Fandom

Golden Sun Universe

Summon

1,276pages on
this wiki
Add New Page
Talk5 Share

Summon 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.
Procne

Official art depicting the Procne summon

List of summonsEdit

In Golden SunEdit

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
SummonIconVenus Venus1 Venus30 (Venus)0.0310 Venus
SummonIconRamses Ramses2 Venus60 (Venus)0.0630 Venus
SummonIconCybele Cybele3 Venus120 (Venus)0.0960 Venus
SummonIconJudgment Judgment4 Venus240 (Venus)0.1298 Venus
SummonIconMars Mars1 Mars30 (Mars)0.0310 Mars
SummonIconKirin Kirin2 Mars60 (Mars)0.0630 Mars
SummonIconTiamat Tiamat3 Mars120 (Mars)0.0960 Mars
SummonIconMeteor Meteor4 Mars240 (Mars)0.1298 Mars
SummonIconJupiter Jupiter1 Jupiter30 (Jupiter)0.0310 Jupiter
SummonIconAtalanta Atalanta2 Jupiter60 (Jupiter)0.0630 Jupiter
SummonIconProcne Procne3 Jupiter120 (Jupiter)0.0960 Jupiter
SummonIconThor Thor4 Jupiter240 (Jupiter)0.1298 Jupiter
SummonIconMercury Mercury1 Mercury30 (Mercury)0.0310 Mercury
SummonIconNereid Nereid2 Mercury60 (Mercury)0.0630 Mercury
SummonIconNeptune Nept une3 Mercury120 (Mercury)0.0960 Mercury
SummonIconBoreas Boreas4 Mercury240 (Mercury)0.1298 Mercury

In Golden Sun: The Lost AgeEdit

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 EffectLocations
SummonIconZagan Zagan1 Venus
1 Mars
50 (Venus)0.0610 Venus
10 Mars
May lower enemy defense by 25% (maximum reduction is 50%).Indra Cavern, requires Lash
SummonIconMegaera Megaera1 Mars
1 Jupiter
40 (Mars)0.0610 Mars
10 Jupiter
Increases all allies' attack ratings by 12.5% (maximum increase is 50%).Osenia Cavern, requires Scoop
SummonIconFlora Flora1 Venus
2 Jupiter
80 (Jupiter)0.0910 Venus
30 Jupiter
May inflict Sleep.Air's Rock
SummonIconMoloch Moloch2 Mercury
1 Jupiter
100 (Mercury)0.0930 Mercury
10 Jupiter
Lowers enemy agility by 50% (maximum reduction is 50%).Madra Catacombs
SummonIconUlysses Ulysses2 Mars
2 Mercury
160 (Mars)0.1230 Mars
30 Mercury
May cause targets to lose their turns.Izumo Ruins, requires Sand and Parch
SummonIconHaures Haures3 Venus
2 Mars
270 (Venus)0.1560 Venus
30 Mars
May inflict Deadly Poison.Angara Cavern, requires Carry
SummonIconEclipse Eclipse3 Jupiter
2 Mercury
300 (Jupiter)0.1560 Jupiter
30 Mercury
May lower enemy attack by 25% (maximum reduction is 50%).Lemuria Spring
SummonIconCoatlicue 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, then 50%, 40%, 30% and 20%.Atteka Cavern, requires Parch and

Wings of Anemos

SummonIconDaedalus 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 below) is 1 for all enemies hit by the missile.Yampi Desert Cave, requires Teleport
SummonIconAzul Azul3 Venus
4 Mercury
330 (Mercury)0.2160 Venus
100 Mercury
May inflict Stun.Treasure Isle
SummonIconCatastrophe Catastrophe3 Mars
5 Jupiter
400 (Jupiter)0.2460 Mars
100 Jupiter
Lowers each enemy's PP by 10% of its maximum PP.Islet Cave, requires Teleport
SummonIconCharon Charon8 Venus
2 Jupiter
500 (Venus)0.30100 Venus
30 Jupiter
May kill targets instantly.Anemos Sanctum
SummonIconIris Iris9 Mars
4 Mercury
800 (Mars)0.40100 Mars
100 Mercury
Revives all allies and restores everyone to full health.Anemos Sanctum

In Golden Sun: Dark DawnEdit

In Golden Sun: Dark Dawn, all 29 summon spirits from the first two games return, in addition to one new summon spirit, Crystallux, who appeared in a commercial for the first Golden Sun. While all of the old summons were remade into 3D, some spirits, such as Moloch remain relatively unchanged, while others, like Ulysses, are radically different to the versions seen in the first two games. When Dark Dawn was first announced, trailers showing some of the summon spirits' animation sequences were released to the public. Many of these clips featured animation sequences that were later altered when the game was released. For instance, the Neptune summon was initially shown to be a whale almost identical in appearance to the whale seen in the first two games, but was later altered to have a darker color and sport horns and markings that were not present on the original version.

For a video exhibition of all 30 summon sequences in the game in sequential order, visit this link.

DamageEdit

The damage from a summon is calculated as follows:

\mathrm{damage = \left \lfloor \left( \frac{\left \lfloor 256 \cdot dimRatio \right \rfloor}{256}\right) \left(base + \frac{\left \lfloor 256 \cdot multiplier \cdot hp \right \rfloor}{256}\right)\left(1 + \frac{\left \lfloor 256 \cdot \left( \frac{power - resistance}{200} \right)\right \rfloor}{256}\right) \right \rfloor + randDamage}

  • damage: final damage.
  • \lfloor x \rfloor is the greatest integer less than or equal to x.
  • dimRatio: This is always 1, 0.7, 0.4, 0.3, 0.2, or 0.1 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. See these lists for values.
  • 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 (3 \cdot \text{number of Djinn used})/100. 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.

External linksEdit

Summon Sequences

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.