It's important to note that despite the fact that some summons may have extraordinarily high skills, their physical forms may preclude them from practicing the skill itself. For example, Leviathan is hardly capable of building complex and intricate magitech devices. The summons are still able to offer advice and assistance however.
Some Summons will be Weak or Fragile to various types of elemental damage. This trait follows the same rules as per the Weak and Fragile status in the Magicite section, along with the corresponding strength; Absorb or Null. However, some summons do not follow this rule, as they are not creatures of the material world, and so do not follow all of the rules of material creatures.
Bahamut
Scorch my foes with dragon's flame! Come Bahamut!
Element: None; Spellcraft DC: 35; Mist points: 5
Large Spirit Beast
Init +21; Senses Perception +16
Defenses Ref 38 (42), Fort 38, Will 38; Armor +4
Hp 280; Threshold 43
Speed 12 squares, fly 30 squares (poor)
Melee Claw +26 (2d6+16) or Claw +20 (2d6+28) with 6 points of power attack
Fighting Space 4x4; Reach 2
Base Atk +19; Grp +31
Abilities Str 25 Dex 25 Con 25 Int 25 Wis 25 Cha 25
Feats Behemoth Rush, Cleave, Power Attack
Skills Initiative +21, Spellcraft +21, Miscellaneous +16
Spells Aero x2, Firea x2, Quake x2, Watera x2
Summon Airborne, Special attack: MegaFlare
MegaFlare: Beam of concentrated dragonfire which bypasses all Damage Reduction and deals 5d10 points of damage. Bahamut can only use MegaFlare once per summon. MegaFlare is a full round action.
Carbuncle
Protect our souls with ruby light! Come Carbuncle!
Element: Space; Spellcraft DC: 21; Mist points: 2
Small Spirit Beast
Init +13; Senses Perception +13
Defenses Ref 26, Fort 26, Will 26; Armor +0
Hp 128; Threshold 21
Speed 6 squares
Melee Slam +14 (2d6+8)
Fighting Space 1x1; Reach 1
Base Atk +11; Grp +9
Abilities Str 17 Dex 17 Con 17 Int 17 Wis 17 Cha 17
Feats x
Skills Initiative +13, Spellcraft +13, Miscellaneous +8
Spells Reflect x10
Summon Airborne
Cyclops
Scatter frozen blades of darkness! Come Cyclops!
Element: Dark; Spellcraft DC: 33; Mist points: 5
Large Spirit Beast
Init +21; Senses Perception +16
Defenses Ref 37 (47), Fort 37, Will 37; Armor +10
Hp 266; Threshold 42
Resistances Absorb (Dark), Fragile (Holy), Half (Physical damage)
Speed 8 squares
Melee Slam +25 (2d6+16) or Slam +19 (2d6+28) with 6 points of power attack
Fighting Space 2x2; Reach 2
Base Atk +18; Grp +30
Abilities Str 24 Dex 24 Con 24 Int 24 Wis 24 Cha 24
Feats Behemoth Rush, Cleave, Power Attack
Skills Initiative +21, Spellcraft +21, Miscellaneous +16
Spells Aero x2, Firea x2, Quake x2, Watera x2, Darka x2
Summon Eye Crush: Once per summon, deal 3d10 points of damage and the Slow status on all opponents.
Fairy
Let thy shimmering glow recover us! Come Fairy!
Element: Holy; Spellcraft DC: 23; Mist points: 3
Small Spirit Beast
Init +15; Senses Perception +15
Defenses Ref 28, Fort 28, Will 28; Armor +0
Hp 149; Threshold 23
Resistances Weak (Dark), Half (Holy)
Speed 10 squares
Melee Slam +16 (2d6+10)
Fighting Space 1x1; Reach 1
Base Atk +12; Grp +11
Abilities Str 18 Dex 18 Con 18 Int 18 Wis 18 Cha 18
Feats x
Skills Initiative +15, Spellcraft +15, Miscellaneous +10
Spells Curea x5, Full Curea x2
Summon Airborne
Goblin
Imp of misfortune and mischief return! Come Goblin!
Element: None; Spellcraft DC: 7; Mist points: 0
Small Spirit Beast
Init +7; Senses Perception +7
Defenses Ref 16, Fort 16, Will 16; Armor +0
Hp 48; Threshold 11
Speed 6 squares
Melee Slam +4 (2d4+2)
Fighting Space 1x1; Reach 1
Base Atk +4; Grp -1
Abilities Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10
Feats x
Skills Initiative +7, Spellcraft +7, Miscellaneous +2
Spells x
Summon Goblin Punch: Once per combat when Goblin hits an opponent, the opponent is stunned and takes an additional 2d4+2 damage.
Golem
Earth-minded soul, protect us! Come Golem!
Element: Earth; Spellcraft DC: 25; Mist points: 3
Large Spirit Beast
Init +15; Senses Perception +10
Defenses Ref 29 (39), Fort 29, Will 29; Armor +10
Hp 160; Threshold 34
Resistances Absorb (Earth), Null (Fire), Weak (Water), Fragile (Air)
Speed 4 squares
Melee Slam +17 (2d8+10) or Slam +x (1dx+xx) with x points of power attack
Fighting Space 2x2; Reach 2
Base Atk +13; Grp +22
Abilities Str 19 Dex 19 Con 19 Int 19 Wis 19 Cha 19
Feats x
Skills Initiative +15, Spellcraft +15, Miscellaneous +10
Spells x
Summon Stonewall: All opponents must automatically break off any other fights and attack Golem. Golem attempts to draw the attackers away from the summoners forces before being destroyed.
Ifrit
Lord of hellfire, sear the enemy! Come Ifrit!
Element: Fire; Spellcraft DC: 11; Mist points: 1
Large Spirit Beast
Init +9; Senses Perception +4
Defenses Ref 19 (22/23), Fort 19, Will xx; Armor +3
Hp 68; Threshold 24
Resistances Absorb (Fire), Null (Holy), Weak (Dark), Fragile (Water)
Speed 8 squares
Melee Claw +6 (2d6+4)
Fighting Space 2x2; Reach 1
Base Atk +6; Grp +12
Abilities Str 12 Dex 12 Con 12 Int 12 Wis 12 Cha 12
Feats Acrobatic Strike, Dodge
Skills Initiative +9, Spellcraft +9, Miscellaneous +4
Spells Firea x5 in a 4x4 area
Moogle
Kupo! Round and round you go! Come Moogle!
Element: Holy; Spellcraft DC: 9; Mist points: 0
Small Spirit Beast
Init +7; Senses Perception +7
Defenses Ref 17 (18), Fort 17, Will 17, Armor +1
Hp 56; Threshold 12
Speed 6 squares
Melee Hammer +5 (2d6+2)
Fighting Space 2x2; Reach 1
Base Atk +5; Grp +xx
Abilities Str 11 Dex 11 Con 11 Int 11 Wis 11 Cha 11
Feats x
Skills Initiative +7, Spellcraft +7, Miscellaneous +2
Summon Once per summon, when Moogle hits an opponent, the opponent will act as though under the effects of the Confusion spell.
Leviathan
Sea fang, attack with water's power! Come Leviathan!
Element: Water; Spellcraft DC: 29; Mist points: 4
Large Spirit Beast
Init +19; Senses Perception +14
Defenses Ref 34 (38), Fort 34, Will 34; Armor +4
Hp 223; Threshold 39
Resistances Absorb (Water), Null (Dark), Weak (Holy), Fragile (Fire)
Speed 8 squares
Melee Slam +22 (2d8+14)
Fighting Space 2x2; Reach 1
Base Atk +16; Grp +27
Abilities Str 22 Dex 22 Con 22 Int 22 Wis 22 Cha 22
Feats x
Skills Initiative +19, Spellcraft +19, Miscellaneous +14
Spells Watera x5 in a 4x4 area
Summon Once per summon, Leviathan can use Tidal Wave which knocks all opponents prone, and deals 2d10 points of water damage.
Lich
Deaths song; deaths door; the river of death awaits you! Come Lich!
Element: Dark; Spellcraft DC: 27; Mist points: 4
Medium Spirit Beast
Init +17; Senses Perception +17
Defenses Ref 32 (34), Fort 32, Will 32; Armor +2
Hp 196; Threshold 32
Resistances Absorb (Dark), Null (Air, Earth, Fire, Water), Fragile (Holy)
Speed 3 squares
Melee Slam +20 (2d6+12)
Fighting Space 2x2; Reach 1
Base Atk +15; Grp +20
Abilities Str 21 Dex 21 Con 21 Int 21 Wis 21 Cha 21
Feats x
Skills Initiative +17, Spellcraft +17, Miscellaneous +12
Spells Darka x5 in a 4x4 area, Gravity x5 in a 4x4 area
Summon Once per summon, Lich can use Blackest Night to inflict 2d10 points of damage and the Blind status on all opponents.
Odin
Master of war, lend us your blade! Come Odin!
Element: None; Spellcraft DC: 31; Mist points: 4
Odin appears as a large man riding a giant steed wearing black iron armor. He never dismounts, and he never reveals his face. He wields a Knight's Sword in one hand.
Large Spirit Beast
Init +19; Senses Perception +14
Defenses Ref 35 (40), Fort 35, Will 35; Armor +5
Hp 236; Threshold 35
Resistances Half (All)
Speed 12 squares
Melee Sword +23 (2d10+14) or Sword +17 (2d10+26) with 6 points of power attack
Fighting Space 2x2; Reach 1
Base Atk +17; Grp +28
Abilities Str 23 Dex 23 Con 23 Int 23 Wis 23 Cha 23
Feats Behemoth Rush, Cleave, Power Attack
Skills Initiative +19, Spellcraft +19, Miscellaneous +14
Summon Odin's attacks bypass all damage resistance.
Ramuh
Master of creation, impart thy help! Come Ramuh!
Element: Lightning; Spellcraft DC: 13; Mist points: 1
Medium Spirit Beast
Init +9; Senses Perception +9
Defenses Ref 20 (22), Fort 20, Will 20; Armor +2
Hp 76; Threshold 20
Resistances Absorb (Holy, Fire), Fragile (Dark, Water)
Speed 6 squares
Melee Staff +8 (1d6+4)
Fighting Space 1x1; Reach 1
Base Atk +7; Grp +8
Abilities Str 13 Dex 13 Con 13 Int 13 Wis 13 Cha 13
Feats x
Skills Initiative +9, Spellcraft +9, Miscellaneous +4
Spells Holy x1, Aero x5 @ 3d6
Salamander
Scorching flames, ignite my foes! Come Salamander!
Element: Fire; Spellcraft DC: 27; Mist points: 3
Medium Spirit Beast
Init +17; Senses Perception +17
Defenses Ref 31 (35), Fort 31, Will 31; Armor +4
Hp 184; Threshold 31
Resistances Absorb (Fire), Null (Holy), Weak (Dark), Fragile (Water)
Speed 6 squares
Melee Slam +19 (2d6+12)
Fighting Space 1x1; Reach 1
Base Atk +14; Grp +19
Abilities Str 20 Dex 20 Con 20 Int 20 Wis 20 Cha 20
Feats x
Skills Initiative +17, Spellcraft +17, Miscellaneous +12
Spells Fira x5 in a 4x4 area @ 4d6
Summon Once per summon, Salamander can use Firebomb to inflict 2d10 points of damage to all opponents and cause all opponents to drop what they are holding.
Shiva
Water, fade to silence and darkness and give us power! Come Shiva!
Element: Ice; Spellcraft DC: 15; Mist points: 1
Medium Spirit Beast
Init +11; Senses Perception +6
Defenses Ref 22 (26), Fort 22, Will 22; Armor +4
Hp 91; Threshold 22
Resistances Absorb (Water), Null (Dark), Weak (Holy), Fragile (Fire)
Speed 6 squares
Melee Slam +10 (2d6+6)
Fighting Space 1x1; Reach 1
Base Atk +8; Grp +10
Abilities Str 14 Dex 14 Con 14 Int 14 Wis 14 Cha 14
Feats x
Skills Initiative +11, Spellcraft +11, Miscellaneous +6
Spells Freeze x5 in a 4x4 area
Summon Once per summon, Shiva can use Diamond Dust to inflict 4d10 points of damage to all opponents.
Sylph
Let the soft wind blow and silence the weak! Come Sylph!
Element: None; Spellcraft DC: 19; Mist points: 2
Medium Spirit Beast
Init +13; Senses Perception +13
Defenses Ref 25, Fort 25, Will 25; Armor +0
Hp 118; Threshold 25
Speed 6 squares
Melee Slam +13 (2d6+8)
Fighting Space 1x1; Reach 1
Base Atk +10; Grp +13
Abilities Str 16 Dex 16 Con 16 Int 16 Wis 16 Cha 16
Feats x
Skills Initiative +13, Spellcraft +13, Miscellaneous +8
Summon Once per summon, Sylph can use Silence Song to inflict Silence on all opponents.
Titan
Bear down with land energy! Come Titan!
Element: Earth; Spellcraft DC: 17; Mist points: 2
Large Spirit Beast
Init +11; Senses Perception +6
Defenses Ref 23 (29), Fort 23, Will 23; Armor +6
Hp 100; Threshold 28
Resistances Absorb (Earth), Null (Dark, Fire, Holy, Water), Fragile (Air)
Speed 10 squares
Melee Slam +11 (2d6+6) or Slam +5 (2d6+18) with 6 points of power attack
Fighting Space 2x2; Reach 2
Base Atk +9; Grp +16
Abilities Str 15 Dex 15 Con 15 Int 15 Wis 15 Cha 15
Feats Behemoth Rush, Cleave, Power Attack
Skills Initiative +11, Spellcraft +11, Miscellaneous +6
Spells Quake x5 in a 2x2 area @ 4d6 points of damage.
Zodiac
Wheel of the universal cycle, strike! Come Zodiac!
Element: None; Spellcraft DC: 45; Mist points: 6
Large Spirit Beast
Init +x; Senses Perception +x
Defenses Ref 41 (51), Fort 42, Will 42; Armor +10
Hp 355; Threshold 47
Resistances Half Damage (All)
Speed x
Melee Slam +30 (1dx+20)
Fighting Space 2x2; Reach 2
Base Atk +20; Grp +35
Abilities Str 30 Dex 30 Con 30 Int 30 Wis 30 Cha 30
Feats x
Skills Initiative +25, Spellcraft +25, Miscellaneous +20
Summon Airborne; Once per summon, Zodiac can use Abideth the Wheel to inflict Petrify, Stop, and Blind status on all opponents; Zodiac can use Wheels Graces as many times as it wants to cure allies of all negative status effects.
Note: This is the most powerful summon in the game. It is extremely special and it is suggested that it not be allowed without a special quest.
Artwork Courtesy of Square-Enix, Final Fantasy Tactics Guide, used without permission






















