There's a word for that
It was just an example, but in that case let's see how the other elements stack up in terms of immobilising the gladiators:
For Fire: Scorch (Stun)/Fever (Delusion)/Torch (Piercing)
Don't know how long Stun lasts, but this might work, if Delusion can make later attacks miss.
Water: Mist (Sleep)/Sleet (Lowers Atk)/Hail (Lowers Def)
Lowered Attack should mean you can survive two hits again, Sleep is good but Hail is pretty useless.
Wind: Squall (Stun)/Smog (Delusion)/Gust (Random 2x damage)
Similar to Wind, except that Gust is better than Torch; it might be able to do enough damage so that only 2 Djinn need to be used for the Lv4 summon to do enough, in which case it should be used first for maximum damage.
Looks like it's a matter of Stun vs Sleep. The Vulcan Axe's unleash won't help any with Djinn attack damage, but it shouldn't be too weak to make a large difference.
For Fire: Scorch (Stun)/Fever (Delusion)/Torch (Piercing)
Don't know how long Stun lasts, but this might work, if Delusion can make later attacks miss.
Water: Mist (Sleep)/Sleet (Lowers Atk)/Hail (Lowers Def)
Lowered Attack should mean you can survive two hits again, Sleep is good but Hail is pretty useless.
Wind: Squall (Stun)/Smog (Delusion)/Gust (Random 2x damage)
Similar to Wind, except that Gust is better than Torch; it might be able to do enough damage so that only 2 Djinn need to be used for the Lv4 summon to do enough, in which case it should be used first for maximum damage.
Looks like it's a matter of Stun vs Sleep. The Vulcan Axe's unleash won't help any with Djinn attack damage, but it shouldn't be too weak to make a large difference.