Summoner

Job Overview
By making pacts with the the legendary Avatars, these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel. Available after completing the quest I Can Hear a Rainbow.

Strengths

 * Astral Flow is quite possibly the most powerful 2 hour ability. The attack can be used up to 3 times, and does as much as 100+ damage from even the lowest levels. The skills only increase in power with level, and can do upwards of 1000 damage per use at the endgame. While in effect, Avatars/Elemental Spirits cost nothing to summon and keep alive, Elemental Spirits will use Magic far more often.
 * Access to some interesting buffs, like party stoneskin, party Haste, party Phalanx and party blink.
 * Elemental Spirits have the capacity to cast Ancient Magic and Tier IV magic for a fraction of the cost compared to a Black Mage.
 * With proper equipment/merit point allocation, Keeping a Avatar or Elemental Spirit alive can cost relitively little.
 * Avatar's can skillchain with other members of a party, and because of 1 minute timer; nearly on demend. For example: Poison Nails is a opener for Distortion.
 * Avatar's gain Tier II and IV spells before Black Mage's.
 * Avatar's and Elemental Spirits act as bodyguards to a Summoner. Whenever the Summoner is the 'main target' of an enemy, the Avitar/Spirit will immediately attack the threatening monster.
 * Level 65/70 Blood Pacts are generally very powerful, and can do upwards of 1000 damage per use.
 * Carbuncle's Healing Ruby is one of the the most MP to HP efficent curing spell in the game.
 * Can be effective pullers, especially in link situations.
 * Massive MP pool
 * Can solo some self-destructing mobs.
 * Diabolos' bloodpact, nether blast will never be resisted under normal circumstances, thus it is extremely useful in fights like kirin, when Black Mages' spell often get resisted.

Weaknesses

 * Often overlooked for usefulness. Blood Pacts are generally considered weak due to their 1 minute recast timer. Most buffing abilities serve only as a minor damage reduction because they serve more use only when things go badly.
 * one of the most MP expensive jobs. Wheather an Avatar/Elemental Spirit is standing skill or attacking a monster, MP will be consumed. Many Blood pacts cost alot of MP.
 * Often used as a pseudo-white mage because of their high MP pool. Since Summoner can only use White Mage as a subjob, access to more powerful Cure spells comes far later than White Mage or Redmage.
 * Need a high level job to obtain Fenrir and Diabolos.
 * An Avatar, minus Fenrir and Diabolos, is generally considered to have the Power and Accuracy of a naked Warrior of approximately the same level as the summoner. Nothing effects an Avatar strength outside of a few pieces of Equipment, and merit point allocations.
 * A summoner only has Carbuncle at first, other Avatars must be gained by doing a level 20 quest or an uncapped battle. Spirits must be learned through sometimes very pricy scrolls.
 * Summoner has the lowest Max HP and defense among all the jobs in game, though it can be boosted by equipment.

Abilities
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Job Abilities

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Job Traits

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Summons Commands

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Summons List
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Avatars

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Elemental Spirits

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 * Each Avatar/Elemental Spirit has an inital MP cost as well as a perpetual MP cost that is based on the SMN's level. Avatar/ES has the cost for each summons.

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Magic Skill Ratings

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Information

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Artifact Equipment
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Artifact Set

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Artifact Set +1

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Relic Set

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Relic Set +1

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Summoner Guides

 * BloodPact
 * Summoner Avatar Costs
 * Summoner's First Twenty-One Levels
 * Summoner: Guide to Races and Subjob Selection
 * Summoner: Level 20 Avatar Battles by Andres
 * Screenshot: Image