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The Summoner is an exciting class to play in Final Fantasy 14’s range of PvP modes. Using their Summoned Primals and a range of unique offensive spells, this class can provide effective burst damage that can support any good PvP team composition.

Related: Final Fantasy 14: Guide To Playing Red Mage in PvP

With a range of possible Limit Break options, depending on which type of Primal you’d like to use and high potency combos, Summoner remains a particularly versatile PvP class that can be difficult to approach for newcomers. If you’re looking to harness the power of Primals to win matches, follow our guide to learn the essential tactics.

PvP Job Actions

Final Fantasy 14 Summoner PvP Job actions

Summoner has quite a few Job Actions compared to other PvP classes, including a large amount of instant cast abilities and spells that transform into other spells under the effect of certain buffs. This can make the class appear overwhelming at first, however, the majority of these abilities are only for dealing damage or applying debuffs.

Unlike Red Mage or Gunbreaker, Summoner isn’t a multi-purpose class in PvP. Whilst they still offer some small amount of utility, the primary purpose of Summoner’s job skills is to combo into high damage and build to your Limit Break skills, which will embolden your already-powerful Demi-Primals.

PvP Summoner differs from the PvE version of the class, as it cannot have a summoned Egi permanently whilst in combat. Instead, you have spells themed around the Primals Ifrit, Titan, and Garuda that should be used alternately during your rotation as much as possible.

Crimson Cyclone will be essential for opening windows of damage, as it will close the gap and also do a lot of damage with a 15-second cooldown.

In addition to these key skills, you'll also use a solid foundation of basic skills like Ruin III, which deals unaspected damage, Fester which deals additional damage as the target's HP gets lower, and Radiant Aegis, which offers a small barrier shield.

The trick to good play as a Summoner in PvP lies in establishing and following a rotation (explained below) focused around the Summon Skills and Limit Breaks, developing an understanding of how to use these skills together to effectively do a lot of damage in short windows.

Skill Name

Recast Time

Skill Type

Description

Ruin III

2.4s

Spell

Does 4,000 potency of unaspected damage.

Crimson Cyclone

15s

Spell

Closes the gap between you and target and deals 8,000 potency of damage and all nearby enemies.

Crimson Strike

1s

Spell

Deals damage with a potency of 12,000 to the target and all enemies nearby. Also delivers a 5-yalm knock back effect, emanating from the first target.

Slipstream

30s

Spell

Deals damage with a potency of 8,000 to target and all enemies nearby it. Creates a 'slipstream' centered around target which deals damage to those who enter for 4,000 potency.


Increases the movement speed of party members standing in the Slipstream for up to 10s.

Radiant Aegis

20s

Ability

Barrier that heals equivalent to 10,000 potency by reducing damage taken by 20 percent for 10s.

Mountain Buster

15s

Ability

Does 4,000 potency of damage to target and those nearby, and inflicts Bind to the target for 3s.

Fester

15s

Ability

Deals damage for a potency of 4,000. Potency increases up to 8,000 as the target's HP decreases. Maximum value when the target has 50 percent HP or less.

Astral Impulse

2.4s

Spell

Deals damage to target with a potency of 6,000. Transformation of Ruin III when under the effect of Dreadwyrm Trance given by Bahamut.

Fountain of Fire

2.4s

Spell

Deals damage to target with a potency of 4,000. Transformation of Ruin III when under the effect of Dreadwyrm Trance given by Bahamut.

Enkindle Bahamut

20s

Ability

Orders Bahamut to execute the ability Ankh Morn.

Wyrmwave

2.5s

Spell

Does 6,000 potency of damage

Ankh Morn

1s

Ability

Does 12,000 potency of damage.

Enkindle Phoenix

20s

Ability

Orders Phoenix to execute the ability Revelation.

Scarlet Flame

2.5s

Spell

Does 4,000 potency of damage and reduces damage dealt from target by 50 percent for 5s.

Revelation

1s

Ability

Deals 6,000 potency of damage to target and all nearby enemies. Does 3,000 Damage Over Time for 15s.

Rotations

Final Fantasy 14 PvP Rotations

The skills Crimson Cyclone, Crimson Strike, Fester, and Mountain Buster will be the most important spells in your rotation as Summoner, alongside your abilities to summon Bahamut and Phoenix using your limit break attacks. Using Bahamut and/or Phoenix to do burst damage should be the end goal of your rotation as Summoner, but you can also manage a fairly effective rotation without them first.

Of the various abilities available to Summoner, Slipstream is the attack you should consider using to kick off your rotation. This attack can be cast from a distance and does a form of AoE damage to anyone who enters the 'slipstream'. From here, you can use the skill Mountain Buster as an instant cast, which will follow up with another 4,000 potency to your target and all those nearby.

From Mountain Buster, you can proceed into Crimson Cyclone and follow up with Crimson Strike. This will do a bunch more damage and close the gap. From here, you can take precautions by protecting yourself with Radiant Aegis, which will protect you from any attacks you might receive at close range.

The skill Fester is also essential in stringing together attacks for effective damage, as this becomes more effective the lower the enemy's health is. With this in mind, Fester should be used next up the rotation. Then Crimson Cyclone, then Fester once more.

So far, the rotation should look like this:

  • Slipstream > Mountain Buster > Crimson Cyclone > Crimson Strike > Radiant Aegis > Fester > Crimson Cyclone > Fester

The placement of Fester maximises damage, whilst the Radiant Aegis minimises risk when you're at close range. From this combo, we can begin to incorporate the Limit Breaks throughout and use our summons to improve the rotation even further.

Limit Break

Final Fantasy 14 Summoning Bahamut

The two Limit Break options for Summoner allow you to summon Bahamut and Phoenix respectively. These Summons appear for a small window and will deal damage using their own attacks until they expire.

Skill Name

Recast Timer

Skill Type

Description

Summon Bahamut

10s

Limit Break

Summons Bahamut, who after appearing, will execute Megaflare. After Megaflare, Bahamut will begin attacking with the skill Wyrmwave, prioritising targets with low HP. Bahamut will fight for 20s before disappearing. Ruin III will become Astral Impulse.

Megaflare

1s

Limit Break

Deals 18,000 potency of damage.

Summon Phoenix

10s

Limit Break

Summons Phoenix, who will execute Everlasting Flight. After that, Phoenix will begin attacking with the skill Scarlet Flame, prioritising the closest target. Phoenix will fight for 20s before disappearing. Ruin III will become Fountain of Fire.

Everlasting Flight

1s

Limit Break

Restores own HP and the HP of all nearby party members for a potency of 4,000 over 15s. Also restores HP when HP falls below 25 percent, or upon effect duration expiration for a potency of 12,000.

For the best application in dealing damage, Bahamut should be summoned after Slipstream, and then proceed with the rotation as listed above. For buffing Bahamut's damage, you can incorporate the skill Enkindle Bahamut before your second cast of Fester. After Enkidle Bahamut, you can begin to spam your new skill Astral Impulse, which is what Ruin III will transform into whilst using Bahamut.

As a complete rotation, that will look like this:

  • Slipstream > Summon Bahamut > Mountain Buster > Crimson Cyclone > Crimson Strike > Radiant Aegis > Fester > Crimson Cyclone > Enkindle Bahamut > Fester > Astral Impulse x 4

By the time you've cast your fourth Astral Impulse, you can probably cast another Fester to finish off the rotation.

A similar structure can be applied to using Phoenix, but this should be reserved for occasions where you need to support your team from a difficult position.

Common Actions

Final Fantasy 14 Summoner Common Actions In PvP Games

As with other PvP classes, Summoners have access to a small amount of Common Actions that can be used to heal and defend after escaping from an attack. As Summoner doesn’t have any other self-healing or defensive abilities, knowing when to use these skills and being aware of their cooldown times will be essential.

Skill Name

Recast Timer

Skill Type

Description

Standard Issue Elixir

5s

Ability

Returns HP and MP to maximum.

Recuperate

1s

Ability

Restores HP with a potency of 15,000. Can only be used on self.

Purify

30s

Ability

Removes Stun, Heavy, Bind, Silence, Sleep, and Deep Freeze debuffs. Grants Resilience buff upon successfully removing any debuff. Resilience nullifies status afflictions that can be removed by this skill.

Guard

30s

Ability

Reduces damage taken by 90 percent and grants immunity to Stun, Heavy, Bind, Silence, Half-Asleep, Sleep, Deep Freeze, and knockback and draw-in effects for 5 seconds. Movement speed is reduced by 50 percent for the duration of this effect.

Sprint

1.5s

Ability

Increases movement speed.

General Strategy

Final Fantasy 14 Summoning Bahamut In PvP Crystalline Conflict

Summoners have a fairly low HP and pretty average mobility compared to other DPS units. This is something you should consider in your general strategy when playing as Summoner. Always have a Radiant Aegis ready to use to protect yourself, and always be ready to pull out and use your Common Actions when necessary. Radiant Aegis is placed in the rotation before Crimson Cyclone in order to keep yourself protected, so don't forget this step.

This is also the reasoning behind casting Slipstream at the start of the rotation, as casting at range will protect your from a lot of damage. You can cast Ruin III and Fester before engaging the rotation suggested above to do 'chip damage' - this will weaken enemies and still allow you to have the distance needed to protect yourself if they decide to pursue.

Movement is essential to mastering high-level PvP Summoner play - you want to keep as much distance as possible right up until you can commit to your big damage rotation. But at the same time, you don't want to be too alone before this point. As with any other class, it will be vital to stick with your team and not stray too far. As a class with low HP, you'll likely be singled out if you're wandering around the map alone. This is especially dangerous if you can't apply Radiant Aegis.

Don't commit to summoning Bahamut or Phoenix until you know which might be the most useful. In game modes like Crystalline Conflict, it's often better to get the damage provided by a Bahamut-focused rotation, but there is also value in using Phoenix to recover the party in a wide scale team fight.

With both Bahamut and Phoenix, your timing really has to be immaculate to get the best effect of their automatic attacks (Megaflare and Everlasting Flight) and the right amount of casts of the enhanced version of Ruin III (Astral Impulse and Fountain of Fire). If you're too early with your Limit Break activation, you can miss out on the chance at damage or healing across the whole enemy team or your allies respectively. Similarly, the damage buff to Ruin III is substantial, so you want to get as many casts of this as possible within this window.

Next: Final Fantasy 14: Complete Guide To PvP Series 2