Here’s a complete list of every ability for the Summoner in Final Fantasy Tactics: The Ivalice Chronicles – JP costs, unlock requirements, and what each one does.

In Final Fantasy Tactics: The Ivalice Chronicles (FFT), your character picks one job (class) and then evolves into different jobs as you level up. The more advanced the job, the better stats, abilities, and power you gain. In FFT, you earn Job Points (JP), which act as experience. Every action you take earns you JP for your current job.
The Summoner Job is one of the best for huge area (AOE) damage, but it cost a lot of MP to summon monsters. In this guide, we show you all for the Time Mage Job and explain all the abilities so you can pick the right ones!
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Overview of the Summoner Job
To unlock the Summoner, you need to reach Level 2 with Chemist, Level 3 with Black Mage, and finally Level 3 with Time Mage. Summoners call forth powerful entities that deal wide-area damage or offer powerful support effects like healing or buffs. While they require long charge times, their unmatched range and power make them a top-tier caster class throughout most of the game.
Why Use a Summoner:
- Massive AoE damage spells that hit multiple enemies, even through walls or terrain.
- Longest range magic in the game.
- Includes powerful support summons like Carbuncle, Moogle, and Golem.
- Essential for unlocking Bard and Calculator (War of the Lions).
Pro Tips:
- Summons ignore line of sight and height, abuse this to hit enemies behind cover.
- Use Moogle for early AoE healing, it has no Faith requirement.
- Golem is one of the best defensive skills, absorbing all physical damage until it breaks.
- Combine with Quickness (Time Mage) to drastically reduce cast times.
Summoner Ability List
Below are the abilities for the Summoner Job in Final Fantasy Tactics: The Ivalice Chronicles, including Action, Reaction, Support, and Movement:
| Name | JP Cost | Type | Effect |
|---|---|---|---|
| Moogle | 120 | Action | Restores HP to allies in a large AoE. Faith-independent healing. |
| Shiva | 160 | Action | Ice-elemental AoE damage. |
| Ramuh | 160 | Action | Lightning-elemental AoE damage. |
| Ifrit | 160 | Action | Fire-elemental AoE damage. |
| Titan | 200 | Action | Earth-elemental AoE damage. |
| Golem | 400 | Action | Absorbs all incoming physical damage until HP pool is depleted. |
| Carbuncle | 200 | Action | Casts Reflect on all allies in range. |
| Cyclops | 400 | Action | Non-elemental, high-damage AoE spell. |
| Odin | 400 | Action | Wide-range, high-speed AoE spell with armor-breaking effects. |
| Leviathan | 600 | Action | Water-elemental wide AoE damage. |
| Salamander | 600 | Action | Fire-elemental, extremely wide AoE damage. |
| Bahamut | 1000 | Action | Massive non-elemental damage in a huge area. No Faith resistance. |
| Sylph | 180 | Action | AoE spell that may inflict Silence. |
| Faerie | 300 | Action | Heals HP in a wide area. Stronger than Moogle. |
| Lich | 500 | Action | Deals damage to all enemies and may cause Dead or Undead. |
| Critical: Recover MP MP Restore | 400 | Reaction | Restores a large portion of MP when critically wounded. |
| Halve MP | 400 | Support | Halves MP cost for all abilities. |
| None | — | Movement | Summoner has no native movement ability. |
Tips for Unlocking and Using Summoner Abilities
The best way to unlock the Summoner is to pick the Chemist at level 1. You can unlock Black Mage after 2 levels as a Chemist. Make sure to spend your JP on Potion and Phoenix Down as a chemist, it will help you. After you learn Fire and a basic spell from Black Mage, reach level 3 with that Job. At this point, you can learn Time Mage. Level Time Mage to 3 and learn Haste. Finally, you can use the Summoner.
If you want to power level the Job, swap back to Squire and learn JP Boost support ability. Also, learn Focus from Squire. You can then enter a easy to win battle in Mandalia Plain. Then get down to one enemy and repeatedly cast Focus each turn to rapidly increase your JP.
Below are some other tips and tricks for Summoner Abilities:
- Moogle + Faerie provide reliable healing, especially when you don’t have a White Mage.
- Bahamut, Leviathan, and Lich are devastating, use them to clear groups or boss adds.
- Carbuncle + Golem offer amazing party-wide protection and utility.
- Pair Halve MP with high-cost casters (like Arithmetician or Summoner itself) for long-term sustain.
- Quickness + Summoner is a meta-defining combo that makes even the slowest spells viable.
- Take advantage of their no line-of-sight restriction, you can cast through walls and terrain effortlessly.
More Final Fantasy Tactics – The Ivalice Chronicles
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