, this spell requires a long casting period to succeed and it can be interrupted by a player and/or pet 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 eyes.

While near a player, the Djinn will attack them with elemental magic.

  • Allied Djinn may upgrade hero defenses automatically.

Notes

  • Allied Djinn have a white turban and blue skin, whereas enemy Djinn have normal turban and skin coloring.
  • The casting animation of Allied Djinn is colored green, whereas with enemy Djinn it is colored gold.
  • Djinn are never assigned elemental affinity, however Djinn have higher resistance than normal monsters.
  • Lighting Stance and Shock beams can interrupt Djinn desummoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted.
  • Djinn projectiles do not damage Eternia Crystals, only heroes and defenses.
  • Ranged towers will prioritize attacking Djinns over ground enemies.

Trivia

  • The Djinn (or Genies) are supernatural creatures from Arabic folklore.
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