Golden Sun/Summons

Summons are powerful spells that can only be unleashed after a certain number of Djinn are on Standby. In Golden Sun, they only use one element of Djinn for each summon. The most different types of Djinn that can be used in one summon is 4.

Level 1: Venus
Venus is a weak summon. The ghostly form of a Venus djinni appears and hits the enemy. Once more powerful ones are available, you probably won't use this anymore.
 * Requirements: One Venus Djinni
 * Boosts: Earth Power, by 10

Level 2: Ramses
Ramses is considerably more powerful than Venus. A stone statue, resembling one from ancient Egypt, comes forth and smashes its hand against the ground, causing the enemy to take damage. Again, once more powerful options are available, you won't use this much.
 * Requirements: Two Venus Djinn
 * Boosts: Earth Power, by 30

Level 3: Cybele
Cybele is a very strong summon. The toad-like creature with trees growing on its head, Cybele, appears and spits seeds all around the enemy. These seeds quickly sprout and grow wildly, dragging the enemy high into the sky, then suddenly dropping them, causing them to take massive damage. Unlike the previous two, this one won't be severely outclassed; it's useful for a long time.
 * Requirements: Three Venus Djinn
 * Boosts: Earth Power, by 60

Level 4: Judgment
Judgment is by far the strongest of the earth summons. Since you only get 7 total Venus Djinn, you'll only be able to cast it once without setting more Djinn to standby. Judgment is the embodiment of justice, and by flying high in the sky, shoots a ball of destructive energy which flows across fields and oceans until finally hitting your enemies. A normal attack pattern when starting a fight with all Djinn on standby would be to start with summoning Judgment, then Cybele.
 * Requirements: Four Venus Djinn
 * Boosts: Earth Power, by 90

Level 1: Mars
Mars is a weak summon. The ghostly form of a Mars djinni appears and hits the enemy. Once more powerful ones are available, you probably won't use this anymore.
 * Requirements: One Mars Djinni
 * Boosts: Fire Power, by 10

Level 2: Kirin
Kirin is considerably more powerful than Mars. A man riding a flaming beast runs past, lighting the enemy party on fire. Again, once more powerful options are available, you won't use this much.
 * Requirements: Two Mars Djinn
 * Boosts: Fire Power, by 30

Level 3: Tiamat
Tiamat is a very strong summon. The mother of all dragons, Tiamat, appears and breathes exceedingly hot flames across the enemy, dealing huge damage. Unlike the previous two, this one won't be severely outclassed; it's useful for a long time.
 * Requirements: Three Mars Djinn
 * Boosts: Fire Power, by 60

Level 4: Meteor
Meteor is by far the strongest of the mars summons. Since you only get 7 total Mars Djinn, you'll only be able to cast it once without setting more Djinn to standby. The Meteor is a flaming rock from deep space that falls out of the sky on call, smashing into the enemy and dealing a large amount of damage. A normal attack pattern when starting a fight with all Djinn on standby would be to start with summoning Meteor, then Tiamat.
 * Requirements: Four Mars Djinn
 * Boosts: Fire Power, by 90

Level 1: Jupiter
Jupiter is a weak summon. The ghostly form of a Jupiter djinni appears and hits the enemy. Once more powerful ones are available, you probably won't use this anymore.
 * Requirements: One Jupiter Djinni
 * Boosts: Wind Power, by 10

Level 2: Atalanta
Atalanta is considerably more powerful than Jupiter. The goddess of the wind, heavenly huntress Atalanta, comes and swoops by, firing a barrage of arrows at the enemy. Again, once more powerful options are available, you won't use this much.
 * Requirements: Two Jupiter Djinn
 * Boosts: Wind Power, by 30

Level 3: Procne
Procne is a very strong summon. A goddess who has taken the form of a bird, Procne flies in, attacking the enemy. Unlike the previous two, this one won't be severely outclassed; it's useful for a long time.
 * Requirements: Three Jupiter Djinn
 * Boosts: Wind Power, by 60

Level 4: Thor
Thor is by far the strongest of the Wind summons. Since you only get 7 total Jupiter Djinn, you'll only be able to cast it once without setting more Djinn to standby. Thor is the god of thunder, creating an array in the sky, then landing on the ground to attack the enemy with bolts of electricity that fly from his hammer. A normal attack pattern when starting a fight with all Djinn on standby would be to start with summoning Thor, then Procne.
 * Requirements: Four Jupiter Djinn
 * Boosts: Wind Power, by 90

Level 1: Mercury
Mercury is a weak summon. The ghostly form of a Mercury djinni appears and hits the enemy. Once more powerful ones are available, you probably won't use this anymore.
 * Requirements: One Mercury Djinni
 * Boosts: Water Power, by 10

Level 2: Nereid
Nereid is considerably more powerful than Mercury. A princess of the sea and daughter of the God of the Oceans, Nereid hits the enemy with waves of water. Again, once more powerful options are available, you won't use this much.
 * Requirements: Two Mercury Djinn
 * Boosts: Water Power, by 30

Level 3: Neptune
Neptune is a very strong summon. An incarnation of the Sea King as a whale-like creature. Unlike the previous two, this one won't be severely outclassed; it's useful for a long time.
 * Requirements: Three Mercury Djinn
 * Boosts: Water Power, by 60

Level 4: Boreas
Boreas is by far the strongest of the Water summons. Since you only get 7 total Mercury Djinn, you'll only be able to cast it once without setting more Djinn to standby. Boreas is the embodiment of the northern wind god, as some sort of robot. It grinds up an enormous snowball and buries the enemy in ice. A normal attack pattern when starting a fight with all Djinn on standby would be to start with summoning Boreas, then Neptune.
 * Requirements: Four Mercury Djinn
 * Boosts: Water Power, by 90