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 on 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 start the battle on cooldown. Their rarity determines their cooldown timer. In general, Rares have around 7-turn cooldowns, SRs have around 8-turn cooldowns and SSRs have 9 to 12-turn cooldowns. The cooldown of Arcarum summons varies. Any summons that match your main weapon's element have this initial cooldown reduced by 1 to 3 turns depending on the rarity of the weapon. After being called, the summon needs to cooldown again. Summons that deal damage also generally ignore enemy buffs. Certain summons can't be resummoned, such as .
Main Summon Cooldown
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. 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%.
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.