From Golden Sun Universe

Summon.gif Summons are among the most well known and most powerful abilities in the Golden Sun series. A summon allows the player to call upon a powerful spirit to assist them in battle.


Official art depicting the Procne summon

Like Psynergy and Unleashes, Summons are aligned with one of the four elements: Venus, Jupiter, Mars and Mercury. Unlike Psynergy, Summons can not be used at will. Instead, the summon is fueled by the usage of Djinn that have been placed in Standby mode. Typically, the element of most of the necessary Djinn will match the elemental alignment of the summon, though some summons also require Djinn of other elements as well. The power of a summon generally correlates with the amount of Djinn needed to fuel the summon. After a Djinni has been used to fuel a summon, it will enter Recovery for a set period of time. Further summons require that the player return Djinn to standby mode.

Each summon, with the exception of the healing summon Coatlicue, has a specific base damage associated with it. However, the total damage potential of a summon also depends on the elemental Power of the summoner and the elemental Resistance and maximum Hit Points of the targets. Summons typically have an unlimited range with unequal damage distribution.

After a successful summon, the elemental power of the summoner will be increased by a specified amount. The amount of increase depends on the number and element of the Djinn used to fuel the summon. Typically, using 1 Djinn of an element will increase the matching Elemental Power by 10, 2 Djinn result in a 30 point increase, 3 Djinn result in a 60 point increase, and 4 or more result in a 100 point increase. However, Adepts can only have one such buff per element at a time, so buffs from multiple Summons will not stack. However, more potent Elemental Power buffs can override weaker ones.

Djinn are selected to be used for Summons in the same order as the order they were put on Standby. For instance, if the player were to summon Thor, which requires 4 Jupiter Djinn, and there were 6 Jupiter Djinn on Standby, the 4 Djinn who were put on Standby earliest (either by being unleashed in battle or by being manually put on Standby out of battle) would be used for the Summon and then put into recovery, while the 2 Djinn who were more recently put on Standby would not be used.

In every game, Summons may be selected even if at the time of selecting there are insufficient Djinn on Standby in order to perform the summon; if other party members unleash the requisite Djinn before the summoner acts - either by having higher Agility or using a Djinni which acts first in the turn - the Summon can still be performed. Additionally, Dark Dawn adds a new feature where any Adept who selects a Summon whose requirements are not yet satisfied will automatically delay their own action during the turn until after the Summon's Djinn requirements have been met, whenever possible, making it easier to use a Summon on the same turn as its Djinn are prepared.

Damage Calculation

Any offensive Summon's damage output is similar to the damage output of an area-of-effect Psynergy; the central target will take an amount of base damage uniquely assigned to the Summon, plus an amount of extra damage equal to a percentage of the target's total HP. This percentage is also uniquely assigned to the Summon. The outcome of this damage will then be raised or lowered depending on whether the caster's Elemental Power for the Summon's element is higher or lower than the target's Resistance for that element. If the user has 20 more Power than the target's marching Resistance value, the Summon would be 10% more damaging to that target. If the target has 30 more Resistance than the user's matching Power value, the Summon would only be 85% as damaging to that target because it would be 15% less damaging.

The same hit will also be dealt to every other enemy on the target's side, but the effective damage output on a given enemy will be cut down proportionally to how many positions away from the target's position that enemy is, just like any area-of-effect Psynergy. However, while the aforementioned Psynergies deal 80% of their overall force to each enemy one position away from the selected target, 60% of their overall force to each enemy two positions away, and then 40%, 20%, and 10%, Summons hit enemies off to the side of the selected target more weakly. The percentages are 70%, 40%, 30%, 20%, and 10%, respectively.

List of summons

In Golden Sun

Golden Sun features a total of sixteen summons, with each element having four summons. These summons use one to four Djinn of a single element and are available as soon as the party has enough Djinn to use them. However, these summons have no secondary effects.

NameDjinn RequiredBase DamageHP MultiplierPower Boost
SummonIconVenus.gif Venus1 Venus30 (Venus)0.0310 Venus
SummonIconRamses.gif Ramses2 Venus60 (Venus)0.0630 Venus
SummonIconCybele.gif Cybele3 Venus120 (Venus)0.0960 Venus
SummonIconJudgment.gif Judgment4 Venus240 (Venus)0.12100 Venus
SummonIconMars.gif Mars1 Mars30 (Mars)0.0310 Mars
SummonIconKirin.gif Kirin2 Mars60 (Mars)0.0630 Mars
SummonIconTiamat.gif Tiamat3 Mars120 (Mars)0.0960 Mars
SummonIconMeteor.gif Meteor4 Mars240 (Mars)0.12100 Mars
SummonIconJupiter.gif Jupiter1 Jupiter30 (Jupiter)0.0310 Jupiter
SummonIconAtalanta.gif Atalanta2 Jupiter60 (Jupiter)0.0630 Jupiter
SummonIconProcne.gif Procne3 Jupiter120 (Jupiter)0.0960 Jupiter
SummonIconThor.gif Thor4 Jupiter240 (Jupiter)0.12100 Jupiter
SummonIconMercury.gif Mercury1 Mercury30 (Mercury)0.0310 Mercury
SummonIconNereid.gif Nereid2 Mercury60 (Mercury)0.0630 Mercury
SummonIconNeptune.gif Neptune3 Mercury120 (Mercury)0.0960 Mercury
SummonIconBoreas.gif Boreas4 Mercury240 (Mercury)0.12100 Mercury

In The Lost Age

Golden Sun: The Lost Age includes the sixteen regular summons from Golden Sun. However, the game also introduced thirteen new summons, which needed to be specifically acquired by encountering special stone tablets. These summons use Djinn of two different elements and each summon has a special secondary effect. Furthermore, 4 of these thirteen summons can only be acquired after defeating a special superboss.

NameDjinn RequiredBase DamageHP MultiplierPower BoostSpecial Effect
SummonIconZagan.gif Zagan1 Venus
1 Mars
50 (Venus)0.0610 Venus
10 Mars
May lower enemy defense by 25% (maximum reduction is 50%).
SummonIconMegaera.gif Megaera1 Mars
1 Jupiter
40 (Mars)0.0610 Mars
10 Jupiter
Increases all allies' attack ratings by 12.5% (maximum increase is 50%).
SummonIconFlora.gif Flora1 Venus
2 Jupiter
80 (Jupiter)0.0910 Venus
30 Jupiter
May inflict Sleep.
SummonIconMoloch.gif Moloch2 Mercury
1 Jupiter
100 (Mercury)0.0930 Mercury
10 Jupiter
Lowers enemy agility by 50% (maximum reduction is 50%).
SummonIconUlysses.gif Ulysses2 Mars
2 Mercury
160 (Mars)0.1230 Mars
30 Mercury
May cause targets to lose their turns.
SummonIconHaures.gif Haures3 Venus
2 Mars
270 (Venus)0.1560 Venus
30 Mars
May inflict Deadly Poison.
SummonIconEclipse.gif Eclipse3 Jupiter
2 Mercury
300 (Jupiter)0.1560 Jupiter
30 Mercury
May lower enemy attack by 25% (maximum reduction is 50%).
SummonIconCoatlicue.gif Coatlicue3 Jupiter
3 Mercury
60 (Mercury) (not an attack)N/A60 Jupiter
60 Mercury
Heals each party member by 60 points, adjusted for the user's Mercury power, and grants a gradual regeneration buff lasting five turns. At the end of each turn until the buff runs out, each party member is healed by a set percentage of their maximum HP equal to ((remaining turn count + 1) x 10)%.
SummonIconDaedalus.gif Daedalus3 Venus
4 Mars
100 (Mars)0.0760 Venus
100 Mars
After everyone has finished their moves on the next turn, a missile hits the enemies. It has 250 base Mars damage and its HP multiplier is 15%. dimRatio (see above) is 1 for all enemies hit by the missile.
SummonIconAzul.gif Azul3 Venus
4 Mercury
330 (Mercury)0.2160 Venus
100 Mercury
May inflict Stun.
SummonIconCatastrophe.gif Catastrophe3 Mars
5 Jupiter
400 (Jupiter)0.2460 Mars
100 Jupiter
Lowers each enemy's PP by 10% of its maximum PP.
SummonIconCharon.gif Charon8 Venus
2 Jupiter
500 (Venus)0.30100 Venus
30 Jupiter
May kill targets instantly.
SummonIconIris.gif Iris9 Mars
4 Mercury
800 (Mars)0.40100 Mars
100 Mercury
Revives all allies and restores everyone to full health.

In Dark Dawn

In Golden Sun: Dark Dawn, all 29 summon spirits from the first two games return, in addition to one new summon spirit, known as Crystallux. The older summon sequences underwent visual changes of varying degrees. Some spirits, such as Moloch remain relatively unchanged, while others, like Ulysses, are radically different to the versions seen in the first two games. When Dark Dawn was first announced, trailers showing some of the summon spirits' animation sequences were released to the public. Many of these clips featured animation sequences that were later altered when the game was released. For instance, the Neptune summon was initially shown to be a whale almost identical in appearance to the whale seen in the first two games, but was later altered to have a darker color and sport horns and markings that were not present on the original version.

For a video exhibition of all 30 summon sequences in the game in sequential order, visit this youtube video.

NameDjinn RequiredBase DamageHP MultiplierPower BoostSpecial Effect
Crystallux Icon GSDD.jpg
3 Venus
2 Mercury
300 (Venus)0.1560 Venus
30 Mercury
May lower targets' resistances.


  • Graphics director Fumihide Aoki posted a video of a cut summon sequence named "Artemis" that was originally planned to feature in the Game Boy Advance duology, depicting the goddess pictured below appearing from behind the moon and having three simplistic rabbit-like creatures fire purple spheres of energy from their mouths.

Extended gallery

External links

Summon sequences
Venus Starter: VenusRamsesCybeleJudgment
Collectable: ZaganHauresCrystalluxCharon
Mars Starter: MarsKirinTiamatMeteor
Collectable: MegaeraUlyssesDaedalusIris
Jupiter Starter: JupiterAtalantaProcneThor
Collectable: FloraEclipseCatastrophe
Mercury Starter: MercuryNereidNeptuneBoreas
Collectable: MolochCoatlicueAzul
Gameplay elements and mechanics
Collectables: ArtifactsBroken EquipmentClass ItemsCoinsConsumable ItemsCursed EquipmentEquipmentForgeable ItemsPsynergy ItemsQuest ItemsRusty WeaponsStat Items
Travel: BlacksmithsBoat (TLA)Boat (DD)Fortune TellersInnsItem ShopsPsynergy StonesSanctumsSummon TabletsTreasure ChestsUmbra GearWings of Anemos
Combat: AdeptsAttackBeastformBossesClassesDefendDjinn (Master List) • ElementsEnemy Abilities (GS, TLA)Enemy Abilities (DD)LevelMad PlantsMimicsMonstersPsynergyStatus ConditionsStatsSummonsUnleashes (List)
Information: AtlasDjinn GuideEncyclopediaSun SagaTravel LogUmbra MapWorld Map (GS, TLA)World Map (DD)
Minigames: ColossoLucky DiceLucky Medal FountainsLucky WheelsPsynergy Training GroundsSuper Lucky DiceTrial Road
Modes: Battle ModeEasy ModeHard ModeDebug Mode
Features: Data TransferSound TestThe Reunion
Other: Debug RoomsGlitches (GS)Glitches (TLA)Glitches (DD)Optional DungeonsRandom Number GeneratorTroubleshooting (GS, TLA) Troubleshooting (DD)Unacquirable ItemsUnacquirable PsynergyWalkthrough (GS)Walkthrough (TLA)Walkthrough (DD)