Tree of Savior Forum

Crevox's Summoner Build Guide 🦇

Hi all,

I’ve decided to write up a bit of a summoner build guide. I’m currently taking a break / not playing tree, but there are often questions about summoner, and people have been following outdated information. I wanted to provide a guide on how to play the build.

I will expand on the guide over time as needed when questions arise.

About Me

I’m Crevox, and I’ve been playing summoner since the game’s beta. I have 6/7 of the game’s server first raid titles, and every title for ranking 1st place on the game’s different weekly boss raids. This was all accomplished only using summoner. Needless to say, I have a pretty good idea of what I’m doing with the build.


Extremely Short TL;DR version of guide

Old/Dead Link:

Updated/New Link:

Note - Featherfoot was nerfed, which you can read more about at the bottom of the second post. It is not mandatory for this build.

-All stat points allocated into SPR.
-Use leather armor with INT+CON+SPR+Crit.
-Use staff + trinket x2. Do not use rods or daggers.
-Use Zaura Card x2 for AoE, Ignas Card x2 for bossing, Giltine Card if you have her for bossing.
-Luciferie Isgarinti accessories with Divine Retribution Ark.
-Balinta set bonus for easy play, Sauk for min-maxing.
-Use monster race black gems for relic.
-Red cards = race cards, Blue cards = Zaura/Nuaele, Green cards = Rozalija > Lucia, Purple cards = Gazing Golem, Legend card = Froster Lord/Boruta → Giltine.

So what is summoner?

Summoner generally refers to the build that makes use of Sorcerer and Necromancer, the game’s two Wizard classes with purple icons. This indicates that their main method of dealing damage and play is through summons. These two classes are almost always paired with Featherfoot. There is no third summoning class at this time, and Featherfoot provides you with a large increase to summon damage, so it makes a good third pick.

In general, I would rate the build to have a high difficulty level to play optimally in end-game content. It can certainly be played in all levels of content with relative ease, but if you want to push its optimization and damage to the highest level, it’s going to take some practice and work. It is also generally considered a more expensive build to play than most due to specific equipment requirements that are different than other builds, and will be more difficult to start out with if you’re a new player. That said, it’s not impossible, and will work just fine, but it’s going to take more work than other classes.

We’ll go into the full description of items you need and such, but I want to give a quick comment about the gameplay style. A lot of people go into the summoner build expecting to have an army of summons that do all the work for you while you either afk or do nothing. This is not the type of gameplay that this game’s summoner offers. You will need to actively work with your summons to debuff monsters and support them, while constantly summoning new creatures and controlling your existing ones to deal damage. Playing a more passive style will greatly reduce the amount of damage you get out of your character and make things a lot harder for you.

First, lets cover the main stats you need, as this will be an important explanation of how summons work before we get into explaining each class.

Main Stats

Summoner is a build focused on dealing damage. It uses Magic Attack, which means its main damage scales with INT, as INT increases your Magic Attack. All summons gain a portion of your MATK stat upon creation, and this is the main stat that determines how much damage they deal. This makes it very important to have a very high INT stat.

However, summons also gain damage with your SPR stat (Spirit), which makes SPR extremely important for summoner as well. This is sort of a special case in the game, as most classes use SPR as a secondary stat for SP and Magic Critical Attack.

How SPR works
The main function of SPR is increasing your summon’s damage. The way it does this is it scales the Skill Factor of all skills used by summons. Every summon in this game attacks by using skills, just like players, and even their generic auto attacks are considered skills. Like players, their skills have a Skill Factor, which is what you see on most class skills. This is a percentage of damage dealt from their ATK stat. A quick example is that if the summon had 100 ATK and used a skill that has 500% skill factor, they would deal 500 damage. SPR will raise this 500% to be higher, so that the summon will deal more damage.

In general, this makes SPR and INT scale together in tandem. You need both. ATK will determine the base damage dealt, while SPR will scale their damage with the skills they use. This makes summoner fairly gear reliant, because it doesn’t just need one stat: without both, summons will do poor damage.

However, this is also another factor to this. SPR will also control how much of your stats will get transferred to your summons upon creation. These stats are your ATK, DEF, HP, Accuracy, Evasion, Critical Rate, Critical Resistance, Block, and Block Penetration. For everything except ATK/DEF/HP, this is hard capped at 100% transfer rate. This means that if you have 5000 Critical Rate, any summon you create will gain +5000 Critical Rate. This allows you to enable your summons to critically hit enemies, have enough accuracy to not miss, etc. The amount of SPR you need increases based on your level, and they gain this much (this formula provided by IMC):

(SPR / Char level * 4)%

In general, you don’t really need to worry about the formula. As you are leveling up, you will generally have a hard time reaching 100% transfer rate, so just get as much SPR as you can. Once you’re in at least starter end-game gear and have thousands of SPR, you will reach 100% transfer rate very easily. It does mean that as you are leveling, summons will feel a bit weaker than they should, at least until you get to max level.

Which stat is more important? INT or SPR?
I would say they are both equally important. They both scale different aspects of your damage. If one stat gets too low, the other becomes more powerful, and vica versa. Whenever possible, you want to get both stats on equipment and items. If you have to make a decision, in most cases, SPR will be more important, but INT can also be more important depending on buffs, debuffs, the enemy you are fighting etc.

Overall, just try to gear as much stats as possible and don’t sweat the details.


Sorcerer is the pillar of the summoner build. Its gameplay style revolves around summoning demon boss monsters to fight for you, while you sometimes control them to use their powerful skills at opportune moments. You can control which demon boss monster you summon by putting cards in the Sorcerer’s grimoire UI, which is exclusive to this class.

This class is very powerful, but is a bit tricky to play and has a high difficulty level to manage its nuances correctly. Let’s take a look at each skill.


This is the most important skill of the entire class, and also, the entire build.

When used, this skill summons the boss demon out of the card in the first slot of your grimoire. For example, this is the Demon Lord Zaura Card.


The skill level scales the ATK, DEF, HP, and size of the summoned demon. Their stats are almost all based off of your stats, gaining a percentage of each upon summon. At skill level 15, this is 100% of your ATK/DEF and 150% of your HP, but you can exceed skill level 15 through various means, reaching a hard cap of level 18. This makes their stats even higher than yours. Keep in mind that the same rules about SPR I described above apply for this summon, and you will need to get as much SPR as you can so that the stats will all transfer in full value.

By default, the summon will follow you and attack any enemies that you come near with a basic auto attack. Some summons attack faster than others, and every summon has its own Skill Factors on their skills that determine how much damage they deal. Every summon also has access to 2+ other skills as well, but they won’t use these without your command. Every summon in the game will completely stop attacking enemies if you do not attack any enemies yourself for 1 minute.

How to use summon skills
Summons can either use their skills automatically, or you can command them to use them through the skill Riding.

To have summons use skills automatically, use the art Summoning: Self. This disables Riding, but makes summons use all their skills without any input from you. Note that they will use their skills in no specific order and at complete random. Whenever they attack, they pick any given skill that is not on cooldown (even their auto attack) and use it; there is no priority. There is a Riding attribute called Mount: Increased Stats that provides +50% damage dealt while riding a summon, and with this art enabled, it will always be active, so you won’t lose that damage bonus.

To use the skills on command, you need to use the skill Riding.


Riding will disable use of all of your skills and mount you on top of the demon, giving you full direct control of its movement and skills. It will also make you take half damage if you are hit while riding the demon. It will change your hotbar to their skills, with one extra button to dismount:


Each skill has its own cooldown based on the demon and Skill Factor. While riding the demon, it will also gain an additional 20% of your MATK, and this does not occur when using the art. This makes Riding the demon always stronger than having it use its skills automatically, and also gives you full direct timing and control.

Riding is better if you are bossing and concerned with timing and getting the most damage out of your summon. The art is better if you are doing something simple like Challenge Mode and just want to kill a bunch of monsters quickly.

Which demon card should I use?
There are many different demon cards in the game that can be summoned. However, most of them are extremely weak and only summonable for fun. In a certain patch, IMC decided to buff a very specific list of demons to be usable in combat and deal real damage, while all the rest are very weak.

Froster Lord

If you are playing a sorcerer, I highly advise you use at least one of these cards and not others. All of them are viable, but the strongest at this moment are Zaura, Ignas, and Giltine. For some demons, they have a legendary version of their card and a regular version. They are the same in power, but the legendary version will summon a larger version that shines golden. It is purely cosmetic. Also, the stars (card level) has no effect on the power of the summon, so you can leave it at level 1.


Zaura is primarily used for his extremely strong area of effect skills. He deals high damage in a wide area and is great for taking out many monsters at once. While he does okay damage against bosses, other summons are better. You will want to use him for general farming, Challenge Mode, etc. All of his attacks have 50 AoE Attack Ratio, which is very high and it will cause him to hit many enemies at once. He purely does Physical damage to enemies.

You can obtain the Zaura Card very rarely from blue monster card albums. You can obtain the legendary version of his card (Demon Lord Zaura Card) from Weekly Boss Raid cubes. You can obtain either one from the player market as well.


Skill 1

This is Zaura’s auto attack. It is a pretty standard axe swing every 2 seconds. The damage on it is relatively high compared to most auto attacks. Despite the animation, he only hits monsters in a cone directly in front of him. It is decent filler damage, nothing else.

Skill 2

Zaura roars, dealing damage to everything nearby him in a large circle. This skill does strike damage, which means it will do more damage to plate armored enemies. It hits 3 times, and has a slightly larger range than skill 3. It does about the same total damage, but it executes a bit slower.

Skill 3

Zaura spins his axe in a cyclone. This hits monsters in a wide circle around him. The damage is very high and it hits a total of 4 times. It does slash damage, which means it does more damage to cloth armored enemies. This skill executes quicker, but has slightly less range than skill 2. It does about the same total damage.

Zaura can use his skills on auto without much problem. If you want to use Riding with him for tougher enemies, I advise using skill 3 first because it executes faster. This matters for combining timing with buffs like the Isgarinti set.


Ignas is primarily used for fighting boss monsters. His attacks hit in a smaller area but deal much more focused, high damage. They also execute very quickly with a moderate cooldown. Ignas has 1 magic attack skill, and 1 physical attack skill.

You can obtain the Ignas Card from the Mercenary Badge Shop at the cost of 50,000 badges. You can also purchase him from the market.


Skill 1

Ignas pulls back his bow, and fires an arrow forward. This is his auto attack.

This skill executes relatively quickly and hits in a straight line in front of Ignas. It only has 10 AoE Attack Ratio, which means it is a poor choice for dealing damage to a large number of enemies, but it does decent damage.

Skill 2

Ignas pulls back his bow, and fires multiple arrows into air. These rain down on nearby enemies and also randomly on the ground in the area. This skill deals magic damage.

This skill does not do a very large number of hits. He will directly fire arrows at nearby monsters, deciding which monsters immediately upon beginning to execute the skill, even if they move away. Each monster can only be targeted by a set number of arrows, and if there aren’t enough enemies, the others will land randomly on the ground around him. This means you can deal more damage to a single enemy if there are multiple enemies on top of each other, because the arrows hit in an area upon landing.

This skill executes slower than skill 3, but each individual hit does more damage. Overall, it does less damage than skill 3.

Skill 3

Upon use, Ignas immediately fires arrows down at the ground directly in front of him, creating many explosions in the shape seen above. He will also backslide slightly after use, moving him backwards away from his target area. This skill deals physical damage.

Each individual patch of fire is actually its own hitbox, and they hit multiple times each. This makes it excellent for dealing damage to enemies that are large in size (bosses), but weak against small enemies because they won’t be hit many times. It also knocks back any regular enemies and sends them flying, making it awful for use in AoE situations.

Because of the size of the area, you will want to position yourself while Riding with Ignas right in front of the boss monster to maximize damage. This skill does very high damage to bosses, and executes extremely quickly. This also makes Ignas a poor choice to use with automatic skill usage, because he won’t make any effort to position himself correctly to deal full damage with this skill. His auto attack is ranged as well, so a lot of times he will stay at range and simply shoot the ground and miss with this skill if he is not manually controlled.

In general, you want to ride him, use skill 3, then use skill 2. Stay mounted for the full duration of both skills so he gains the damage benefits from Riding until they deal all of their hits. Skill 3 executes faster and does more damage, so it is more important to use first right after getting him into position. It also has a longer cooldown, so using it first will line up the cooldowns between skills 2 and 3.


I’m going to include Giltine in my guide, but know that this card is extremely difficult to obtain, and most players will never have one unless IMC eases the requirements.

Giltine is primarily used for fighting boss monsters, but has decent AoE ability as well. She can be used in almost all cases, but Zaura is still better for AoE damage. Giltine and Ignas were about the same on damage output, but recent changes have made Giltine better than Ignas for fighting bosses. She is the strongest summon for fighting bosses at this time. She deals purely magic damage.

You can obtain the Giltine Card by combining Glimpse of Chaos x10 with a level 10 Boruta Card and any other level 10 legend card. This means you need two level 10 legend cards and one of them has to be a Boruta. Glimpse of Chaos is about a 2% drop rate from the party version of the Demonic Sanctuary raid (against Giltine). All of these items are extremely expensive and she is objectively the best legend card for every damage dealing class in the game to equip.


Skill 1

Giltine swings her scythe forward, dealing damage to enemies in front. It deals magic damage despite being a scythe swing.

This attack executes extremely quickly and has a low cooldown, but the damage is extremely poor. The attack speed of it doesn’t make up for how weak it is. It does have 50 AoE Attack Ratio, which means it can easily hit many monsters, but don’t expect it to do too much. The Skill Factor on it is just far too poor to actually do decent damage in end-game content. It is a filler attack and nothing else.

Skill 2

Giltine sits down in the air and crosses her legs, while spinning her scythe above her head. She shoots out a 3 way dark attack that goes along the ground quickly, which then returns to her underneath her, going behind her and hitting enemies behind.

Each projectile repeatedly deals damage while it is inside the hitbox of enemies, making it hit many times against larger enemies. Like Ignas, it requires positioning Giltine right in front of boss monsters to optimize the damage dealt. Against smaller enemies, it only has 10 AoE Attack Ratio, but each projectile hits on its own, so it can still deal decent damage to many enemies.

Skill 3

Giltine rises into the air, then sends down 9 bolts of lightning at nearby enemies. Afterward, 4 black mortar projectiles fly out and also hit nearby enemies or random areas on the ground nearby.

The lightning will randomly strike any enemies in range. If there is only 1 target in range, all 9 bolts will go directly into that target. The same then occurs for the 4 mortars sent out afterward. The area effect of the lightning is very small, so the only way any individual bolt it will hit more than 1 target is if they are directly on top of each other. The mortar has a bit larger explosion radius. Either way, again, the skill only has 10 AoE Attack Ratio, so it will have a hard time hitting more than 1 enemy with each bolt regardless.

This skill also does very high damage to a single target and executes very quickly.

Skill 4

Giltine instantly dashes forward with her scythe, striking enemies along the way.

This skill is weak. It will generally only hit once, but against bosses it can hit more than once due to their large hit box. It’s still worth using while riding when you can, as long as the movement doesn’t bother you, but if Giltine is being used on auto, this skill is obnoxious. She will randomly use it and will cause her to waste a lot of time dashing, and then moving back to where she was. On top of that, if she uses this skill followed by skill 2, sometimes she will aim skill 2 in the complete wrong direction. Honestly, it would be better if this skill didn’t exist, but it does, and it’s at least somewhat neat.

Generally you want to ride, use skill 2, then skill 3. Because skill 2 is reliant on positioning, you’ll want to use that first. It’s important to note that both skill 2 and 3 have extremely low cooldowns at only 15 seconds. In a general rotation (covered later), you will want to resummon your demon in order to reset their cooldowns, but generally you never have to with Giltine due to the low cooldowns. This makes her a higher DPS option and also easier to use (comfy).


Morph is another skill that summons a boss demon.

If you already have a boss demon summoned through Summoning, it will change the currently summoned demon to the one in the second slot of your grimoire. When Summoning or Morph is used, all the cooldowns of your summoned demon are reset. This makes it a very good idea to simply use 2 of the same demon in your grimoire (2x Zaura, 2x Ignas, etc) and use Morph as a skill to reset your demon’s cooldowns, regardless if you’re using Riding or not. Completely ignore the skill’s description about “previous stats”; it means nothing and is old. This skill is simply a lower cooldown way to switch your demon (Summoning 60s, Morph 30s). There is no stat difference between a demon created through Summoning or Morph.

It’s important to note that you cannot use Morph twice consecutively. If a demon has already been “Morphed” once, even if it’s the same demon, you can’t use it again until you’ve used Summoning. This was a nerf / “bug fix” they did recently. Also note that you do need two copies of a demon’s card if you want to use it in both slots of the grimoire; one card won’t work.

Summoning: Overwork

It’s important I mention this attribute for Summoning (also works on Morph). This causes your summoned demon to deal 30% more damage at all times, but causes it to lose HP every 10 seconds, and you to lose SP every 10 seconds.

The damage increase is decent. It ends up being less than 30% because it is not a final damage modifier and is additive. The HP drain on your summon is completely negated by Summon Salamion (the next skill), and your SP regeneration should cover the SP loss with sufficient SPR and Summon Servant. If you’re having a hard time maintaining your SP early on, don’t feel bad about turning off this attribute if needed. It’s a decent damage boost, but it’s not the end of the world to disable it. You can also use SP potions to help with the drain.

Summon Salamion

Salamion is a little red summon that does fire damage on hit. He does very little damage.

However, he has an attribute called Summon Salamion: Heat. This makes it so that every 10 seconds, he will heal all nearby summons for a large amount of HP. This amount is based on his max HP and his skill level. This allows him to be a “healer” summon, keeping all of your summons alive. It completely negates the HP loss from the Overwork attribute and will keep them alive through almost all content as long as your DEF and HP stats are decent.

Summon Familiar

This skill summons 5 bats. These bats will follow you. The next time you attack an enemy with a skill, they will one by one fly into the enemy and explode, dealing damage to that target.

These are not real “summons.” They do not use your SPR stat and do not inherit your stats in any way. They are basically a damage spell that uses your MATK directly. The cooldown of the skill scales with skill level (a rare thing in Tree of Savior) along with the Skill Factor. If you don’t have enough skill points to max the skill, this makes it have a long cooldown.

Skill points are too tight, and even at max level, these bats don’t do good damage. On top of that, their AI is glitchy and they will often times stand around and do nothing. This skill is generally ignored, and I do not use it.

Summon Servant

This skill summons a small cat. It will then provide up to 5 different buffs to you and your party, each lasting 30 minutes.

AoE Attack Ratio: Provides +1 per skill level. This is a large source of this stat and one of the few buffs that provide it. An excellent support skill.

SP Recovery time decrease: Decreases SP recovery by 6% per skill level. This greatly decreases the time for your SP regen to trigger, making your SP regen faster. It is the largest source of it in the game and greatly helps deal with SP.

Stamina Recovery: Causes stamina to regen separately from the standard regeneration, even if dashing or doing any other actions. It regens a decimal amount (not whole numbers) every time it ticks, so it will just gradually restore stamina over time. A very useful buff.

Magic Defense Increase: Provides +10 Magic Defense per level. This is close to useless as the amount it gives is just too low. It was never, ever changed since it was introduced.

Additional Damage Increase: This increases the “Additional Damage” stat. I won’t get into what this stat does, but it’s the only buff that you can give out that provides the stat. A very small damage increase in general, but useful to builds that stack the stat.



This skill describes it as a summon, but in reality it’s simply a projectile that fires forward. The projectile inflicts a debuff to enemies, causing them to take more than quadruple final damage from all of your Sorcerer summons. There is an equivalent skill in the Necromancer skill tree known as Gather Corpse, but this skill is more potent.

This skill is mandatory. It greatly increases the damage of your summons, and must be maintained at all times on any enemy you fight. The duration is 20 seconds, and with a cooldown of only 5 seconds, this is not difficult, but it’s something you must constantly do when engaged in combat. This is part of what makes summoner an active playstyle. IMC made it like this to counteract anyone trying to play summoner with a more passive/afk style.

The art for the skill called Desmodus: Formation (pictured above) changes it to not deal any damage, but makes the debuff increase summon damage even further, and makes it easier to use because the bat becomes larger. You should always have this on, because summon damage makes up more than 95% of your total damage output, and the damage of the skill isn’t good enough to justify disabling the art.

Keep in mind that this skill was changed with a recent update in that the debuff from it no longer works on Necromancer summons. You must use Gather Corpse for that and have both it and Desmodus on monsters simultaneously.


This skill summons a copy of the demon in the second slot of your grimoire. It appears and instantly explodes, dealing damage to enemies nearby. The damage increases a bit based on your SPR. Afterwards, it gives you a buff that causes your summoned boss demon to ignore 10% of the defense of enemies. You can maintain this buff forever as long as you are using the skill often enough.

The damage of the skill is decent with a very large area of effect, and the buff is good too. However, this skill really shines once you have the Sorcerer Vaivora weapon known as Wicked Desire.


While equipped, this causes your second demon to stay alive and fight for 10 seconds instead of instantly exploding. This allows you to have two summoned demons at once.

The second demon is just as strong as your summoned demon with the exception of Riding: Increase Stats. Your Evocation demon can’t get that attribute, and you also can’t ride it for the 20% ATK gain. Otherwise, it functions identically to the Summon: Self attribute, and will use its skills randomly until 10 seconds pass, after which it dies.

It’s important to note that it will always use an actual skill (not auto attack) as its first skill upon being summoned, but after that, it’s completely random. Ideally your demon will use all of its skills before disappearing, but with very bad luck, it’s possible for it to simply auto attack until the duration expires. With the level 4 version of the Vaivora, it also halves the cooldown of Evocation, allowing you to maintain the second demon indefinitely by resummoning it every 10 seconds. Overall, this is a very powerful Vaivora and skill.

Lastly, despite some demon skills like Zaura’s having a 30 second cooldown, every Evocation demon summoned has its cooldowns reset. So, despite their cooldowns being 30 seconds, they only technically have a 10 second cooldown due to Evocation’s low cooldown.


image Necromancer

While Sorcerer focuses on summoning one (or two) powerful boss demons, Necromancer summons an army of many creatures. They all deal less damage, but together, they are strong. Sorcerer will in general do more damage than Necromancer, but Necromancer is still powerful in its own right and adds a lot of damage to the build.

Gather Corpse

As explained previously, this skill is similar to Desmodus. It inflicts a debuff that causes enemies to take quadruple or more final damage from your Necromancer summons. You must always have this debuff on all enemies at all times.

While Desmodus strikes in a line, this fires a projectile directly at one enemy that then hits many enemies in a wide area around that one enemy. It’s a different shape and having both allows for maximum coverage. It also has a secondary effect that causes you to gain corpse parts from enemies defeated, which is a resource required for other Necromancer skills. You can also buy Corpse Parts Urns from the Wizard Master in town, which allow you to refill your corpse parts any time without using this skill.

Create Shoggoth

This skill summons a large, cute creature that will follow you around and attack enemies. He has a standard melee attack with his tentacles and a barf attack which hits in a slightly wider area. He attacks slowly but hits extremely hard.

In order to use this skill, you need to place at least 1 card in the Necronomicon. This is a special UI made only for Necromancer.

It does not matter which cards you place in this. The cards have to be a Beast, Plant, or Mutant, but the card chosen makes absolutely no difference; not the creature, nor the card’s level. Each card after the first raises his max HP further, so just put 4 cards in and then forget about it.

Upon being summoned, he will also instantly taunt any nearby enemies. He only does this one time, immediately upon being summoned, so this doesn’t have much use, but it’s an interesting gimmick.

He also has a secret buff not mentioned anywhere called Rigor Mortis. While he is summoned, he decreases the damage taken by all of your summons by [skill level * 3]%. Skeleton Soldiers, Archers, and him receive double the effect of this buff.

Flesh Hoop

This skill uses some of your Corpse Parts and surrounds you with them, dealing damage to nearby enemies every second. The corpse parts that appear match the enemies you gathered the parts from when using Gather Corpse. If you used urns, then it will be generic pink parts.

This skill will only hit 16 times. If you hit multiple enemies with it, that counts against it, and it will end after 16 hits. It has a secondary effect that buffs Flesh Cannon’s damage by +100% if you use it after hoop.

This skill is not powerful. It deals non-property damage, which we have no way to scale, and the Skill Factor isn’t high. It is filler damage when you have nothing else to press, but it also has an attribute called Flesh: Demoralize. This causes it to inflict a 10% attack debuff every time it hits (not stacking) for 4 seconds. By standing on top of a boss, you can make this debuff last forever as long as you keep using Flesh Hoop. This is one of the only ways to decrease enemy attack power, and it’s quite potent, so it is very useful for that purpose.

Lastly, it does have an art called Dance of Death, which marginally increases its damage. This isn’t important, but there’s also no reason to not have it on, so when you can, get it and forget about it.

Raise Dead

This skill summons a skeleton soldier to fight for you.


This guy is tankier than most summons, having a lot of defense and HP. He swings very quickly, hitting every second for decent damage. He only has an AoE Attack Ratio of 1, so he can only ever hit 1 target at a time.

He has an art called Raise Skeleton Soldier: Elite. This changes him to wield a two handed hammer, but prevents you from summoning more than one.


This causes him to deal more damage, and he has 50 AoE Attack Ratio, causing him to easily hit multiple enemies. In addition, he has a hammer slam attack he will use every 10 seconds, which does a very high amount of damage.

When using the Necromancer Vaivora weapon known as Immortality, all Necromancer skeleton summons change to phantoms. This changes the soldier to a hoplite.


He will auto attack enemies, and also has the skills Pierce (15s cooldown) and Stabbing (30s cooldown).

If you are using the art AND using the Vaivora, it will summon a phantom Elite Swordsman instead, which acts as the player class Doppelsoeldner.


He will use the skills Zwerchhau (30s cooldown) and Cyclone (20s cooldown).

This skill takes a lot of different forms, but in end-game, you generally will just use the Vaivora combined with the art. The art is always better to use, and the Vaivora is simply a power upgrade. The cyclone used by the elite swordsman does decent damage, and he always uses those two skills immediately when they come off of cooldown. This means you can actively resummon him in combat to reset its cooldowns, allowing for more frequent use of them.


This skill sacrifices a skeleton summon in order to buff the rest.

This skill is generally not learned or used. The only useful buff is the Archer one, and it only buffs the other skeletons. It is not difficult for a summoner to reach critical rate cap in end game against most targets, and this adds more work to your rotation. I’m also not positive it even works with the Vaivora weapon. If you’re still gearing up and want the extra damage boost, you can use this skill, but it’s not significant to only buff a few other summons with some critical rate.

Corpse Tower


This skill summons a fun eyeball monster that attacks nearby enemies with a long ranged poison attack. He cannot move and acts as a turret.

This summon does relatively high damage, more than you’d expect, but must be resummoned often. He has a 100 second duration with a 50 second cooldown. It’s lenient to maintain, but you can’t forget about it. He has 16 AoE Attack Ratio, so enemies that are on top of each other will also get hit.

Flesh Cannon

This skill fires out your gathered corpse parts at a singular location, hitting enemies in a very small area.

This skill does very low damage even when combined with Flesh Hoop. It deals non-property damage which we have no way to scale. It does inflict the attack debuff that Flesh Hoop does, but it deals all of its hits instantly, so the debuff will last 4 seconds and then disappear.

I do not advise using this skill. It’s better to use your skill points elsewhere.

Raise Skull Archer


This skill summons skeleton archers to attack your enemies. They fire arrows at nearby enemies.

These do decent damage but fire a bit slowly. The art for Raise Skull Mage causes them to shoot faster, boosting their DPS. They also have 16 AoE Attack Ratio, so they will hit enemies on top of each other.

If you are using the Necromancer Vaivora, it will change into a phantom Mergen instead.


He will use the skill Triple Arrow (20s cooldown). While he does do more DPS than the skeleton, he loses his AoE Attack ratio and will only hit one target at a time.

The archers do more DPS than the soldiers do at the cost of being less tanky. The soldier art also limits you to summoning one of those, so this makes the best setup to summon 3 archers, 1 elite soldier, and 1 mage.

Raise Skull Mage

This skill summons skeleton mages to attack your enemies. They attack with a poison bolt attack, and occasionally call down a poison meteor (not as cool as it sounds).

These summons act as support through their attributes. Protection Magic causes it to buff all nearby summons with a 45 second Pain Barrier buff, preventing them from being knocked down or knocked back. The art Supporter prevents you from summoning more than one, but it increases the attack speed of archers and raises the defense of soldiers even further.

If used with the Necromancer Vaivora, it will summon a phantom Shadowmancer instead.


This will use Energy Bolt (8s cooldown). If the Supporter art is enabled, it will also use Shadow Condensation (30s cooldown). Shadow Condensation is a very powerful skill and it is ideal to resummon the mage frequently to reset its cooldown, and also line it up with your other buffs/debuffs, such as Isgarinti.

Generally, you want to use both attributes and the Vaivora. They are pure power upgrades and make you deal more damage overall.

Skill Build

Knowing all this, we go with this as the skill build.

There’s not much decision to be made here. This maximizes all the summon skills and takes the relevant skills for attacking enemies. Note - Featherfoot was nerfed, which you can read more about at the bottom of the second post. It is not mandatory for this build.


Summoner gameplay revolves around summoning all of your creatures when you enter a new area, and then supporting them and attacking enemies with them. The list of summons is:

Summoning (Sorcerer boss monster)
Raise Skull Archer (3 of them)
Raise Skull Mage (1 of them)
Raise Dead (1 of them with Elite art)
Create Shoggoth
Summon Salamion
Corpse Tower (resummon as needed)

You also want to buff yourself with Summon Servant and Levitate. These must all be used every time you enter a new map.

When you approach enemies, you always want to apply Desmodus and Gather Corpse first, Desmodus being preferred because it is stronger. After that, use Bone Pointing with its art to debuff nearby enemies, causing them to take more damage from your summons. If you are manually controlling your Sorcerer summon, use Riding alongside its skills to deal damage to enemies once they are debuffed, and resummon as needed to reset its cooldowns. You can use skills like Blood Curse, Enervation, and Blood Bath to deal damage and heal yourself.

Boss Rotation

The rotation against boss monsters is very specific and must be executed with the correct timing to maximize damage.

Sorcerer has a lot of short term buffs and debuffs, alongside its summons, that it must maintain to maximize damage. I’m going to assume that you are using the Sauk item set because it is better damage for bossing, but Balinta is also fine. If you’re not using Sauk, just ignore that part of the rotation.

Sorcerer’s rotation operates on a 20 second timer, revolving around the cooldowns of Summoning, Morph, Isgarinti, and Sauk.

[Maintain Desmodus debuff]
[Maintain Bone Pointing buff]
[Maintain Decay debuff from Ngadhundi]
[Maintain Corpse Tower]
When Isgarinti and Sauk are off cooldown:

  1. Use Boss Damage Potion → Evocation → Sauk → Riding → Ignas skill 3 → Ignas skill 2 → Dismount
  2. Cast Summoning or Morph to reset the cooldowns of Ignas
  3. Cast Evocation if you have level 4 Vaivora, it should be off cooldown
  4. Recast any buffs, debuffs as needed, otherwise attack enemy with Blood Curse and other skills
  5. When Isgarinti and Sauk are off cooldown, go to step 1.

This gameplay operates on a loop. The entire time, your summons are attacking, while you maintain buffs, debuffs, and summons. Your goal is to use Sauk and Isgarinti when they are off cooldown whenever possible alongside Riding and Evocation. Use Summoning and Morph to reset the summon cooldowns to ensure that its skills are off cooldown in order to attack.

You may not always be ready to attack with your summon due to the cooldowns on Summoning and Morph. If so, you will need to wait until Ignas has his cooldowns end naturally (30 seconds), and then do your rotation from there. You can’t see his cooldowns unless you’re riding him, so you will need to keep track yourself.

Step 1 must be executed all very quickly in order to ensure that the timers on everything line up, so also be sure Ignas is summoned and in the correct location so that your Riding skills will deal optimal damage.

Here is a short clip of it in action:

Items and Gearing


Summoners make use of a staff and trinket in both dual weapon slots. You will want to use the Sorcerer Vaivora (Wicked Desire) and Necromancer Vaivora (Immortality) alongside two Coordinations.

Summoners are a damage dealing build, so they make use of leather armor. Leather armor will boost the damage and critical rate of your summons.

For the fixed ichor slot, you want to use the Kartas Leather Armor - Harsh Imperator set. This boosts the damage of your summons and gives you all the relevant stats you need.

Magnified Stats (Random Stat Ichors)
All of your armor and weapons should have INT, CON, SPR. INT and SPR are both important for dealing damage, and CON keeps you and your summons alive. There are cases where you can maybe forgo having CON, but that would be more advanced/greedy.

The fourth stat will generally be Critical Rate in order to boost your summon’s critical chance to the maximum. If you are at the critical cap and do not need more, you could instead use Medium Offset to reduce damage taken, a red damage line to boost damage dealt, Accuracy if needed, etc. All the same rules for other damage dealing classes apply here. The only difference is that SPR is absolutely mandatory.


We make use of the Luciferie Isgarinti set, which is made exclusively for summoners.

This set causes your summons to deal much more damage for a short time whenever you use Riding or Summon: Force Attack.

If you are not using the automatic summon skill attribute (Summoning: Self) then Isgarinti will trigger automatically for you whenever you use Riding, which is when you are going to want it to trigger (to power up your demon’s skills). If you are using that attribute, you will need to manually time the use of Isgarinti with your demon’s skill executions and Evocations through Summon: Force Attack. Isgarinti deals a lot of damage, especially in an AoE situation, so it’s ideal to use it whenever you can.


For the ark slot, we use Ark - Divine Retribution. This deals the highest amount of damage.

If you are focusing on challenge mode, farming, or other AoE situations, Storm can be a better choice, but I would advise working on this first if you do not already have it.

If you don’t have this ark yet, then you can use the INT or SPR arks. INT is better then the SPR ark if it is level 5 or higher, otherwise they are roughly the same.


We use the Boruta Seal - Wizard, like all other wizards. It also boosts summon damage, which means it is stronger for us than other builds.

Also, the stage 5 bonus is more important to us than for other builds. It will increase the duration of Isgarinti by 1 second, which enables us to fit more summon skills within its short 5 second timeframe. This makes a large difference.

Set Bonus

For the set bonus on gear, we make use of Sauk ideally. It provides the highest damage bonus.

Our rotation focuses on a 20 second timer due to the cooldowns on summon skills and Isgarinti. Sauk naturally lines up with this perfectly and enables us to maximize the damage we deal in the short timeframe of Isgarinti. It will always be better than Balinta if used properly.

If you are new to summoner or want an easier playstyle, you can use Balinta instead. It will lower the damage dealt during Riding situations but is much easier to use.

Equipped Cards

You will always want to use monster race damage cards here if you can. We do a variety of damage types between our own skills and all of our summons, so there is no card that fits all situations. You will want to switch based on the content you are doing.

Beast: Vubbe Fighter
Mutant: Cursed Devilglove
Devil: Moa
Plant: Iltiswort
Insect: Chafer

The best general use card we have is probably Grinender, which boosts damage against Flying enemies. This applies in a lot of raids, but also will generally cover a lot of different enemy types.

You will always want to use Zaura Cards or Nuaele Cards based on the content you’re doing. In the general case, use Zauras if you can. Wizards have naturally high MDEF as is, and Zaura helps tighten the gap on our PDEF, making them equal and protecting us from physical attacks.

If you cannot afford these yet, there really aren’t any other decent options. Use anything you can until then.

You will want to use Gazing Golem Cards to protect yourself from knockbacks and knockdowns, which can cripple our rotations badly. If you aren’t fighting content where these occur, you could use cards such as May (critical rate) or Vilnius (accuracy) to boost your stats.

You will want Rozalija Cards (SPR) or Lucia Cards (INT). Both SPR and INT are important, so use whichever you have, preferring Rozalija. If you do not have these yet, you can use the weaker versions of them (Linkroller and Pyroego).

Demon Lord Froster Lord Card is the default choice. This card raises all summon minimum attack values, so it is a general DPS increase across the board with no conditions. The only thing to note is that it will not work on magic summons (Giltine, Corpse Tower, Skull Mage) because they already have no attack ranges.

Boruta Card is about equal in power, or better, than Demon Lord Froster Lord, but only works against bosses. If you’re using Giltine Card as a summon, you have to use this instead, because she is purely magic damage.

Giltine Card is the strongest choice to equip, but if you have her to summon, you can’t also equip her. Optimally, you make two Giltine Cards, but good luck.

Goddess Dahlia Card is the best choice, since it provides both INT+SPR and deals very high damage. If you are doing a lot of farming, you can use Goddess Saule Card as an alternative.

Relic Gems

Use the default gem until you can get Sword of the Ruler. Use that until you can get Demonic Sword of the Giant.

Use the default gem until you can get Testify. Use that until you can get Marvel.

As stated previously, our damage types are too diverse to only use one type of damage gem. Ideally you will always want to use a race damage gem. If you really don’t want to, you can use the dark magic attack gem, but it’s not as optimal as the other choices.


Generally you mainly need to be sure you have both INT and SPR. That means two devil assisters, and two insect assisters.

From there, your pool of options for the first slot are limited. Our damage types we use are so diverse, picking just one will always only affect a small subset of your damage. Our best option used to be Pierce (Baby Skiaclipse) because it benefitted both skeleton archers and Ignas, but now, the phantom archers from the Vaivora do arrow damage, so the benefits get even more limited. Dark magic (Blut) is a good option now because it benefits one of Ignas skills, your phantom mage, and your own skills. Remember that the assisters for dark boost dark magic, which means even though we do dark damage in general, it’s only going to work on damage that is not physical.

I think any setup with 2 demons and 2 insects is fine. Ideally your first slot should be either Pierce or Dark, just out of lack of any better options. If you’re using Giltine, then definitely dark.

For specific examples, these are the loadouts I used. If you don’t have Baby Skiaclipse, you can use Grim Reaper instead for a much weaker Pierce effect, and likewise, Organ instead of Blut for dark magic.



There is some potential for using Helgasercle in WBR in the first slot if you really want to experiment, because she inflicts a debuff that makes enemies take slightly more dark magic damage, but I doubt it’s better than these options. Boruta is always a good option for the first slot too for the same reason (his defense debuff), but because he’s a mutant, you’re going to lose some stats forcing him into the setup.

If you’re mainly farming, then you could also consider Littleberk because he boosts slash damage, which will work on Zaura and your elite phantom soldier, but again, he’s a beast, so it’s going to be questionable regardless. Zaura’s roar also does strike damage instead, so it’s only going to affect a subset of his damage, again. Zaura’s attacks had no type until the recent patch, so this is kinda new, so it’s up to you if you think it’s worth pursuing. I think it’s too much effort for a questionable sidegrade (losing INT or SPR to do this) on content that isn’t even competitive (AoE damage).

FAQ / Conclusion

Why is Featherfoot chosen? Can I use this other class instead of Featherfoot?
Updated 1/20/22
Featherfoot was nerfed and no longer provides any synergy with summoners. The class still works fine for the build, but there are potentially better options now. Nothing stands out as overly useful aside from Chronomancer for Ignas and/or Zaura. The use of Pass will allow you to use Summoning and Morph more often, leading to more reliable use of the summon’s skills via cooldown resets. If you are using Giltine or do not like Chronomancer, any other Wizard class generally works fine. I’m not sure if there is an absolute best or any preference myself, as I’m not playing the game at this moment.

Can I snapshot my summon stats if I summon them after using my relic?
No. IMC changed this because right after they introduced relic, summoners were #1 on weekly boss raid very easily as a result of this. They had to wipe the records for the given week. When the relic buff ends, it forcefully recalculates all current summon ATK values, removing the relic benefits from all summons.

More to come here as I think of it


Excellent guide. As expected from the Lord of Titles. XD

There only a couple points that I don’t believe you touched on, so I’ll inquire about them now.

  1. Regarding stat transfer from the player character to the summons, my understanding is that the game takes a snapshot of your stats at the moment of summoning and the summons will retain those values for their duration. Is this correct?

This leads into the second question(s)…

2A. Assuming my understanding is accurate, it would be advisable to receive any buffs from party members prior to summoning, correct? Or is the transfer limited to your base stats / individually achievable stats?
2B. Can other players in your party buff or heal your summons? Or is it limited to what can be carried over from your character upon summoning?

No rush on the reply… I know you are supposed to be on break at the moment.
Information is always appreciated, particularly in this level of detail.

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Call it a stroke of luck but I randomly come back to see you posted a mega-comprehensive Sorcerer guide. Nice work man.

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That’s correct.

Yep, get buffed first before summoning, and Divine Might matters a lot, because the higher skill level increases the amount of attack stat they inherit.

Certain things work on summons, but most don’t. Mass Heal will heal your summons for example. No buffs that are useful immediately come to mind, a lot of them got removed so they don’t work anymore.

Nice guide, its good to have something like this to direct new players to

I might as well ask, would summoner also use SP awakenings to benefit from Magic Shield attribute?

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As long as you’re not in need of further defenses, then SP is the only awakening on armor/accessories that technically provides any offense, so yes.

Once you are geared up at max level, defenses for PVE are mostly a non-issue in the current game, so there would be no harm in going full SP awakenings to boost the uptime of Arcane Explosion.

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Can I snapshot my summon stats if I summon them after using my relic?
No. IMC changed this because right after they introduced relic, summoners were #1 on weekly boss raid very easily as a result of this. They had to wipe the records for the given week. When the relic buff ends, it forcefully recalculates all current summon ATK values, removing the relic benefits from all summons.

Few questions about the Immortality VV, which I did not have the chance to try out yet:

1- How exactly does the lvl4 effect work? Does it actually do what it says it does? (as in, in addition to increasing the Necro summon stats by 20%, also increasing your Spr in the f1 UI by 20%) Or is it just a bad translation?

2- What damage types do the ghosts from the Necro VV do? The same as the skeletons do without the vaivora? (I ask this because it would be a bit odd if the ghost Shadowmancer did Poison damage instead of Dark…)

3- Do you have a datamined list of the phantoms’ skill factors?

4- About the Harsh Imperator set, does it increase the damage of every skill or just your summons?

Also, a bit of a rant about the current state of summoners

I hate how imc has been handling summons. And I don’t mean the active playstyle, I think that’s a necessity tbh, but rather how gearing up a summoner is so different from any other mage.

Having to get high amounts of Spr is fine I guess, since it is an useful stat for any mage, but stuff exclusive to summoners like Isgarinti and Froster card(to a lesser extent) annoys me to no end. Basically means it’s not possible to play a summoner-caster hybrid without making one of the two be very underwhelming.

Another annoying thing (to me at least) is how Desmodus is a straight line in front of you, instead of being a huge circle around the caster or something like that. Makes mobbing-type content like CMs kind of annoying when you only deal good damage to part of the mobs you are fighting… And yes, I know you can alternate between Demodus and Gather Corpse for aoe purposes, but that doesn’t make it any less annoying.

Then there’s the fact that Sorcerer has this huge list of summons, yet only a few are viable. What could be a highly ‘adaptive’ class ends up being just zaura, ignas and giltine. And let’s not even talk about how hard it is to make a giltine card…

But oh well, I guess the current state of summoner is just the result of imc trying to railroad players into a few select builds…

All of the necromancer summons gain an additional stat in proportion to the summoner’s SPR stat. You can see this in the skill descriptions:

Soldier: 10% of SPR becomes CON for the soldier
Archer: 10% of SPR becomes STR for the archer
Mage: 10% of SPR becomes INT for the mage
Corpse Tower: 10% of SPR becomes STR for the tower
Shoggoth: 10% of SPR becomes CON for shoggoth

This increases the scaling by 20%, which increases the amount of stats they each get. It’s basically just a decent damage bonus for the archer, but I would not consider this to be a very useful effect. The sorcerer level 4 vaivora effect is much better.

They’ve been changing this around, but currently:

Soldier: Pierce
Elite Soldier: Slash
Archer: Missile-Arrow (note this is different than the normal archer, who does Pierce)
Mage: Dark


Every skill as long as you have summons.

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What Assister stats do summoners use?

Had to scroll so far just to like the post. Fantastic guide for probably the most unique set of classes in ToS. Thank you Crevox :haha:

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Generally you mainly need to be sure you have both INT and SPR. That means two devil assisters, and two insect assisters.

From there, your pool of options for the first slot are limited. Our damage types we use are so diverse, picking just one will always only affect a small subset of your damage. Our best option used to be Pierce (Baby Skiaclipse) because it benefitted both skeleton archers and Ignas, but now, the phantom archers from the Vaivora do arrow damage, so the benefits get even more limited. Dark magic (Blut) is a good option now because it benefits one of Ignas skills, your phantom mage, and your own skills. Remember that the assisters for dark boost dark magic, which means even though we do dark damage in general, it’s only going to work on damage that is not physical.

I think any setup with 2 demons and 2 insects is fine. Ideally your first slot should be either Pierce or Dark, just out of lack of any better options. If you’re using Giltine, then definitely dark.

For specific examples, these are the loadouts I used. If you don’t have Baby Skiaclipse, you can use Grim Reaper instead for a much weaker Pierce effect, and likewise, Organ instead of Blut for dark magic.



There is some potential for using Helgasercle in WBR in the first slot if you really want to experiment, because she inflicts a debuff that makes enemies take slightly more dark magic damage, but I doubt it’s better than these options. Boruta is always a good option for the first slot too for the same reason (his defense debuff), but because he’s a mutant, you’re going to lose some stats forcing him into the setup.

If you’re mainly farming, then you could also consider Littleberk because he boosts slash damage, which will work on Zaura and your elite phantom soldier, but again, he’s a beast, so it’s going to be questionable regardless. Zaura’s roar also does strike damage instead, so it’s only going to affect a subset of his damage, again. Zaura’s attacks had no type until the recent patch, so this is kinda new, so it’s up to you if you think it’s worth pursuing. I think it’s too much effort for a questionable sidegrade (losing INT or SPR to do this) on content that isn’t even competitive (AoE damage).


Very very nice guide

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Great to know they added type to Zaura’s attacks. Did IMC add type to Shoggoth’s attacks too? (IIRC it used to be melee-type just like Zaura).

Hi Crevox, good guide. Really Appreciate it, may I know without Giltine which summon is best for Bernice? Ignas is extremely slow for creeps and Zaura is weak at boss. I am stuck at Stage 50.

hi crev Owo/ i want to add that you can also use morph as a versatility factor.

with the main card as anti-mob, and the secondary as anti-boss.

it’s handy when you enter a dungeon that dont let you change the cards in your grimoire.

especially when you have the wicked desire vvr, you can have 2 anti-boss summons at once

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Yep. His main auto attack is strike, while his other attack is pierce.

I only did bernice a little bit since the update, but I used Zaura almost all the way. You can do something like Ignas in the first slot and Zaura in the second slot. Start bernice with Summoning → Morph, then just use Zaura with Evocation until the boss, then swap to Ignas.

The main strategy for summoner in higher tiers of bernice is to make heavy use of Isgarinti. If you purposely wait for lots of monsters to spawn on top of the boss, and then use Isgarinti and hit them all, the boss will get shredded by all of the AoE damage. The only thing you need to worry about is survival. This strategy is competitive with linker in terms of ranking highly in bernice. You don’t need to do it to get high level aether gems though, you can just do standard strategies once you get geared enough.

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Hey Crevox, awesome guide. I have it bookmarked so I can reference it. I know summoner probably (maybe?) isn’t the best to level with but I’d really like to level as one, could you recommend a leveling build using summons? If not the one you have listed anyways. Thanks for any help!

Edit: Should add that this will be my second character, I’ve only been playing for about a week but tend to play supports (main is Cleric) and summoner/pet classes in every other game.

You can just play the build as is, picking the classes in the order you prefer. I will agree and say that leveling as a summoner will be slower or more difficult than other classes. This is mainly due to the fact that it’s difficult to get enough SPR stat to fully transfer your attack and other stats to your summons, resulting in them feeling weak. This is on top of the fact that the skill points in all of their skills scale the power of summons extremely well (including Desmodus/Gather Corpse), so it has a high power curve.

All the summoner specific gear is also near max level as well, and it is more important for the functionality and power of summoner than other classes. Nonetheless, it is still playable and enjoyable. Just don’t get discouraged if you feel the summons are weak while leveling, as that is going to be the case for the reasons above.

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