This guide is meant to help players who are new to the game, or returning after a long absence. It will cover everything from leveling to endgame content, and more!
The continent of Eorzea is constantly threatened by the Primals, who have been called to the planet by the various beast tribes seeking their protection. Practitioners of magic existed in ancient times who could manipulate these god-like creatures to their desire. Those magicians were known as Summoners, and you may learn their methods to dominate Primals in the same way they did. We’ll go through your duty as a Summoner, the best spells to use at each level, and a suggested Summoner rotation to optimize your damage output in our FFXIV Summoner job guide.
The Summoner profession has always included performing spells and utilizing pets, despite the fact that it varies greatly from expansion to expansion. It’s one of the more difficult professions in Final Fantasy XIV, but an experienced player who takes the time to master the ropes can turn it into a DPS powerhouse. The Summoner job tasks also elaborate on aspects of the main narrative, making it an excellent option for knowledge seekers.
The Summoner’s Function
Summoners are a caster DPS profession and one of the two pet occupations in Final Fantasy XIV (the other being their starting class buddy, Scholar). They don’t have much in the way of party usefulness, and their equipment is geared on doing damage. Summoners receive a party-wide damage boost and a party-wide heal as they go through the levels, but they are not abilities that should be used to organize your rotation. The role of the Summoner is to strike the opponent as hard as possible.
Levels 1–29 of the Summoner
Ruin (LVL 1) will be your main single target assault, which you will employ when you have nothing else to do. Bio (LVL 2) and Miasma (LVL 6) are two DoT (damage over time) abilities that you must maintain at all times. Miasma has a cast duration of 2.5 seconds and is an instant cast spell that will transform into Bio II at Level 26. When assaulting a fresh target, it’s best to cast Miasma first and Bio soon after.
When you unlock your Aetherflow Gauge and take up Energy Drain and Fester at Level 18, you strengthen your concentration on DoT abilities. Using Energy Drain will provide two charges to the gauge, allowing you to cast Fester twice for a single target attack that does greater damage if both DoT skills are applied to the target.
At level 4, you’ll learn Physick, a mild healing spell that you’ll mainly use on yourself, although you may also assist your party’s healer if necessary. At Level 12, you’ll also gain Resurrection, which allows you to rez other players if necessary.
Gust & Downburst | Emerald Carbuncle © Square Enix through HGG
The Summoner’s meat is, of course, its summons, and you’ll get two at this point: Summon at Level 4 and Summon II at Level 15. Summon will summon an Emerald Carbuncle who will automatically perform Gust, inflicting AoE damage to the target you’ve chosen. Summon II summons a Topaz Carbuncle who will auto-cast Gouge, a single target attack, in the same way. You’ll also get a Pet Hotbar with a number of instructions, although it’s best to keep your pets in Guard mode, since this will force them to fight if you’re assaulted.
If the Emerald Carbuncle is called, Egi Assault (LVL 10) will order your pet to perform Downburst, and if the Topaz Carbuncle is summoned, Glittering Topaz. Glittering Topaz is a defensive boost, while Downburst is an AoE assault comparable to Gust. This makes the Topaz Carbuncle ideal for solo content, since it provides a means of defense. Going forward, Egi Assault will be your main assault with all of your summons. It has two charges, and if both are depleted, it will take a long time to recharge them.
30-50 Summoner Levels
Summon III, which allows you to summon Ifrit-Egi, will be unlocked after you have obtained your Summoner soul crystal at Level 30. His auto-cast ability is Burning Strike, a single-target ability, while his Egi Assault is Crimson Cyclone, a more powerful single-target assault. You’ll also receive Bane, which will distribute DoTs from one victim to all surrounding targets, reducing the length of time it takes to administer poisons.
Square Enix through HGG / Ifrit-Egi performing his Egi Assault
Energy Siphon (LVL 35) is an AoE attack that will allow you to fill up your Aetherflow Gauge in a different way. Because it shares a recast timer with Energy Drain, it’s best utilized against several targets. At Level 38, Ruin will be upgraded to Ruin II, and it will become an instant cast spell. This will aid you in doing more damage in circumstances when you must move. Outburst (LVL 40) adds another AoE strike to your arsenal.
During this level, your dogs will get significant improvements. Your Topaz Carbuncle will evolve into Titan-Egi at Level 35, while your Emerald Carbuncle will evolve into Garuda-Egi at Level 45. Egi Assault now grants stronger versions of the original carbuncle abilities, as well as comparable auto-cast attacks for the egis. Egi Assault II unlocks at level 40, giving you access to a new ability for each egi. It has two charges, same as Egi Assault, and will take some time to refill if both are used. All three Egi Assault II abilities are AoE, however Garuda-will Egi’s generate a whirlwind around the target, damaging all foes that enter it.
Square Enix through HGG Garuda-Egi performing her Egi Assault
Enkindle (LVL 50) is the last ability you’ll get from this level, and it provides each of your egis a unique power. Ifrit-Egi receives Inferno, a cone AoE strike that does fire damage over time. Titan-Egi gains Earthen Fury, which does AoE damage and envelops the Summoner in molten earth, harming foes that enter it. Garuda-Egi receives Aerial Blast, a basic yet effective AoE attack.
Square Enix through HGG / Titan-Egi performing his Egi Assault
Each creature has a certain function, and you’ll have to determine when it’s ideal to use it. Due to her far-reaching AoE abilities, Garuda-Egi is your go-to for ranged battle with swarms of foes. Ifrit-Egi excels in melee fighting with one or two opponents. Titan-defensive Egi’s boost will keep you alive while you’re being screamed on. He’s not as good in melee circumstances as Ifrit-Egi, but his defensive buff will keep you alive.
Levels 51-60 of the Summoner
The Heavensward expansion includes one of two Trances, as well as additional single-target spells that the Summoner may perform without the assistance of their pets.
Painflare (LVL 52), Ruin III (LVL 54), and Tri-disaster are the three single target assaults (LVL 56). Painflare consumes one charge of your Aetherflow Gauge, and Tri-disaster inflicts Bio III and Miasma III on the victim. Tri-disaster will become an important component of your arsenal in the future since it applies two DoTs to a single target immediately. It also has something to do with the Trance you’ll be able to access.
Deathflare and Dreadwyrm Trance / Square Enix through HGG
Dreadwyrm Trance is a buff ability that needs a full Aetherflow Gauge and performs a few things when you reach Level 58. To begin, while Dreadwyrm Trance is active, all of your spells (excluding Resurrection) will be cast immediately. When you use Dreadwyrm Trance, the recast timer for Tri-disaster is reset, making it accessible right away. When you enter Dreadwyrm Trance, your new Trance Gauge will fill up with 2 units of Dreadwyrm Aether, which will be utilized as a resource for subsequent abilities.
Finally, Dreadwyrm Trance unlocks Deathflare (LVL 60), a devastating AoE finisher. The Trance will be broken by using Deathflare.
Levels 61-70 of the Summoner
Stormblood adds another extremely strong primal to the Summoner’s arsenal: Bahamut himself. It also provides the Summoner a bit of party usefulness and improves their DoT abilities.
Ruin IV (LVL 62) may only be used once Egi Assault or Egi Assault II has been completed. Your DoT abilities will be enhanced by Bio III (LVL 66) and Miasma III (LVL 66), enabling you to cast these upgraded versions independently without using Tri-disaster.
The addition of Aetherpact at Level 64 adds team usefulness by allowing you to order your pet to perform Devotion, which increases the damage done by surrounding party members by 5%.
Bahamut is a significant addition to this level. When you reach Level 70, you’ll be able to summon Demi-Bahamut to do your bidding for 20 seconds. To call him, certain requirements must be fulfilled. Summon Bahamut requires 2 Dreadwyrm Aether, thus you’ll need to use Dreadwyrm Trance first, which means you’ll need a full Aetherflow Gauge.
Bahamut © Square Enix through HGG casting Akh Morn
He, like your other summons, has an auto-cast attack called Wyrmwave that is triggered whenever you use a GCD (global cooldown) skill. Enkindle Bahamut will utilize Akh Morn, an AoE ability that delivers massive damage to a single target while also doing 50% damage to the surrounding targets.
Levels 71-80 of the Summoner
Shadowbringers expands your toolbox by adding additional Trance and a large summon.
Summoners acquire Firebird Trance at level 72. Firebird Trance may only be used after Demi-Bahamut has vanished, which means you must first complete all of the Summon Bahamut requirements. Firebird Trance will thereafter replace Dreadwyrm Trance. Firebird Trance summons Demi-Phoenix, reduces cast time, and resets Tri-disaster in the same way as the previous Trance did.
Casting Fountain of Fire | Square Enix through HGG when in Firebird Trance
Ruin III becomes Fountain of Fire (a single target attack) and Outburst becomes Brand of Purgatory when you use Firebird Trance (an AoE attack). It is necessary to utilize the Fountain of Fire first.
The Summoner gains the last set of Phoenix powers at Level 80. Enkindle Phoenix will command Demi-Phoenix to use Revelation, another huge AoE finisher, on the enemy. Demi-Phoenix will acquire Scarlet Flame, a single target auto-cast attack that functions similarly to Demi- Bahamut’s. You’ll also get Everlasting Flight, a party-wide heal that heals over time.
Job Rotation for Summoners
Prepare yourselves! © Square Enix via HGG
It should be obvious by now that the Summoner has a lot on his plate and must manage a variety of resources in order to complete their cycle. As you level up, you’ll find that many new abilities replace old ones, and the Summoner will enter Trances where various talents may be replaced for the length of the Trance. At Level 80, your hotbar will be continuously changing as you go through the various stages of your rotation, so keep track of which abilities replace which.
The Summoner’s rotation is sometimes described in terms of “phases.” To pull off your major summoning and maximize your damage during them, each step builds on the preceding one. It’s also critical to maintain your DoTs during the process!
To perform Dreadwyrm Trance, you must first build up your Aetherflow Gauge. This increases your Trance Gauge, allowing you to Summon Bahamut and utilize Akh Morn. You’ll have a filler phase after the Bahamut phase finishes while you wait for Firebird Trance to come off cooldown. Ruins and Egi Assaults should be used as often as possible during this filler period. Then you’ll enter Firebird Trance and take use of the Phoenix powers it bestows. You’ll go through another filler phase, identical to the first, but this time you’ll need to concentrate on replenishing your Aetherflow Gauge in order to perform Dreadwyrm Trance. The cycle will then repeat itself.
Changes in Summoner: Endwalker
Endwalker will be no exception to the rule that Summoner evolves dramatically with each expansion. Although a complete list of modifications is not yet public and is subject to change, here is what we know about Summoner in version 6.0 thus far.
- All DoT abilities will be eliminated, and a gap-closing ability will be introduced in their place.
- The summoning time for Bahamut and Phoenix will be decreased from 20 to 15 seconds.
- After Bahamut has been summoned, elemental gems may be used to call the three primals, and after those jewels have been exhausted, Phoenix can be summoned.
- All primal egis will be renamed Ifrit Ruby, Titan Topaz, and Garuda Emerald to reflect their complete forms. The primals will have unique movesets to distinguish themselves from one another, as well as enhanced skills in their respective elements.
- When you summon a primal, an initial AoE assault will be launched.
This will significantly alter the Summoner’s rotation phases, but it will undoubtedly make the job simpler without the need to handle all of the DoT abilities in between summons. It will also give the primals an unique identity and make them more interesting.
Be a part of the High Ground
That concludes our FFXIV Summoner career guide review! This is one of FFXIV’s most complicated professions right now, but it’s also one of the game’s greatest damage dealers. Summoners will be thrown for a loop by the changes in Endwalker, so subscribe to our newsletter and follow us on social media for more FFXIV information and tips like these!