Summon

Summons are amoung the most well known and powerful abilities in the Golden Sun series. They consist of the user calling upon a powerful spirit to assist the user's party. The use of any Summon requires that the party have the necessary number of Djinn of the proper element on standby at the time the character attempts the Summon. These Djinn are subsequently placed into recovery. In general, the power of the summon increases the more Djinn are required to summon it.

Unlike Psynergy, Summons always hit all enemies (Coatlicue being the only exception since it targets the party). They also temporarily enhance the user's elemental power in the elements corresponding to the Djinn necessary for the Summon. In addition, summons are among the only abilities that do damage proportional to the targets maximum HP in addition to the damage it does normally with its base power. This makes them particularly potent against bosses.

There were a total of sixteen summons in the first Golden Sun, all of which used one to four Djinn of only a single element and would become available upon aquiring enough Djinn. These summons did damage with no secondary effects. Golden Sun: The Lost Age introduced thirteen additional summons which, unlike those of the previous game, all used Djinn of two different elements, varying from two to thirteen Djinn, and all were acquired by discovering special stone tablets. In addition, most of these summons had secondary effects to either hinder opponents or stregthen the party. More information can be found on each Summon's page.

This is a list of all 29 Summon sequences in Golden Sun and Golden Sun: The Lost Age. Their in-game effects are provided.

Golden Sun onward
Venus: 1 Venus Djinni: Attacks with 30 Venus power and 3% of the target’s total HP.

Ramses: 2 Venus Djinn: Attacks with 60 Venus power and 6% of the target’s total HP.

Cybele: 3 Venus Djinn: Attacks with 120 Venus power and 9% of the target’s total HP.

Judgment: 4 Venus Djinn: Attacks with 240 Venus power and 12% of the target’s total HP.

Mars: 1 Mars Djinni: Attacks with 30 Mars power and 3% of the target’s total HP.

Kirin: 2 Mars Djinn: Attacks with 60 Mars power and 6% of the target’s total HP.

Tiamat: 3 Mars Djinn: Attacks with 120 Mars power and 9% of the target’s total HP.

Meteor: 4 Mars Djinn: Attacks with 240 Mars power and 12% of the target’s total HP.

Jupiter: 1 Jupiter Djinni: Attacks with 30 Jupiter power and 3% of the target’s total HP.

Atalanta: 2 Jupiter Djinn: Attacks with 60 Jupiter power and 6% of the target’s total HP.

Procne: 3 Jupiter Djinn: Attacks with 120 Jupiter power and 9% of the target’s total HP.

Thor: 4 Jupiter Djinn: Attacks with 240 Jupiter power and 12% of the target’s total HP.

Mercury: 1 Mercury Djinni: Attacks with 30 Mercury power and 3% of the target’s total HP.

Nereid: 2 Mercury Djinn: Attacks with 60 Mercury power and 6% of the target’s total HP.

Neptune: 3 Mercury Djinn: Attacks with 120 Mercury power and 9% of the target’s total HP.

Boreas: 4 Mercury Djinn: Attacks with 240 Mercury power and 12% of the target’s total HP.

The Lost Age onward
Zagan: 1 Venus Djinni and 1 Mars Djinni: Attacks with 50 Venus power and 6% of the target’s total HP. Also cuts enemy defense by 25%, and a maximum of 50% can be cut.

Megaera: 1 Mars Djinni and 1 Jupiter Djinni: Attacks with 40 Mars power and 6% of the target’s total HP. Also increases the attack rating of all current battling Adepts by 12.5%.

Flora: 2 Jupiter Djinn and 1 Venus Djinni: Attacks with 80 Jupiter power and 9% of the target’s total HP. Also puts enemies to sleep.

Moloch: 2 Mercury Djinn and 1 Jupiter Djinni: Attacks with 100 Mercury power and 9% of the target’s total HP. Also cuts all enemies’ Agility down to 50%.

Ulysses: 2 Mars Djinn and 2 Mercury Djinn: Attacks with 160 Mars power and 12% of the target’s total HP. May also cause each target to lose its next turn.

Eclipse: 3 Jupiter Djinn and 2 Mercury Djinn: Attacks with 300 Jupiter power and 15% of the target’s total HP. Also cuts enemy attack by 25%, and a maximum of 50% can be cut.

Haures: 3 Venus Djinn and 2 Mars Djinn: Attacks with 270 Venus power and 15% of the target’s total HP. May also inflict deadly poison to each target.

Coatlicue: 3 Mercury Djinn and 3 Jupiter Djinn: Cures all current battling Adepts with a base power of 60. Then, at the end of this and the next four turns, each battling Adept recovers up to 60% his or her maximum HP.

Azul: 4 Mercury Djinn and 3 Venus Djinn: Attacks with 330 Mercury power and 21% of the target’s total HP. May also stun each foe.

Daedalus: 4 Mars Djinn and 3 Venus Djinn: Attacks with 100 Mars power and 7% of the target’s total HP. Then, in the next turn, Daedalus’ missile attacks with 250 Mars power and 15% of the target’s total HP.

Catastrophe: 5 Jupiter Djinn and 3 Mars Djinn: Attacks with 400 Jupiter power and 24% of the target’s total HP. Also cuts each opponent’s remaining PP by 10% of each opponent’s maximum PP.

Charon: 8 Venus Djinn and 2 Jupiter Djinn: Attacks with 500 Venus power and 30% of the target’s total HP. May also automatically fell each target.

Iris: 9 Mars Djinn and 4 Mercury Djinn: Attacks with 800 Mars power and 40% of the target’s total HP. Also completely revives and cures all eight Adepts.