Understand Fatal Attraction
Useful when…
- Draw nearby enemies inward while fighting around Djinn.
- Use the precept when you can kill attracted enemies before they reach the detonation distance, supporting the stated increase to lure time and reduction to cooldown.
Range, detonation, and condition
At rank 0, enemies within 10 m are drawn to you and detonate at 3.5 m for 100 damage. Rank 3 lists 16 m attraction, a 5 m detonation distance, and 180 damage. At rank 5, these values reach 20 m, 6 m, and 250 damage. The description says killing attracted enemies before detonation increases lure time and reduces cooldown; it gives no numerical values for those changes.
Fit and rank investment
Fatal Attraction is a standard Djinn precept with Penjaga polarity, base drain 2, and a maximum rank of 5. Its listed examples cost 10 Endo and 483 Credits for the first step, 40 Endo and 1,932 Credits from rank 2 to 3, and 160 Endo and 7,728 Credits from rank 4 to 5. Higher ranks expand attraction and detonation ranges and raise listed damage; invest further if those changes suit your intended Djinn setup.
Related Djinn precepts
Thumper directs Djinn to attack its first visible enemy within 60 m, so it serves a different behavior than Fatal Attraction’s pull-and-detonate effect. Reawaken instead concerns Djinn recovery: Energy Orbs reduce its recovery timer by 6 seconds, restore 300 Overshields per orb, and increase maximum Overshields by 900. These are distinct precepts, not equivalent effects.
Limitations and tradeoffs
- Draws enemies close to you before detonating, so its effect brings combat inward.
- Its stated lure-time and cooldown benefit depends on killing enemies before detonation.
Common mistakes to avoid
- Assuming the precept detonates at its attraction radius; the detonation distance is smaller.
- Expecting the lure-time and cooldown benefit without killing attracted enemies before detonation.






