Djinn typically follow the path of ground enemies, though they can freely move around the map if desired. They occasionally channel a yellow beam onto a nearby monster. This makes the enemy emit golden sparkles and buffs all of its stats. A Djinn may also choose to cast a red beam at a hero defense which instantly removes it from the battlefield if given eight seconds (8) without interruption. Both of these channeling abilities can be interrupted from dealing sufficient damage to the Djinn or immobilizing it with an active Poison Gas Trap.
For its normal attack, the Djinn casts elemental magic at heroes. These projectiles do not damage Eternia Crystals.
In Rift Mode, Rifted Djinn, give a stronger "Onyx" buff to enemies which makes them permanently immune to Ensnare and all stun effects. Their de-summoning spell has increased range and a shorter channeling time to remove the target defense.
Djinn are more likely to target upgraded defenses to de-summon over those with less or no upgrades at all.
In order to de-summon non-physical defenses, the Djinn must have line-of-sight with the centerpoint of a trap or aura. For beams, it needs to see either one of its nodes.
Rifted Djinns seem only be able to Onxy Buff Dark Elf Mages
The Gold buff seems to increases, HP, Damage and give CC immunity these Buffs seem to scale with difficulty, wave etc this does not increase armor
The Onyx buff seems to only be eligble for Dark Elf Mages and increases HP, Damage and give CC immunity these Buffs seem to scale with difficulty, wave etc this does not increase armor