Summons

From Granblue Fantasy Wiki
Revision as of 03:51, 26 October 2016 by Myskaros (talk | contribs) (Overhaul.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Help 2 2 7.png
The legendary beings capable of being called during battle to provide assistance are referred to as summons. From mere bats, to primal beasts like Yggdrasil, to the supreme dragon Bahamut, there are a great number of entities to summon. The party benefits through their presence both passively and actively, and proper selection of summons is an important part of Granblue Fantasy.

Passive Effects and Auras

Merely equipping a summon provides raw stat increases. 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, usually a huge boost to Attack for one or two elements.

Calls

Summons can also be called, dealing damage on the enemy, or inflicting debuffs, or buffing the party, or some combination of those three effects. Summoning has three requirements:

  1. The main character must be alive and active in the front line.
  2. No other summons have been called earlier in the turn.
  3. The summon must be ready to be summoned.

Summons start the battle needing their cooldown in turns to pass in order to be called. Any summons that match your main weapon's element have this initial cooldown reduced by 2 turns. After being called, the summon needs to cool down again; the matching element reduction only applies to the beginning of battle, subsequent cooldowns require the full number of turns.

Combo Calls

Help 2 3 4.png
After a summon is called, in raid 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. 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. Combo Calls also increase your summon's main damage by 20%.

Support Summons

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 seven 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.