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Summoner PvP Build Guide


Introduction

The Summoner is Lost Ark's summoner mage class that calls upon Ancient Spirits and Pets to help control the battlefield. This class has a lot of shortcomings, but it'll be up to the user to reach the class's full potential.

As a Summoner, you'll be able to call forth 2 controllable Pets that will help you with skirmishes. When left alone, this has the highest damage potential in the game. With great damage, however, the class struggles with mobility and defense. This class is very easy to get into with a low floor but can feel very limited when it comes to harder games. Harness the Ancient Spirits. Destroy the battlefield and become the Master Summoner.

This article assumes you have a Character with a minimum level of 26 before transitioning to it. Check out the Summoner Leveling and 1-50 Leveling guides to reach Level 26.

Check out the General PvP Guide for a better understanding of the arena systems in place.

Difficulty
Low
Mobility
Low
Survivability
Average
Damage
Very High

Core Skills

  • Steed Charge Great low CD skill for peeling/defense. This skill could lead to a lot of follow up combos due to the nature of the Knockups.
  • Released Will Self defense peeling skill. Can be used aggressively if you are looking to peel a channeling skill or for another Knockdown.
  • Winged Spirit One of your only true skill where you'll have priority as a Summoner. This is a great skill that can be used to catch opponents and can lead to follow up combos with Maririn and/or Pauru. This skill can be fake casted as well and be used for the first tick if needed (just hold it for a second before letting go of the skill).
  • Electricity Release Great CC skill that can lead to a lot of combos. Use it for peeling or self defense.
  • Ancient Spear This skill will be mainly used as a nuke. Either use this with Electricity Release or when they have no Stand Up. Can be animation canceled with Winged Spirit or Alimaji if needed.
  • Pauru One of your pet summons that follows opponents around the mount if commanded to. One second cast, it will perform a short dash before self destructing, causing a Knockup if they are not in Push Immunity. This skill also grants Twilight Combustion which can lead to massive follow up damage with a nuke skill. Note that this skill can be CC'd and killed off before getting the explosion off, so be aware of losing its value.
  • Maririn is your last summon that stuns opponents on command. This summon cannot be CC'd, however it can be killed (not as easily as Pauru tho). The CC can be a bit hard to hit, so I would advise using it when the opponents are animation locked. This summon can also body block dashes and projectiles (ie: Scratch Dealer, Atomic Arrow, etc.). Be sure to play around with this if there is a pesky Sharpshooter or melees coming for you by putting the pet between you and the approach angle.
  • Shurdi Summon and forget kind of skill. Just try to have this skill up 24/7. Great skill for a movement speed buff and damage.
  • Bagron's Wrath is your Awakening of choice. After the nerfs to Kelsion, it's just the superior Awakening for burst damage. Electricity Release will guarantee a true combo into Bagron's Wrath. When using the skill try to use Alimaji or Phoenix during the animation so that you don't overflow on Identity Gauge Orbs.

Pet Control

  • Using L-Shift will allow you to move your pets around.
  • L-Shifting an enemy will send the pets to chase after them until they are gone or you are out of the tether range.
  • Pet control is very important when playing Summoner to help dictate how the fights play out.
  • Try to have your pets close to you when fighting heavy dive, otherwise, try to attach them to backline threats or low mobility characters like supports.
  • Stay close to pets and try to dodge around it to make hitting them easier.

Ancient Orbs (Identity)

  • Only use Alimaji and Phoenix mainly.
  • Osh can be used occasionally for a flexible Push Immunity skill and a quick Knock.
  • All Identity skills grant Push Immunity.

PvP Builds

Team Deathmatch (3v3)

Combat Stats

750 Swiftness, 1 Critical and 249 Specialization for consistent damage
750 Swiftness, 1 Critical and 249 Domination for more spear damage

Standard

No Spear

Alternatives

  • Winged Spirit is your main flex skill. You can replace it with Reine's Protection for additional protection. Fleeting Gale Bird can also be used.
  • Earth Collapse potential skill for more Push Immunity but you are very vulnerable to CC during it.
  • Shurdi can be changed for Shurdi if you want more damage, but sacrifice movement speed.
  • High-Speed Release can be used on Electricity Release if you prefer a faster travel time on the skill.
  • You can run Maririn for more Pet uptime. Drop either Shurdi or Winged Spirit to lv 8.

Basic Combo #1

  1. Catch with Steed Charge.
  2. Follow with Alimaji or Phoenix.

Basic Combo #2

  1. Catch with Winged Spirit.
  2. Follow with Maririn.
  3. Finish with Pauru or Alimaji.

Note: If you are going for Alimaji or Pauru try to get the stun from Maririn a little before the end of the Winged Spirit skill. They could possibly Scale before being CC'd. You need this CC for the nukes to connect.


Basic Combo #3

  1. Catch with Electricity Release.
  2. Follow with Ancient Spear.
  3. If you have Alimaji, you can animation cancel into it after the spear goes off.

Note: Ancient Spear can only be followed with this CC or no Stand Up for the most consistency. This can be followed up from teammate's CC as well but you'll have to be ready and aware.


Basic Combo #4

  1. Catch with Steed Charge.
  2. Follow with Electricity Release.
  3. Finish with a nuke.

Gameplay

  • Starting off the match, summon Maririn and Shurdi.
  • Check the bottom side of the map in case of flankers. If there is a person wrapping, summon Pauruto deter them and use Winged Spirit to make them rotate back. You can command your pets as well during this time to pressure. If there isn't anyone, just summon Pauru to help your team.
  • Always try to be L-Shifting your pets toward enemies or keep them close if you feel pressured.
  • Fake casting Winged Spirit periodically can bait people into using skills, but be prepared to use Released Will if they do.
  • Auto attacking is very nice for this class. It can help fake out Electricity Release or other skills in general.
  • Play up with your team and pressure with your pets, Steed Charge, Electricity Release and Winged Spirit.
  • Try to always have Shurdi summoned.
  • Remember your combos that lead to your big nukes!
  • In general, if you have enough bubbles for Phoenix, use it over Alimaji or Osh. You'll never use Jahia & Ligheas or Akir.
  • A Phoenix debuff icon will appear on enemies hit by the skill.
Team Elimination (1v1)

Combat Stats

750 Swiftness, 1 Critical and 249 Domination

No Pets

Pets

Alternatives

  • A variant of Fleeting Gale Bird can be used over Winged Spirit.

Basic Combo #1

  1. Catch with Steed Charge.
  2. Follow with Alimaji or Phoenix.

Basic Combo #2

  1. Catch with Winged Spirit.
  2. Follow with Maririn.
  3. Finish with Pauru or Alimaji.

Note: If you are going for Alimaji or Pauru try to get the stun from Maririn a little before the end of the Winged Spirit skill. They could possibly Scale before being CC'd. You need this CC for the nukes to connect.


Basic Combo #3

  1. Catch with Electricity Release.
  2. Follow with Ancient Spear.
  3. If you have Alimaji, you can animation cancel into it after the spear goes off.

Note: Ancient Spear can only be followed with this CC or no Stand Up for the most consistency. This can be followed up from teammate's CC as well but you'll have to be ready and aware.


Basic Combo #4

  1. Catch with Steed Charge.
  2. Follow with Electricity Release.
  3. Finish with a nuke.
GvG
Heavy Armor
Keen Blunt Weapon
Hit Master
Precise Dagger
Master Summoner

Gameplay

GvG is more chaotic than Arena battles, so you rarely have the opportunity to do long combos. This mode is more about zoning/interrupting objectives and assisting allies. Do your best to coordinate with your team and stick together. Refer to 3v3 section for more gameplay tips.

Please refer to the GvG Islands and GvG Builds Guide for more information!

Heavy Armor Equipment
Spirit Absorption
Judgment

There are no actual combos listed here compare to the other PvP builds because the build is built around zoning/interrupting objectives and mostly assisting allies. Since there will be more than 8 enemies on the field, it'll be really hard to pull off a long combo with many spells and attacks being unleash on the field.

Basically, use the skills base on the situations. Holy Land, can be use for annoying enemies on the objectives as it can prevent enemies from trying to capture the objectives by interrupting the capturing animation from the damage ticks that the ground effect does, and it helps in mass fights were the enemies can't stand on top of your allies for more than 3 ticks before they get stun by the skill.

GvG can be a lot more chaotic than Arenas as theres more than 3 opponents rushing into the fight, Paladin's role usually be sticking close to the backlines or allies immobile range classes to assist them if they get group on, while also play around from their range since the build is kitted with more range skills than Arena builds.

GvG Engraving

Priority

  • Heavy Armor Equipment-engraving] level 3 increases all defense for higher survivability. Moreover, armor shredding debuffs doesn't affect the bonus defense increase effect from the engraving.
  • Spirit Absorption increases attack speed and movement speed by a significant amount at level3 engraving effect which will help with positioning and getting skills cast out quicker.
  • Judgment level 1 increases duration of Sacred Executioner by 100% to 40 seconds. Additionally increases sword skills damage and identity gauge gain rate.

Additional Choices

  • Cursed Doll since Cursed Doll doesn't affect a player character, this is the next best engraving for damage increase in general. Furthermore, Island PvP disables consumables so the penalty isn't too penalizing and GvGs consumables are very limited as well which eventually player will run out consumables quick as well.
  • Divine Protection, Fortitude and Strong Will these are the engravings to stack for maximum defenses.
  • Raid Captain is also another good damage engraving option for Island PvP and GvGs since players will be stacking high Swiftness stats for having fast animation casting speed and general movespeed as well as more cooldown reductions then stacking with Spirit Absorption will max out 140% movesment speed cap which will grant the max 18% damage increase from Raid Captain.
  • Champion's Tenacity Island PvP with disabled consumables and the very limited amount of consumables in GvGs means a lot of the time the player spent being damaged and unable to heal up, so this engraving will help give some boost to damage while the player is below 50% health pool.
  • Shield Piercing self-explanatory; usually well coordinated guilds will stack lots of classes that has team shield or personal shields, this engraving will help a little from shield stack pushes.

Placeholder GvGs
  • Basic Game Plan;
    • there's no actual combos listed here compare to the other PvP builds because the build is built around zoning/interrupting objectives and mostly assisting allies. Since there will be more than 8 enemies on the field , it'll be really hard to pull off a long combo with many spells and attacks being unleash on the field. Basically , use the skills base on the situations.
    • Holy Land, can be use for annoying enemies on the objectives as it can prevent enemies from trying to capture the objectives by interrupting the capturing animation from the damage ticks that the ground effect does, and it helps in mass fights were the enemies can't stand on top of your allies for more than 3 ticks before they get stun by the skill.
    • GvG can be a lot more chaotic than Arenas as theres more than 3 opponents rushing into the fight , Paladin's role usually be sticking close to the backlines or allies immobile range classes to assist them if they get group on, while also play around from their range since the build is kitted with more range skills than Arena builds.
  • Basic Combo;
  • Basic Combo;
  • Basic Combo;
  • Basic Combo;


Summary

  • Remember your combos!
  • L-Shifting is the main way to control your pets.
  • In general, if you have enough bubbles for Phoenix, use it over Alimaji or Osh. You'll never use Jahia & Ligheas or Akir.
  • A Phoenix debuff icon will appear on enemies hit by the skill.

Credits

Written by Starlast


Changelog

Dec 12th 2022
Article Published.