Equipping a summon in any slot provides ATK and HP. Summons, compared to weapons, tend to have greater values of HP over Attack, so having strong and leveled summons will greatly affect your party's HP values. Aside from providing stats, the main summon also provides an Aura. Auras grant a special passive effect, typically a large boost to ATK for one or two elements.
Some recent summons also provide a sub-aura effect which takes effect only if they are not equipped as the main summon. Sub-auras of the same type do not stack, with the largest boost taking precedence.
Summons can also be called, dealing damage to the enemy, or inflicting debuffs, or buffing the party, or some combination of those three effects. Summoning has three requirements:
- The main character must be alive and active in the front line, unless using Lyria. If Lyria is in your party, she must be alive and active in the front line. The summoning conditions for the main character no longer apply.
- No other summons have been called earlier in the turn. If using Lyria, two summons can be summoned per turn.
- The summon must be ready to be summoned.
Summons that deal damage also generally ignore enemy buffs.
What affects summon cooldowns?
- Summon cooldowns at the start of battle are affected by the Main Character's main weapon rarity and element. Any summons that match your main weapon's element have their starting cooldown reduced by 1 to 3 turns depending on the rarity of the weapon.
- SSR main weapon, same element: 3-turn cut to summon cooldowns
- SR main weapon, same element: 2-turn cut to summon cooldowns
- R main weapon, same element: 1-turn cut to summon cooldowns
- Note that the weapon only affects the cooldown at the start of battle and does not affect the cooldown after a summon's call.
- Purple crystals dropped from monsters during battle and side-scrolling areas in quests will randomly reduce one summon's cooldown.
- Certain summons can only be called once per battle, such as .
Main Summon Cooldown Properties
An equipped Main Summon has a bonus to its starting cooldown based on its uncap level. Each uncap from 1★ to 3★ will cut the initial cooldown by 1 turn. If the summon is 4★, the summon will be usable on turn 1. This does not change the cooldown after it has been used, or if it is not your Main Summon.
Combo Callsraid battles, it can be comboed by other players. This means that if another person uses a summon after you, your summon's secondary effects, specifically the effects that aren't the main instance of damage, will also apply to them. Combo Calls also increase your summon's main damage by 20%.
- Only one player can chain the effects of another call; as soon as the combo is performed, the next player's call will start a new combo.
- The effects the combo call will grant, depends on the summon and its uncap ★.
- Most of the time, a comboed 4★ summon will grant the 4★ effects; however exceptions exist, e.g. the Conditional summons: Set 1.
- A comboed 0★-3★ summon will always grant the 0★ effects.
- You cannot combo call with another player's Arcarum summon.
Before entering a quest, a support summon must be chosen from a list of friends and random players. This summon provides its Aura just like your main summon, but it also starts the quest fully charged, ready to be called on the first turn.
Every player can assign up to eight different summons as support summons for other players to choose. This can be done from the Profile. Whenever a summon is chosen as a support summon, that summon's owner receives a small rupie bonus at the next day's reset. Summons set as support cannot be sold, reduced, or used for upgrades.
In Coop Quests, support summons can only be chosen from among the other players in the same room, and will not award rupies.