Summoner Guide
Calls spirit drummers and tribal totems. Multiplies actions per beat round.
| Role | Pet / Zone Control |
|---|---|
| Difficulty | ★★★★★ |
| Best trinkets | Spirit Drumhead, Totem Cord |
Strengths
- Action economy
- Persistent zone damage
- Body blocks
Weaknesses
- Setup-heavy
- Vulnerable while channeling
Playstyle
First two turns: place totems. After: orchestrate the swarm.
Recommended ability path
The community-vetted path balances early-game survivability against late-biome scaling. Pick the first option at every branching node unless your warband is missing a role.
- Levels 1-3: maximise the basic-attack node — your bread-and-butter.
- Levels 4-6: pick the signature ability that defines this class.
- Levels 7-9: pick a defensive node before the boss of Biome 3.
- Level 10+: ult-amplifying nodes for the late biomes.
Best teammates
The Summoner pairs cleanly with the Wardrummer (every class does), and benefits from at least one frontline soak. Pair with the Warrior if you want safety, or the Barbarian for tempo.
Hard counters
Bosses that punish this kit hardest are listed in the boss page. Read those guides before you queue them.