Summon
From Golden Sun Universe
Summons are among the most well known and powerful abilities in the Golden Sun series. They consist of the user calling upon a powerful spirit to assist the user's party. The use of any summon requires that the party have the necessary number of Djinn of the proper element on standby at the time the character attempts the summon. These Djinn are subsequently placed into recovery. In general, the power of the summon increases with the number of Djinn required to use it. A few enemies have attacks that are treated as summons.
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[edit] Damage
The damage from a summon is calculated as follows:
- damage: final damage.
is the greatest integer less than or equal to
.
- dimRatio: This is always 1, .7, .4, .3, .2, or .1 for summons. Its value depends on the location of the enemy of interest relative to the main target. For example, the main target will take 100% of the damage, the enemies next to him will take 70%, and so on.
- base: base damage of the attack. The value depends on the summon; see the list below.
- hp: HP of the target.
- multiplier: the HP multiplier of the summon. This factor is what makes summons so effective against bosses; the more HP the target has, the more damage a summon will deal. For the party's summons, the HP multiplier is usually equal to
. The only exceptions are the multipliers for Iris and Daedalus.
- power: the user's elemental power in the relevant element.
- resistance: the target's resistance to the relevant element.
- randDamage: a randomly generated integer between 0 and 3, inclusive.
[edit] List of summons
[edit] In Golden Sun
There are a total of sixteen summons in the first Golden Sun. All of them use one to four Djinn of a single element and are available as soon as the party has enough Djinn to use them. These summons have no secondary effects.
| Name | Djinn Required | Base Damage | HP Multiplier | Power Boost |
|---|---|---|---|---|
| 1 Venus | 30 (Venus) | 0.03 | 10 Venus | |
| 2 Venus | 60 (Venus) | 0.06 | 30 Venus | |
| 3 Venus | 120 (Venus) | 0.09 | 60 Venus | |
| 4 Venus | 240 (Venus) | 0.12 | 100 Venus | |
| 1 Mars | 30 (Mars) | 0.03 | 10 Mars | |
| 2 Mars | 60 (Mars) | 0.06 | 30 Mars | |
| 3 Mars | 120 (Mars) | 0.09 | 60 Mars | |
| 4 Mars | 240 (Mars) | 0.12 | 100 Mars | |
| 1 Jupiter | 30 (Jupiter) | 0.03 | 10 Jupiter | |
| 2 Jupiter | 60 (Jupiter) | 0.06 | 30 Jupiter | |
| 3 Jupiter | 120 (Jupiter) | 0.09 | 60 Jupiter | |
| 4 Jupiter | 240 (Jupiter) | 0.12 | 100 Jupiter | |
| 1 Mercury | 30 (Mercury) | 0.03 | 10 Mercury | |
| 2 Mercury | 60 (Mercury) | 0.06 | 30 Mercury | |
| 3 Mercury | 120 (Mercury) | 0.09 | 60 Mercury | |
| 4 Mercury | 240 (Mercury) | 0.12 | 100 Mercury |
[edit] In Golden Sun: The Lost Age
Golden Sun: The Lost Age has all the summons from Golden Sun plus thirteen new ones. The new summons all use Djinn of two different elements and are acquired by picking up special stone tablets. Each of these summons has secondary effects.
| Name | Djinn Required | Base Damage | HP Multiplier | Power Boost | Special Effect |
|---|---|---|---|---|---|
| 1 Venus 1 Mars | 50 (Venus) | 0.06 | 10 Venus 10 Mars | May lower enemy defense by 25% (maximum reduction is 50%). | |
| 1 Mars 1 Jupiter | 40 (Mars) | 0.06 | 10 Mars 10 Jupiter | Increases all allies' attack ratings by 12.5% (maximum increase is 50%). | |
| 1 Venus 2 Jupiter | 80 (Jupiter) | 0.09 | 10 Venus 30 Jupiter | May inflict Sleep. | |
| 2 Mercury 1 Jupiter | 100 (Mercury) | 0.09 | 30 Mercury 10 Jupiter | Lowers enemy agility by 50% (maximum reduction is 50%). | |
| 2 Mars 2 Mars | 160 (Mars) | 0.12 | 30 Mars 30 Mercury | May cause targets to lose their turns. | |
| 3 Venus 2 Mars | 270 (Venus) | 0.15 | 60 Venus 30 Mars | May inflict Deadly Poison. | |
| 3 Jupiter 2 Mercury | 300 (Jupiter) | 0.15 | 60 Jupiter 30 Mercury | May lower enemy attack by 25% (maximum reduction is 50%). | |
| 3 Jupiter 3 Mercury | 60 (Mercury) (not an attack) | N/A | 60 Jupiter 60 Mercury | When Coatlicue is summoned, each adept is healed with a spell having a Mercury power of 60. Then, at the end of the turn and at the end of each of the four subsequent turns, each adept recovers 60% of their maximum HP. | |
| 3 Venus 4 Mars | 100 (Mars) | 0.07 | 60 Venus 100 Mars | After everyone has finished their moves on the next turn, a missile hits the enemies. It has 250 base Mars damage and its HP multiplier is 15%. dimRatio (see above) is 1 for all enemies hit by the missile. | |
| 3 Venus 4 Mercury | 330 (Mercury) | 0.21 | 60 Venus 100 Mercury | May inflict Stun. | |
| 3 Mars 5 Jupiter | 400 (Jupiter) | 0.24 | 60 Mars 100 Jupiter | Lowers each enemy's PP by 10% of its maximum PP. | |
| 8 Venus 2 Jupiter | 500 (Venus) | 0.30 | 100 Venus 30 Jupiter | May kill targets instantly. | |
| 9 Mars 4 Mercury | 800 (Mars) | 0.40 | 100 Mars 100 Mercury | Revives all allies and restores everyone to full health. |
[edit] External links
| Summon Sequences
| |
|---|---|
| Mars
. | |

