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Djinn: Difference between revisions
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{{infobox | {{infobox unit | ||
| title = Djinn | | title = Djinn | ||
| image = Djinn.png | | image = Djinn.png | ||
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| benefitsFromRelics = Eagle Eye, Knock Knock, Metal Mage, Mug of Joy, Armor, Staff, Glasses | | benefitsFromRelics = Eagle Eye, Knock Knock, Metal Mage, Mug of Joy, Armor, Staff, Glasses | ||
}} | }} | ||
{{ | {{Unit introduction}} The '''Djinn''' is a high dps unit who's attacks do {{ItemLink|Magic Damage}}, have no element and have no additional effects. The Djinn shoots a beam dealing repeated damage when hitting a target. The Djinn's passive unlocked from the {{ItemLink|Witch}} gives it a {{stat|cd|cooldown}} reduction to its attack for each unit behind it | ||
The Djinn cannot be placed on {{ItemLink|Tower}}s. | The Djinn cannot be placed on {{ItemLink|Tower}}s. | ||
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|grid2.mark = 13 | |grid2.mark = 13 | ||
|grid2.markSource = 17,18,19 | |grid2.markSource = 17,18,19 | ||
|desc2=-10% {{stat|cd}} for every | |desc2=-10% {{stat|cd}} for every unit directly behind | ||
}} | }} | ||
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==Tactics== | ==Tactics== | ||
Djinn passive is hard to use as it requires you to put a low-health | Djinn passive is hard to use as it requires you to put a low-health unit near the front, there are two good ways to make sure that Djinn's passive is effective while also keeping them safe, the first way is getting the gate and putting Djinn in front of the tower spot, and the second way is to use units with taunt abilities such as [[swordsman]] and [[shaman]] | ||
== Monster == | == Monster == | ||
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Djinn's are currently only encountered as a monster via provokes. They notably have {{stat|pd|Physical Defense}} and phase in and out similar to the {{ItemLink|Ghost|link=Ghost#Monster}}. | Djinn's are currently only encountered as a monster via provokes. They notably have {{stat|pd|Physical Defense}} and phase in and out similar to the {{ItemLink|Ghost|link=Ghost#Monster}}. | ||
{{nav | {{nav units}} | ||
Revision as of 20:07, 20 October 2025
The Djinn is a Unit in Super Fantasy Kingdom. It can appear as a Monster that attacks your kingdom and it can be recruited as a unit to fight for you. The Djinn is a high dps unit who's attacks do
Magic Damage, have no element and have no additional effects. The Djinn shoots a beam dealing repeated damage when hitting a target. The Djinn's passive unlocked from the
Witch gives it a
cooldown reduction to its attack for each unit behind it
The Djinn cannot be placed on
Towers.
Stats
The Djinn gains XP and will level up when eating at the Tavern.
| Stats | Base Gain | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 6 | 8 | 11 | 14 | 17 | 21 | 24 | 29 | 33 | ||
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||
| 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | ||
| 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | ||
| 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | ||
| 2 | 4 | 6 | 9 | 12 | 15 | 19 | 22 | 27 | 31 |
Abilities
The second, passive ability can be unlocked at the
Mystic for 1 ×
Shards.
| Upgrade | Costs |
|---|---|
| 3 × | |
| 6 × | |
| 10 × |
Evolution
The Djinn evolves into the
Sultan. To evolve a Unit they must be upgraded to
.
Relics
The Djinn is required for the following
Relics:
The Djinn benefits from the following
Relics:
Tactics
Djinn passive is hard to use as it requires you to put a low-health unit near the front, there are two good ways to make sure that Djinn's passive is effective while also keeping them safe, the first way is getting the gate and putting Djinn in front of the tower spot, and the second way is to use units with taunt abilities such as swordsman and shaman
Monster
Djinn's are currently only encountered as a monster via provokes. They notably have
Physical Defense and phase in and out similar to the
Ghost.



