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Summon

From Golden Sun Universe

(Redirected from List of Summon sequences)

File:Summon.gif 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.

Unlike Psynergy, summons always hit all enemies (with the exception of Coatlicue, which heals the party rather than attacking the enemy). They also temporarily enhance the summoner's elemental power in the elements corresponding to the Djinn necessary for the summon. Summons deal more damage against enemies with more HP, making them very effective against bosses.
Official art depicting the Procne summon

Contents

[edit] Damage

The damage from a summon is calculated as follows:

math

  • damage: final damage.
  • math is the greatest integer less than or equal to math.
  • 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 math. 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.

NameDjinn RequiredBase DamageHP MultiplierPower Boost
Image:SummonIconVenus.gif Venus1 Venus30 (Venus)0.0310 Venus
Image:SummonIconRamses.gif Ramses2 Venus60 (Venus)0.0630 Venus
Image:SummonIconCybele.gif Cybele3 Venus120 (Venus)0.0960 Venus
Image:SummonIconJudgment.gif Judgment4 Venus240 (Venus)0.12100 Venus
Image:SummonIconMars.gif Mars1 Mars30 (Mars)0.0310 Mars
Image:SummonIconKirin.gif Kirin2 Mars60 (Mars)0.0630 Mars
Image:SummonIconTiamat.gif Tiamat3 Mars120 (Mars)0.0960 Mars
Image:SummonIconMeteor.gif Meteor4 Mars240 (Mars)0.12100 Mars
Image:SummonIconJupiter.gif Jupiter1 Jupiter30 (Jupiter)0.0310 Jupiter
Image:SummonIconAtalanta.gif Atalanta2 Jupiter60 (Jupiter)0.0630 Jupiter
Image:SummonIconProcne.gif Procne3 Jupiter120 (Jupiter)0.0960 Jupiter
Image:SummonIconThor.gif Thor4 Jupiter240 (Jupiter)0.12100 Jupiter
Image:SummonIconMercury.gif Mercury1 Mercury30 (Mercury)0.0310 Mercury
Image:SummonIconNereid.gif Nereid2 Mercury60 (Mercury)0.0630 Mercury
Image:SummonIconNeptune.gif Neptune3 Mercury120 (Mercury)0.0960 Mercury
Image:SummonIconBoreas.gif Boreas4 Mercury240 (Mercury)0.12100 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.

NameDjinn RequiredBase DamageHP MultiplierPower BoostSpecial Effect
Image:SummonIconZagan.gif Zagan1 Venus
1 Mars
50 (Venus)0.0610 Venus
10 Mars
May lower enemy defense by 25% (maximum reduction is 50%).
Image:SummonIconMegaera.gif Megaera1 Mars
1 Jupiter
40 (Mars)0.0610 Mars
10 Jupiter
Increases all allies' attack ratings by 12.5% (maximum increase is 50%).
Image:SummonIconFlora.gif Flora1 Venus
2 Jupiter
80 (Jupiter)0.0910 Venus
30 Jupiter
May inflict Sleep.
Image:SummonIconMoloch.gif Moloch2 Mercury
1 Jupiter
100 (Mercury)0.0930 Mercury
10 Jupiter
Lowers enemy agility by 50% (maximum reduction is 50%).
Image:SummonIconUlysses.gif Ulysses2 Mars
2 Mars
160 (Mars)0.1230 Mars
30 Mercury
May cause targets to lose their turns.
Image:SummonIconHaures.gif Haures3 Venus
2 Mars
270 (Venus)0.1560 Venus
30 Mars
May inflict Deadly Poison.
Image:SummonIconEclipse.gif Eclipse3 Jupiter
2 Mercury
300 (Jupiter)0.1560 Jupiter
30 Mercury
May lower enemy attack by 25% (maximum reduction is 50%).
Image:SummonIconCoatlicue.gif Coatlicue3 Jupiter
3 Mercury
60 (Mercury) (not an attack)N/A60 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.
Image:SummonIconDaedalus.gif Daedalus3 Venus
4 Mars
100 (Mars)0.0760 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.
Image:SummonIconAzul.gif Azul3 Venus
4 Mercury
330 (Mercury)0.2160 Venus
100 Mercury
May inflict Stun.
Image:SummonIconCatastrophe.gif Catastrophe3 Mars
5 Jupiter
400 (Jupiter)0.2460 Mars
100 Jupiter
Lowers each enemy's PP by 10% of its maximum PP.
Image:SummonIconCharon.gif Charon8 Venus
2 Jupiter
500 (Venus)0.30100 Venus
30 Jupiter
May kill targets instantly.
Image:SummonIconIris.gif Iris9 Mars
4 Mercury
800 (Mars)0.40100 Mars
100 Mercury
Revives all allies and restores everyone to full health.

[edit] External links

Summon Sequences