Final Fantasy Tactics
(as "Final Fantasy Tactics: The War of the Lions")
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Summoner
Final Fantasy Tactics
Summoner Job Class – Final Fantasy Tactics
The most powerful magic user! Summoners do the most damage, but their summons are high on MP cost and have a long charge time. It's important to tactically use MP restoration to make up for it. Moogle and Fairy also make Summoners good healers.
Requirements: Time Mage Level Two
Weapons: Rod, Staff Helmets: Hat Armor: Clothes, Robe
The Summoner Job Class is one of the strongest magicians in the game with access to skills that have high effect radii and damage quotients. The Summoner’s magic spells are also incredible to watch and learning them makes this job one worth putting the effort into.
If you plan on investing time into a magician class, the Summoner is probably your best choice. As always, however, there are tradeoffs for all this power and beauty. Summon Magic spells are notoriously expensive and use a lot of time and MP to execute. Furthermore, the Summoner faces the most severe HP and AT strength handicaps, like the Bard, leaving this character always in need of protection.
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Action Abilities: Summon Magic
- Moogle: Round and round goes the Moogle, restoring up to 80 + HP to allies. Uses 8 MP.
- Shiva: Let Shiva blast your enemies with a blizzard. Uses 24 MP.
- Ramuh: Ramuh will electrify the opposition with a shower of lightning. Uses 24 MP.
- Ifrit: Ifrit's flames will consume the enemy. Uses 24 MP.
- Titan: The Titan causes an earthquake to shake away the enemies. Uses 30 MP.
- Golem: The Golem will protect you from all physical attacks for a few rounds. Uses 40 MP.
- Carbunkle: The Carbunkle's Ruby will cast Reflect on your allies. Uses 30 MP.
- Bahamut: Bahamut, King of Dragons, will fry the opposition. Uses 60 MP. What makes Bahamut special is that he has a slightly larger effect range.
- Odin: Odin will charge the enemy, causing massive damage. Uses 50 MP.
- Leviathan: The Master of the Seas, Leviathan, will clean up the evil with his Tidal Wave. Uses 48 MP.
- Salamander: Stronger than Ifirit, no undead stands a chance against Salamander. Uses 48 MP.
- Silf: The Silf will silence the enemies, so they can't cast magics at all. Uses 26 MP.
- Fairy: The lovely Fairy will restore up to 200 HP to all allies in range. Uses 28 MP.
- Lich: From hell Lich comes, and saps half the strength of the enemies. Incredibly useful against Zodiac Braves. Uses 40 MP.
- Cyclops: The Cyclops' frozen blades of Air will quickly destroy anyone who is foolish enough to fight you. Uses 62 MP. Cyclops is stronger than Bahamut, but sometimes it's better to go for Bahamut due to the larger range.
- Zodiac: The most powerful summon; it can only be learned from Elidibs. Uses 99 MP.
Reaction Abilities
- MP Restore: When critical you'll regain most of your MP. This isn't an efficient means of MP restoration since Summoners consume MP so quickly.
Support Abilities
- Half of MP: Use your magic half the MP cost. This is a very valuable ability!
Movement Abilities: None
Baseline Statistics
Move | Jump | Speed | C-EV | AT +/- | MA +/- | HP +/- | MP +/- |
3 | 3 | 8 | 5% | – | + | – | + |
Summon Magic
Name | Description | Range | Effect | Vertical | MP | Speed | JP |
Moogle | Restores a small amount of HP to allies. | 4 | 3 | 2 | 8 | 34 | 110 |
Shiva | Summons Ice Elemental to attack enemies. | 4 | 3 | 2 | 24 | 15 | 200 |
Ramuh | Summons Lightning Elemental to attack enemies. | 4 | 3 | 2 | 24 | 15 | 200 |
Ifrit | Summons Fire Elemental to attack enemies. | 4 | 3 | 2 | 24 | 15 | 200 |
Titan | Summons Earth Elemental to attack enemies. | 4 | 3 | 2 | 30 | 8 | 220 |
Golem | Golem shares ally’s damage, allowing them to evade physical weapon damage. | — | All allies | — | 40 | 34 | 500 |
Carbuncle | Summoned monster helps allies to reflect magic spells. Adds: Reflect |
4 | 3 | 2 | 30 | 25 | 350 |
Bahamut | Summoned monsters enemy with a blast of hot breath. | 4 | 4 | 3 | 60 | 10 | 1200 |
Odin | Summoned monster causes damage to enemies while riding its dragon-horse across the battlefield. | 4 | 4 | 3 | 50 | 12 | 900 |
Leviathan | Water Elemental attacks enemies with tsunami. | 4 | 4 | 3 | 48 | 12 | 850 |
Salamander | Summoned Fire Elemental burns battlefield with flaming breath. | 4 | 3 | 2 | 26 | 12 | 820 |
Silf | Summoned monster silences enemies. Adds: Silence |
4 | 3 | 2 | 28 | 20 | 400 |
Fairy | Summoned fairy restores HP to allies. Effect is more powerful than Moogle. | 4 | 3 | 2 | 28 | 25 | 400 |
Lich | Summoned Darkness Elemental drains off 50% of the enemy’s HP. | 4 | 3 | 2 | 40 | 12 | 600 |
Cyclops | Summoned Holy Elemental causes damage to enemies by shaking up the battlefield. | 4 | 3 | 2 | 62 | 12 | 1000 |
Zodiac | Summoned monster attacks enemies with a strong beam of star light. Must be learned from the Zodiac monster, Elidibs, on the 10th level of the Deep Dungeon. | 4 | 4 | 3 | 99 | 10 | — |