Ffxiv How To Become Summoner

As of Shadowbringers there are a number of important changes to how pets now function:

  1. 'Go to the Arcanist's Guild in Limsa Limsona and complete the level 30 Arcanist class quest. After that quest is complete the quest to become a Summoner will unlock which will grant you the Summoner's Soul Crystal which you equip to become a Summoner.'
  2. FFXIV: Changing your look easily using Glamour Plates. In Final Fantasy XIV, players can change how armor looks by using Glamour Prisms, but doing so every time you change a piece of equipment can get tiring. In this guide, we'll take a look at how to save multiple outfits and apply them to.
  • Pets no longer take damage from cleaves & AoEs. They cannot die.
  • Pets can now be placed next to enemies without aggroing them.
  • Pets can no longer hold aggro and tank. All enmity is transferred to us.
  • Pets can no longer be set to the Sic to automatically use their abilities on cooldown.
  • Sic is now what Order used to be. It is only used for engaging and swapping targets.
  • Pet abilities are no longer on the pet bar. They are now Egi Assault spells on the GCD.
  • Egi Assaults start with 2 charges with a cooldown of 30s to recover a charge.
  • Being spells on the GCD means their cooldown can be reduced by Spell Speed.
  • Being on the GCD also means those abilities cannot be used while casting other spells.

Summoner is a Disciple of Magic ranged DPS job. 1 Description 2 Requirements 3 Trainers 4 Aetherflow & Trance Gauges 5 Actions 5.1 Pet actions (Garuda-Egi) 5.2 Pet actions (Titan-Egi) 5.3 Pet actions (Ifrit-Egi) 5.4 Role actions 6 Traits 7 Quests 8 External links The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. There are two ways to unlock the Summoner in FF14. The first is to simply start the game as the Arcanist class. This is the level 1-29 equivalent of the Summoner and Scholar Jobs — and will be able to upgrade to both of the full Jobs at level 30.


When potencies are discussed below keep in mind that pet potency is not 1:1 with player potency but as of 5.1 they all share the same scaling of ~82% of a player.

Ghosting Actions

With Egi-Assaults granting 4 Further Ruin stacks and us now manifesting a Demi-Summon every minute it’s very important for Summoners to not ghost Egi command actions.

This typically happens when overloading the pet queue, or, when using Egi Assaults (EAs) and/or Egi command actions then proceeding to summon Bahamut, Phoenix or swapping to another Egi.

If you find yourself in a situation like this you can delay and wait for EAs and the command actions to properly resolve before proceeding with casting a new pet.

It is never worth it to be hasty and ghost the actions entirely. Losing EAs, Further Ruin stacks, Enkindles and Devotion casts is a sizeable DPS loss to you and your party.

Known Bugs

  • Duplicate Pet Command actions

Due to the mysteries of Pet AI always causing action dupe bugs for many years, in Shadowbringers certain pets can occasionally cast an extra pet commands.

It has been accepted as a bug on the Official Forums.

  • Pets not respawning during encounters

Due to high actor counts in instances there were certain timings where player pet entities would not spawn forcing a resummon later.

While it was fixed for E6N/E6S it has been seen in Memoria Misera (Ex).

Official Forum bug report.

Summoned with Summon III, Ifrit-Egi’s melee GCD Burning Strike hits a single target for 80 potency. This makes him the go to pet for single target and 2 target fights.

With Ifrit being a melee pet he will do his best to follow enemies as they move, however, if you are out of range while finishing up a Demi-summon window he will respawn nearby you causing him to the required distance to be in melee range again. To mitigate this try to be as near to the enemy as you can.

Assault 1: Crimson Cyclone

Crimson Cyclone is the strongest single target Egi Assault 1 with at 250 potency.

With Shadowbringers it no longer has a stun making it purely for single target damage.

As a measure of further uptime quality of life for Ifrit-Egi it would be nice for Square Enix to consider reworking this action to be a gap closer so that Ifrit can return sooner to a boss sooner after respawning at a distance following a Demi-summon window.

Assault 2: Flaming Crush

Flaming Crush is a melee range AoE centered around Ifrit dealing 250 potency to the first target and 125 potency to all other targets.

For single target it is equal to Crimson Cyclone but for 2+ targets it is the weakest Assault 2 among all Egis.

While Titan’s Mountain Buster is on paper +100 potency better at 2 targets by being 250 potency/target with no fall off, in practice there is a cost in the pet swapping in Burning Strikes delayed, lost and substituted with Rock Busters.

In such a scenario you are likely to lose 2 Burning Strikes and are expected to replace an additional 2 with Rock Busters while waiting for 2 Mountain Busters to resolve. While there is the +200 potency gain, there is an effective cost of (-80-80-20-20), or -200 potency cancelling the gains out. That said, there can be the cases where one Ifrit GCD is lost if things are timed right making the two target gain effectively 80p. Prolonged use of Titan over Ifrit will become a further DPS loss.

Enkindle: Inferno

Inferno is the only cone Enkindle. It hits for 300 potency immediately while applying a DoT on each target for 20 potency/tick for 5 ticks dealing a total of 400 potency/target.

At 5 yalms cone is fairly small in spread and range meaning when trying to hit multiple targets it is possible to miss them with a bad angle for the cone. This makes Ifrit’s positioning and where he is facing important in order to deal the most 2 target Enkindle DPS.

The DoT status can sometimes visibly disappear on a target’s status list. Do not worry as the DoT is still on the target dealing damage.

It happens when you have the following setting turned on and pet swap usually to a Demi-summon after landing Inferno:

Turning it off will stop the vanishing behaviour, however, if you keep the setting on you can still observe your pet’s statuses on an enemy with Focus Target (Shift + F by default).

Summoned with Summon, Garuda-Egi’s ranged GCD Wind Blade hits for 30 potency per target with a cleave radius of 5 yalms. With this in mind it requires 3 targets or more for Garuda’s GCD sustain to be stronger than Ifrit-Egi’s Burning Strike.

Being the ranged Egi it is possible to consider Garuda as the pet of choice if Ifrit’s uptime is suffering tremendously due to enemy movement or having to target swap across longer distances.

However, it requires Ifrit’s single target uptime to be < 37.5% (< 75% with 2 targets). In all current cases this never happens meaning for the time being there are no instances where we swap to Garuda for single target uptime reasons.

One thing to be mindful of when using Garuda-Egi is that where she is facing can dictate how long it takes for her to spool up her Wind Blades. If she is not facing her target already she will have to turn before she can cast.

Another thing to be mindful of is that Wind Blade has a 1s cast time making her weaving of Egi Assaults a bit clunkier than with the melee Egis with instant GCDs. #MakeWindBladeInstant

Lastly with her being at range be mindful of her placement with regards to a party so that you buff them all with Devotion. This can matter in dungeons where she can fall behind relative to trash packs are being pulled to.

Assault 1: Aerial Slash

Aerial Slash is the only AoE Egi Assault 1 among all pets.

At 150 potency/target it is a gain at 2 targets over Ifrit’s Crimson Cyclone by 50p.

However, the cost from losing autos by changing pets and Wind Blade being 20 potency less at 2 targets than Burning Strike makes Garuda-Egi a DPS loss at 2 targets.

Best used against large add packs.

Assault 2: Slipstream

Slipstream is the only ground AoE Egi Assault among all pets.

It creates a Gale Enforcer ground AoE with a radius of 5 yalms centered on the target dealing 50 potency directly then 50 potency per tick for 3 ticks (9s) for a total of 200 potency/target that remains in the ground AoE.

This may seem inferior to Titan’s Mountain Buster dealing 250 potency/target, however, ground AoEs have a special quirk where the majority of the time they will perform an immediate instant tick as the ground AoE appears separate from its core tick timer meaning most of the time Slipstream will deal an extra 50 potency/target for 250/target total.

It does have some very important limitations:

  • There can also only be one Gale Enforcer active at a time.
  • The Gale Enforcer ground AoE can only persist if Garuda-Egi is present.

Casting Slipstream again will replace the existing ground AoE with a new one instead of stacking two together.

In order for 2 Slipstreams to do their full potency per target it takes 2 full 9s durations or 18s total making it more for sustained AoE damage. These do not have to be back to back, however, do not apply the second one before the first one finishes.

If at any time during the ground AoE’s duration she is swapped with another Egi or swapped out by summoning Bahamut or Phoenix the Gale Enforcer will despawn without fail. Swapping Garuda-Egi out before the Gale Enforcer finishes can be a DPS loss.


Be mindful of these quirks when using Garuda-Egi for AoE encounters.

Enkindle: Aerial Blast

Aerial Blast is the highest burst Enkindle as a ranged target AoE dealing 350 potency/target with radius of 5 yalms while not having a DoT component.

Due to being a target AoE circle it is the easiest Enkindle to resolve against an add pack provided you pick a sensible target as the center.

VS Ifrit’s Inferno it is more DPS if things would die in < 3 Inferno ticks, or 7-9s.

VS Titan’s Earthen Fury it is more DPS if things would die in < 2 Earthen Raze ticks, or 4-6s.

When considering what comes out ahead in total damage be sure to factor in pet swap costs and any other pet damage source differences. There is always more to it than just which Enkindle comes out ahead.

Summoned with Summon II, Titan-Egi’s melee range GCD Rock Buster hits for 60 potency every 3s. Because of this his GCD sustain is 75% of Ifrit-Egi’s meaning that for single target DPS purposes Titan-Egi is strictly worse than Ifrit.

This is further reinforced by Titan’s inability to produce more than 2 Further Ruin stacks per minute due to his Assault 1 not dealing any damage. As a result this is a DPS loss from a lack of Assault 1 damage and fewer Ruin IVs.

However, his Assault 2 is one of the strongest to use for AoE so it can be a good thing to bring him out briefly with that in mind.

Titan’s other strength is present in the sheer defensive mitigation he provides to the Summoner making the job one of the more durable DPS jobs to learn encounters with.

Assault 1: Earthen Armor

Earthen Armor is unique among all Egi Assaults in that it is the only one that deals no damage with a pure focus on player mitigation. It provides a shield to the Summoner for 30% of their maximum hp with a duration of 30s while having a cooldown of 30s.

Due to Earthen Armor not dealing any damage it will never provide a Further Ruin proc meaning that you can only gain 2 Further Ruin stacks a minute after Lv. 74.

Before Lv. 74 Titan-Egi will never provide Further Ruin stacks.

It cannot be emphasised enough how much of a mitigation boost this is for Summoner where previously the job had nothing. It is a 4x more frequent Manaward at a DPS cost making Summoner one of the safest DPS jobs to prog and learn encounters on. Paired with the ability to raise it’s an incredibly potent progression toolkit or for when farm runs are being extremely messy.

Due to also being a % function it is also potent in solo play especially in older content where Echo pushes our max HP even further but suffers against more current content when undergeared. In that particular case it is still better than nothing.

Assault 2: Mountain Buster

Mountain Buster stands out among the Egi Assault IIs in that it is the strongest EA for immediate AoE damage at 250 potency/target without falloff.

In comparison to Slipstream, it is always guaranteed to do 250 potency right away which makes it have interesting considerations to be used for AoE burst given that you can cast 2 Mountain Busters within 3s for 500 potency/target total.

Conversely, in 3 seconds 2 Slipstreams may do 150-250p total, the equivalent of up to just 1 Mountain Buster. Remember that for 2 Slipstreams to do their full potency per target it takes 18s worth of Gale Enforcer pulses (2 * 9s) with all entities remaining in the ground AoE radius.

This means that depending on how long multiple targets survive for, having Titan-Egi out briefly for 2 quick Mountain Busters can be the correct call for AoE burst before swapping to Garuda-Egi especially if party buffs are present even with the cost to pet GCDs from the swaps.

Being an AoE centered around Titan be mindful in that he spins on the spot and reaches his targets. If targets move out of range he can miss them entirely resulting in a DPS loss.

As always be mindful of how long add packs live for while thinking about your cooldowns.

If you are using Mountain Busters for AoE/dungeon packs be sure to swap back to Garuda-Egi right away afterwards. Prolonged use of Titan-Egi will be a DPS loss.

Enkindle: Earthen Fury

Earthen Fury is the only ground AoE Enkindle leaving behind a very noticeable magma puddle. It hits for 300 potency immediately with the puddle ticking for 20 potency/tick for 5 ticks dealing a total of 400 potency/target.

Being a ground AoE most of the time an extra immediate instant tick will occur so we can treat the on hit damage as 320 potency (300 + 20) where with the extra tick the total is in fact 420 potency/target. This makes Earthen Fury the strongest hitting Enkindle overall on paper.

Keep in mind that should a target jump Titan will still try to resolve the Enkindle where he is positioned as like with Mountain Buster it doesn’t technically require a target thus leaving a puddle in the middle of nowhere.

  • Use Ifrit for 1-2 targets
  • Use Garuda for 3+ targets, don’t waste Slipstreams with pet swaps
  • Use Titan for early prog, survival in a pinch and the occasional AoE burst
  • Watch out for pet positioning when it matters. Place/Heel are your friends

HELLO IT IS I, THE ALLEGEDENDARY TSUNDERE IMOUTO. I graduated! Wooo. Which means I have been playing lately, so, much of the advice in this guide has been updated to help with practical experience. I hope it is useful to you!

The two goals of this guide are:

  1. Give you some structured rotations to practice. Summoner is more about when to do things than what to do. I want you to focus on this as a goal if you are playing Summoner as an alt job or just picking it up from scratch starting at level 70.
  2. Teach you how to mix up this flow when needed and analyze what your options are at each position in your rotation. I want you to focus on this goal if you are here as a Summoner player with some practice in savage already looking to boost your numbers higher than they are.

If you are looking for a more concise and visual introduction to Summoner in savage raids, I encourage you to use Koda’s visual guide.


  1. Ifrit or Garuda?
    1. Short Answer: Garuda
    2. In 4.4, Radiant Shield got nerfed. Garuda and Ifrit were already pretty close. Garuda is better now in all cases if you manage her Contagion properly. If you do not line contagion up properly, Sicfrit is still better.
  2. What gear do I need for summoner?

Build towards one of these two options:

  1. Check out this minimum spell speed build if you have very low ping and are very practised at bahamut timings. Low spell speed will require you to use addle during bahamut to get 11 wyrmwaves unless your ping is extremely good.
  2. If you want a less strict rotation with slightly less max DPS potential, check out this moderate spell speed build.


The general structure of the Summoner opener follows this pattern.

  1. Burn the first set of Aetherflow in your pool and enter DWT ASAP.
  2. Weave oGCDs (Rouse, Shadow Flare), space out pet abilities to avoid conflicts.
  3. Line up your big stuff (death flare, enkindle, tri-disaster, and festers) into as many overlapping buffs as possible.

Openers are no longer contingent on whether you want a slow or fast bahamut; we now know ways to get 11 wyrmwaves without needing tri-disaster, and so now openers are optimized per-fight and for latency reasons.

Opener #1: Fryte & Puff’s Opener — 3rd GCD Shadow Flare, Delayed Contagion

Because Garuda is the main pet of choice, if you choose to use her pet-swapping in the middle of your opener is no longer necessary. I recommend this opener for the general-case, but you may use a different opener depending on fight. However, this gamut of abilities comes with its own challenges, so let’s break them down.

Flaming Crush?: For the Sic to work later in the opener, you have to get Flaming Crush on cooldown. Why? Weird pet AI. Don’t target the boss when you press Flaming Crush.

Radiant Shield Timing: The sequence shows casting Radiant Shield after summoning Garuda, so what gives? Summoning Garuda takes 3 seconds, and you can still instruct Ifrit to do things during this cast, so you simply tell Ifrit to cast Radiant Shield halfway through your Summon Garuda cast.

Sic? Why is there an asterisk?: Sic gets Garuda to cast Contagion much faster than spamming it yourself would! You’ll tell Garuda to Sic’em roughly sometime between Painflare and Shadow Flare. However, because we instructed Garuda to use Devotion briefly before this, we need to make sure she’s actually cast it, the darn little bugger. If you press Sic too early, Garuda will cancel Devotion, so make sure to experiment with your own timing.

Opener #2: Takoyaki Sicfrit Pet Swap

This opener is an updated version of the guide’s old openers. I strongly don’t recommend it, but if you’re stubborn, it’s an option. Garuda is better even for personal DPS.

If you want the full breakdown on why things happen where, and what this opener is good for, go check out Nemekh’s breakdown of the Takoyaki Opener.

I don’t recommend this opener, but if you insist on using ifrit and not learning garuda, this is provided for you so you have a decent opener. (but learn garuda)


Summoner has two golden rules.

  1. Keep DoTs on the boss
  2. Cast Aetherflow every minute

Summoner’s kit consists of many, smaller mechanical priorities (I call them minigames) that together dictate what your immediate action should be. Playing summoner well means to build these many smaller, flexible minigames around the two rigid golden rules.

Summoner’s minigames:

  1. Casting the maximum number of ruin 3’s and 4’s without triple weaving.
  2. Knowing when and how to spend 3 stacks of aetherflow every minute.
  3. Identifying when to Dreadwyrm trance for maximum possible movement.
  4. Setting up Dreadwyrm trance to reset your tri-disaster instead of manually casting DoTs.
  5. Milking as many wyrmwaves as possible out of Bahamut (11).
  6. Using Rouse, Dreadwyrm, Bahamut and Aetherflow without locking yourself out of any.

To this end, you cannot learn to be a very good summoner by practicing an exact sequence of skills. Playing summoner optimally in raids means molding the unique flexibility of these smaller priority systems to your advantage. I tend to frame rules of thumb relative to the two rigid timers (Aetherflow, DoTs). Use them to guide your decision making moment to moment.

Rules of thumb per-minigame relative to Aetherflow / DoT timers:

  1. You should always cast Ruin 3 if you are standing still. Learn to slidecast to expand the opportunities to get more of these Ruin 3’s in. When you get a Ruin 4 proc, use it immediately; The longer you wait, the higher chance you’re missing more procs.
  2. Festers should always be cast within the 15 second window of Contagion, just after your mid-cycle Dreadwyrm Trance. If Bahamut is ready to cast, save Aetherflow in your pool until you summon Bahamut, so you can use the festers to get extra Wyrmwaves.
  3. You can flexibly cast your 2nd Dreadwyrm Trance any time your DoTs on a target are at 16 seconds or fewer remaining simply by holding the reset tri-disaster until the DoTs are just about to fall off instead of casting it as soon as it is reset. 1st DWT should line up with Contagion, and so must be used more strictly for optimal dps.
  4. If you get Aetherflow into your pool with at least 15 seconds remaining on your dots, you should burn through your festers ASAP to enable Dreadwyrm Trance -> Tri-Disaster instead of manually resetting DoTs.
  5. Don’t cast Bahamut unless you have 3 Aetherflow waiting in your pool to use for Wyrmwaves. If you have low spell speed (>=2.46sec GCD) you need to use Addle with Bahamut to get 11 Wyrmwaves.
    1. Rouse as early as possible before Bahamut (usually ~15 sec before).
    2. Bahamut at least 40 seconds before Aetherflow comes off cooldown.
    3. Dreadwyrm Trance at least 16 seconds before Aetherflow comes off cooldown.

The summoner 2 minute cycle happens in four distinct 30 second phases. You enter this cycle when you cast Bahamut at ~70 seconds, no matter which opener you use.

  1. Bahamut Setup & Bahamut
    1. Cast Rouse as soon as it is off cooldown from the opener. (~16 seconds before Bahamut).
    2. Cast Contagion 1-2 seconds before casting dots (if on Obey).
    3. Manually cast your dots right as they are about to fall off.
    4. Cast Aetherflow, Summon Bahamut and do the sequence.
    5. You must follow an extremely specific sequence of skills to ensure 11 wyrmwaves without using Tri-Disaster. (At bottom of cycle)
  2. Post-Bahamut downtime:
    1. Cast Tri-disaster just as dots are about to fall off.
    2. Cast Ruin 3 a lot.
    3. When your Aetherflow has ~16s on cooldown remaining, Dreadwyrm Trance.
  3. 1st Dreadwyrm Trance
    1. Cast Ruin 3 a lot.
    2. When dots have 5 seconds remaining, cast Contagion (if on Obey).
    3. Weave Tri-Disaster inside of DWT in the last GCD, after Contagion lands.
    4. Deathflare, then once you Aetherflow, we move to Aetherflow & second DWT.
  4. Aetherflow moves & 2nd Dreadwyrm Trance
    1. Burn through festers ASAP to take advantage of Contagion.
    2. Dreadwyrm Trance for Tri-d reset to refresh DoTs.
    3. Cast ruin 3 a lot.
    4. Once we deathflare, we rotate back around to Bahamut Setup.

There are a couple different Bahamut Sequences you can choose from, but baaaasically…

Aaaand use this one once you’re out of prog if you’re a greedy bastard with low Spell Speed:

IMPORTANTLY: For ANY of these to work, you MUST cast Summon Bahamut LATE in the GCD preceding this sequence. It’s put after Aetherflow in all of these for good reason. Even if you miss it after Aetherflow, you must cast it after about ~1sec has elapsed in your weave.

Ffxiv Summoner Quests

ROUGH Timeline:


Optimally taking advantage of AoE phases is one of the hardest things about playing Summoner. Unlike other jobs whose AoE rotations revolve around spamming “that button” that deals AoE damage, Summoner has a large variety of options.

AoE for summoner has a single golden rule that you need to constantly consider:

How many seconds do I have until some or all of the enemies I’m AoEing die?

The difficulty of this question compounds because the better you do in AoE, the faster they will die, and the shorter you will have. To illustrate the importance of this rule, let’s consider an example: There are 5 enemies, and they will all die in 20 seconds, or 8 GCDs.

But, before we get started, know this: any restrictions to Bahamut like “Only bahamut when you have Aetherflow available! Make sure tri-disaster is up for bahamut!!!” do not apply in AoE situations. If Akh Morn can hit even just two targets, it is worth it to Bahamut out of sync of your regular rotation.

We have 3 aetherflow in our poolBahamut is half-charged

GCDRuin 2Tri-BindRuin 2Tri-BindRuin 2Tri-BindTri-BindTri-bind



So, let’s approach this from a basic PoV. We’ll use our aetherflow to Painflare the things, then enter Dreadwyrm Trance and cast our super-buffed Tri-Bind. Since we can see they’re gonna die by the end, let’s swiftcast an extra tri-bind in there and cast death flare.

In total, we get ~6000 potency! Wow, that’s quite a lot! But… what’s a shame about this, is just as we generated a Bahamut (and therefore, a 600 potency AoE Akh Morn), all of the adds died. But, because Summoner is relatively flexible, we can just immediately death flare as we enter Dreadwyrm trance, right?

Well… we probably should do that, but losing those high-potency Tri-Binds is an awful shame. So, let’s recognize something: the main gridlock that held us back for the first 10 seconds is waiting for painflare’s cooldown. We had to cast weak, unbuffed Tri-Binds to space out the cooldown. So… how about we change one of those Painflares to a Bane? That way, we don’t lose any time in dreadwyrm trance, and instead buy 5 extra seconds by cutting something less valuable to us.

GCDRuin 2Ruin 2Ruin 2Tri-BindTri-BindTri-BindRuin 2Ruin 2



*5 ticks of bane on 5 enemies ~= 1900 pot

This time we did 9190 potency by rushing through stuff! We gained nearly 3000 potency by changing one painflare to a bane because of the state that we were at. The tricky part about summoner is… what if Bahamut isn’t about to be ready? What if I don’t have Aetherflow? What if DoTs aren’t available to spread and I don’t have tri-disaster? The most terrible thing about this example is by rushing out more damage faster, the adds might die before your akh morn anyways simply because you’re killing them faster. AoE sucks!

There are so many variables to account for. It’s remarkably difficult to decide what the best sequence of actions. But, for me, I think the #1 indicator of success is being able to realize how long it will take to get to your big burst windows (death flare, akh morn) and simply starting to rush towards them within 5-7 seconds of when you think enemies are going to die.

As for the controversial question: is Bane worth it?

I’m not a mathemagician who can prove it to you with walls of text detailing exact comparisons. Since the Tri-Bind change to Dreadwyrm trance, it means that rushing towards Dreadwyrm trance as fast as humanly possible is incredibly valuable. So… if only to that end, yes. Bane is useful, but only because it allows you to DWT faster, which in turn allows you to cast 70pot Tri-Binds and Deathflare, which in turn can generate a Bahamut for you.

Tips, Tricks, and Strategies for Optimization:

This is the section for Summoners who are already quite skilled, and are just looking to get a small amount of extra damage out of their kit to push to the next level. If you are still on fundamentals, you can read this section, but keep in mind working really hard to get these things down is going to give you a lot less bang for your buck than working really hard on the fundamentals.

  1. Actually use infusions of intelligence (and food).
    1. I shouldn’t have to say this, but so many people neglect this or buy weaker potions. Use them, sometimes even twice or three times a fight. Summoner is so reliant on burst phases and snapshotting, it is unexpectedly important.
  2. If you are nearing the end of the fight (5% on boss or less) and you still have a Dreadwyrm trance, use it even if it is out of Sync. Your first priority should be rushing out Bahamut and ending the fight when the 2nd Akh Morn goes out.
    1. Gain: 500pot-700pot depending on when fight would end.
  3. If a boss becomes untargetable just before Bahamut, or when Bahamut would be summoned, wait to use Bahamut until afterwards, and swap Tri-Disaster’s position in the Bahamut rotation with the first fester instead.
    1. Gain: worst case: 200 potency. Best case: ~1000 potency.
  4. Keep Contagion aligned with Trick Attack. If there is downtime, communicate and re-align, or plan before the fight.
    1. This is a big, big deal. You’re lining up your big stuff with contagion, so if you keep the two synched up, your big stuff has a 21% buff instead of just 10%.
  5. Prioritize keeping Contagion aligned with your Death Flare and Tri-Disaster over keeping it aligned with festers.
    1. Tri-Disaster and Death Flare have higher potencies than Fester, and so are more important to fit within the 10% buff.
  6. Obey Garuda directly after each Bahamut and ensure air slash is desynced from contagion (i.e use it manually when contagion’s cd is 25sec or lower), then sic Garuda and she will use contagion much faster when it comes back up.
    1. This will help get more consistent contagion timings!
  7. If a boss is about to become untargetable for a sufficiently long time (30sec+) rush through a Dreadwyrm trance early and just pocket the Tri-Disaster reset for later
    1. Gain: It’s hard to say, but this is a strategy I use to keep my Aetherflow cycling properly. The goal here is to spend aetherflow far in advance so you can use it during the downtime and not be wasteful.
  8. If Potion will only come up twice in a fight (The fight is 9 minutes long or less), save your second potion for a bahamut phase
    1. Gain: Depends on when you’d have used your potion otherwise.
  1. If big AoE phases are coming up, halt your rotation just before the 2nd DWT phase. The best case scenario for AoE for summoner is having 3 aetherflow in pool, aetherflow off cooldown, and Deathflare/Bahamut readily available to be rushed to.
    1. Gain: like a fucking billion potency, if the AoE phase is significant enough basically just say “screw it” to your original rotation and resync afterwards. This is mostly an fflogs thing because the boss might not die any faster though.
  2. If AoE phases are coming up, save Enkindle for them
    1. Gain: ~200 potency / add
    2. Smaller gain than #9, but also doesn’t mess up your rotation.
    3. If you are in the last couple minutes of the fight, you can also save Rouse to boost that Enkindle some more. But desyncing it earlier in the fight generally isn’t worth it.
  3. In the case of two targets that take a while to die (v3s white flame, apanda, iron knight) manually cast DoTs on them instead of using Bane to spread.
    1. Gain: ~180pot, a bane turns into a painflare ideally.
  4. In the case of an add that spawns right by a boss, but is then quickly pulled away, try to time a Dreadwyrm Trance such that Deathflare is available for the split second both mobs are close enough to be hit with it. You can do this with Enkindle as well, but is much harder due to the delay.
    1. Gain: 400potency
  5. Mana Shift your Bard whenever he casts Foe Requiem
    1. Mana is basically endless since 4.1, so this is just a strict gain, but the actual amount depends on how much group damage you are doing.
  6. Most fights have downtime. In each of those downtimes, you should summon ifrit, use Radiant Shield, then resummon/swiftcast Garuda before the boss returns.
    1. On Omega M/F in Savage, you can get 3 Radiant Shields in while still getting all your Contagions, since you have ample time to swap pets back and forth when the boss splits and each time they do the number dashes.
    2. Credit to u/HarkiniansDinner for the tip!
  7. Do Not send Tsundere Imouto on Coeurl 1,000,000 gil attached to a letter that says “Anime is garbage (and so am I)”
    1. Last time this tip didn’t work very well, so I’m trying reverse psychology.
    2. Gain: I’m in my last semester of college and I took hours out of my life to write this guide so basically I’m a saint, which buffed the karma gain to 1000-2000.


This could be a whole guide on its own. Ironically, it’s extremely subjective. I’m not going to tell you precisely how to build a UI, only that if you are using the default UI and Keybinds you probably need to seriously re-evaluate how difficult you are making the game on yourself. Some core principles for Summoner I recommend you adhere to:

  1. Put a hotbar with Aetherflow and Tri-Disaster near your target bar that holds DoT timers.
  2. Create an organized hotbar that contains all of your longer cooldowns. This hotbar (or multiple, side-by-side hotbars) should have AT LEAST:
    1. Aetherflow
    2. Tri-Disaster
    3. Contagion / Radiant Shield (depending on which pet you use, or both)
    4. Potion
    5. Shadow Flare
    6. Rouse
    7. Enkindle
    8. Devotion
    9. Swiftcast
  3. Try to maximize the space in front of your character by raising your third person camera angle (Character config -> Control Settings -> General -> Scroll down to bottom). Space behind your character is basically lost real estate you could have to watch mechanics.
  4. Stick your buff bar (where Aetherflow, Devotion, etc show up) next to your other things.

My UI is really weird and I don’t necessarily suggest you recreate it, but if you are interested in what it looks like in practice, check it out here.

Credits & Resources:

So this time, instead of writing my own guide, I basically just lifted a bunch of the work from the great people over in The Balance discord. I have to especially thank three people in particular.

Ffxiv Summoner Rotation

Nemekh has done a bunch of work theorycrafting and mathing stuff in the channel.

Fryte who has been consistent in trying things out, creating openers, mathing pet options, etc. I’m not sure there’s a single thing Fryte didn’t have a hand in somehow.

And lastly, thanks to Super Puff or Elevation Xx or whatever your name is now; he’s the boy with the big dps who puts a lot of these techniques into practice, answers questions with frightening regularity, and was responsible for outfitting most of the new bahamut rotation tech.

For other resources, I recommend:

XIVAnalysis a tool to automatically look over your logs and point out glaring issues with them.

Koda’s image guide to Summoner, a more approachable step for beginning Summoners.

The Balance FFXIV Theorycrafting Discord. Ask questions about stuff not in the guide here!