Ancients Awakened/Desert Djinn Strategies

The Desert Djinn is a Pre-Hardmode boss that is an alternate to the Subzero Serpent fought in progression. Compared to the Subzero Serpent, the Desert Djinn is considerably easier in terms of behaviour.

Terrain Preparation
The Desert Djinn can and should be fought in a flat area on the desert surface, a few platforms several blocks apart should be enough to dodge most, if not all of the Djinns attacks. Be weary to not build the arena too high, as this could result in the player accidentally leaving the desert biome.

Armor

 * / are great overall armor sets for any class.
 * may be a more preferable choice for any class, due to its damage resistance and high defense, which will allow for the player to tank more hits from the Djinn.
 * If the player has defeated The Broodmother before fighting the Desert Djinn, is a great choice for all classes, but an excellent choice for melee users, since it, in functionality, is a stronger version of the Viking armor.
 * is a very powerful choice for mages, and is best paired with either burst or high damage magic weapons instead of rapid firing ones.
 * is a good choice for summoners for dealing damage and inflicting the "On Fire" debuff.

Accessories

 * are great for getting out of the way of the Djinn.
 * or any of its alternates are a significant help with jumping away from or around the Desert Djinn.
 * can aid in damaging the Desert Djinn and its minions by piercing their defense.
 * If The Broodmother has been defeated before fighting Desert Djinn, the may be a good option, but is severely overshadowed and outclassed by the almighty Worm Scarf. However, the two can be stacked to be able to tank even more hits.
 * is an all around great option for dodging out of the way of attacks, ramming into the Desert Djinn to avoid taking damage from contact damage, and getting in extra damage.
 * is, like the Bulwark, an all around great option, due to the insane damage resistance it provides.

Melee

 * The, while weak, is helpful for hitting the Djinn from a safe distance.
 * The is great for piercing, and for igniting enemies on hit. It's use lies in killing the Serpent's minions.
 * The, when paired with the Exile's Katana, can be a good duo for fighting Desert Djinn, as it can hit the Djinn from a distance; a great secondary to have when and if the player gets severely injured by the Djinn.
 * The is a good alternative to the Depthwalker, with considerably more damage, but a slightly slower use time, as it can hit the Djinn from a distance; a great secondary to have when and if the player gets severely injured by the Djinn.

Ranged

 * The, with its high damage, can do considerably good damage to the Djinn.
 * , with its high firing speed and moderate damage to the Djinn, The Undertaker is a good alternative to the Musket
 * s are a good source of both Dot and contact damage against the Subzero Serpent.
 * If Sagittarius has been defeated before fighting the Desert Djinn, s are an amazing alternative to Dragon's Spines, as it does everything that the Spines do, but with more damage, and a higher DoT.
 * The is a great weapon for dealing big damage to the Djinn, if players can get enough ammo.
 * The is a good source of burst damage, but isn't the most accurate. It is advised to only use it when the Serpent first launches out of the ground, and before it contacts the ground.
 * If Sagittarius has been defeated before fighting the Desert Djinn, the is an amazing weapon to use in the fight, due to its high base damage, and its ability to shoot five bullets at once. Again, it is advised to use it only when the Serpent first launches out of the ground, and before it contacts the ground. Either way, with the spread of the gun, and the amount of bullets fired, it can be used somewhat reliably in the fight.
 * The, if the player can get Molten Bars before fighting the Djinn, is a good option for those who can aim it.

Mage

 * is a mediocre option for those who wish to primarily focus on dodging, as the homing projectiles of the Mana Blade can allow for a near entire lack of aim and focus, but lacks damage and piercing. It is recommended for a glass cannon loadout if the player is going to attempt to reliably use the Mana Blade.
 * is a good option, as the player can build up multiple scythes in a sort of "stack" while standing still. This has the potential to deal incredible damage to the Djinn if it is caught during a less active move.
 * is an great source of both damage and debuffs, as it, much like the Golden Shower, fires an infinitely piercing stream of poison, inflicting the Poisoned debuff upon hit.
 * is a good source of burst damage, and explodes upon impact. Good for dealing damage to the Djinn.

Summoner

 * The is an incredibly powerful weapon if the player is dedicated to crafting it.
 * The /  are very powerful summons, even in this part of the game.
 * The is a good option if the player goes out of their way to get it.
 * The, if the player can obtain it, is a good source of damage, considering that it can inflict the On Fire! debuff.
 * The is an acceptable choice, as it can be placed anywhere. It is especially helpful when the Djinns is less active.
 * The is an acceptable choice, if the player is either unable to get the previously mentioned staffs, or prefers them over the previous staffs.

Throwing
s, no matter the class, are a good option, as the player is able to stack them up on top of each other in a single spot. It is heavily advised to use the same strategy as you would with the Demon Scythe for the Sticky Grenades.

The Fight
The Desert Djinn, despite its variety of moves and tendency to dash at the player, is rather slow when not attacking and takes long breaks between them.

Throughout the battle, Desert Djinn primarily attacks by summoning damaging sand-nados in a similar fashion to Sand Elementals, telegraphed by the Djinn flexing its muscles.

Desert Djinn will occasionally swoop down at the player to unleash a barrage of punches before returning to the air, this can often be easily dodged by jumping over the Djinn while it swoops. The Djinn will also lunge at the player a few times, telegraphed by the Djinn swinging its arm before dashing forward.

General Tips

 * Speed boosting accessories and tools are not necessarily required for taking down the Djinn, but are still recommended.
 * Leaving the desert during the fight will cause the Djinn to become enraged, attacking far more aggressively and moving at ludicrous speeds.
 * It is recommended that you have at least a single row of platforms, as to be able to dodge out of the way of the Djinn better, and for possible strategies.
 * If the player does not have a Cloud in a Balloon, a is a good alternative, if the player knows how to use properly.
 * Accidently leaving the desert could very well spell the players demise, players must try to avoid enraging the Djinn at all costs.