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Djinn: Difference between revisions

From Super Fantasy Kingdom Official Wiki
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updated stats and upgrades
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| preferredFood = {{ItemLink|snake}}
| preferredFood = {{ItemLink|snake}}
| requiredForRelics = Dice
| requiredForRelics = Dice
| benefitsFromRelics = Eagle Eye, Knock Knock, Metal Mage, Mug of Joy, Armor, Staff, Glasses
| benefitsFromRelics =
}}
}}
{{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
{{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|Mystic}} 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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|baseIndicator=true
|baseIndicator=true
|gainIndicator=true
|gainIndicator=true
|dm=2|dm10=31
|pw=2|pw10=40
|ma=4|ma10=33
|ma=5|ma10=44
|sh=0
|cr=10%
|cr=0%
|pd=0
|pd=0%
|md=30
|md=0%
}}
}}


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|cd1=3s
|cd1=3s
|ra1=80m
|ra1=80m
|du1=4s
|du1=2.5s
|dm1=1x
|dm1=1x
|desc1=Shoots a beam at the nearest target
|ar1=4m
|ta1= Nearest
|desc1= Unleashes a focused beam of energy at the nearest target.
|upgrade1.1 = Decrease {{stat|cd|to 2.5s}}
|upgrade1.1 = Decrease {{stat|cd|to 2.5s}}
|upgrade1.2 = Decrease {{stat|cd|to 2s}}
|upgrade1.2 = Decrease {{stat|cd|to 2s}}
|upgrade1.3 = Decrease {{stat|cd|to 1.5s}}
|upgrade1.3 = Decrease {{stat|cd|to 1.5s}}
|name2=Passive: Attention!
|name2=Passive: Attention!
|abilityType2 = self boost
|abilityType2 = Buff
|grid2.mark = 13
|grid2.mark = 13
|grid2.markSource = 17,18,19
|grid2.markSource = 18,23
|desc2=-10% {{stat|cd}} for every unit directly behind
|desc2= Self: Reduce {{stat|cd}} by 20% for every unit for every unit behind (same column) the Djinn.
}}
}}
==Upgrades==
==Upgrades==
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== Evolution ==
== Evolution ==
{{EvolutionInfo|Djinn|Sultan|Desert}}
{{EvolutionInfo|Djinn|Djeann|Desert}}


== Relics ==
== Relics ==
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The Djinn benefits from the following {{ItemLink|relic|Relics}}:
The Djinn benefits from the following {{ItemLink|relic|Relics}}:
* {{Relic|Eagle Eye}}
* {{Relic|Knock Knock}}
* {{Relic|Metal Mage}}
* {{Relic|Mug of Joy}}
* {{Relic|Armor}}
* {{Relic|Staff}}
* {{Relic|Glasses}}


==Tactics==
==Tactics==

Revision as of 16:25, 25 November 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 Mystic 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.

StatsBase Gain12345678910
Power 24711151924293440
Mana 581114182327333844
Critical Chance 10%10%10%10%10%10%10%10%10%10%
Armor 0000000000
Resistance 30303030303030303030

Abilities

The second, passive ability can be unlocked at the Mystic for 1 ×  Shards.

Active: Djinn Beam
Magical damage
Unleashes a focused beam of energy at the nearest target.
Decrease  to 2.5s
Decrease  to 2s
Decrease  to 1.5s
 1x
 3s
 80m
 Nearest
 2.5s
 4m
Passive: Attention!
Buff
Self: Reduce by 20% for every unit for every unit behind (same column) the Djinn.

Upgrades

UpgradeCosts
3 ×  Ingot
6 ×  Ingot
10 ×  Ingot

Evolution

The Djinn evolves into the File:Djeann.png Djeann. 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.