Summon Arts
One breath, one burst of raw willpower, and the battlefield bends to your command.
Summon Arts are the crown jewel of Tales of Arise's combat system: high-impact, cinematically presented attacks that represent each character's ultimate expression of power. Unlike the rapid-fire regular Arts that fill out a typical battle, a Summon Art is a single, devastating release that can turn the tide of even the most grinding encounter. They sit at the top of the SP (Spell Points) economy, demanding a meaningful investment to unleash.
Every member of the party who joins you on the journey between Caelum and Dohma develops their own unique Summon Art, tied to their personal story, heritage, and the source of their strength. Unlocking them is a natural part of the narrative arc, so by the time you face the game's later challenges, your roster should be armed with a small arsenal of screen-shaking finishers.
- Type
- Special combat attack (top-tier)
- Resource consumed
- SP (Spell Points)
- Users
- Multiple party members (Kyu, Rhaps, Alvin, Laphicet, and others)
- Unlock method
- Story progression
- Presentation
- Cinematic animation with camera focus
- Relative power
- Highest-damage attacks in the system
Lore & Background
In the world of Tales of Arise, power is not merely a tool—it is identity. The gulf between Caelum, the gleaming upper continent, and Dohma, the scarred land below, is as much a gulf of magical capability as it is of politics and resources. Summon Arts crystallize that divide and, ultimately, its dissolution. A Dohman fighter channeling a Summon Art draws on a wellspring that Caelum's elites have hoarded for generations; a Caelum-born mage unleashing one proves that the source of that power was never exclusive to any single sky.
The game frames these attacks as the moment a character stops reacting and starts *declaring* who they are. The cinematic camera, the silence that falls over the battlefield, the way the environment seems to hold its breath—these are narrative beats rendered in real time. A Summon Art is not just a big number on the damage log; it is the story saying, in visual shorthand, 'this person has become who they were always meant to be.'
Mechanically, the system rewards players who manage SP thoughtfully. Because a Summon Art consumes a large slice of the gauge, chaining one right after a long string of regular Arts is often impractical. The design nudges you toward rhythm: build, breathe, strike. That rhythm mirrors the game's own pacing, where long stretches of exploration and dialogue punctuate the most intense combat set-pieces.
In Their Own Story
The dust from the collapsed bridge still hung in the air when Kyu felt the familiar heat bloom behind his ribs. Around him, the Dohman militia had formed a second line, spears lowered, waiting for the next wave. Rhaps called out something—tactical, clipped—but the words dissolved the moment the air in front of Kyu *cracked*. Not a sound. A fracture, like a pane of glass splitting in slow motion. He did not think. Thinking was for the upper continent. He simply opened his palm, and the fracture bloomed outward in a ring of white-gold light that swallowed the spears, the shields, the second line, all of it in a single exhale. When the light faded, the militia was still standing. But their formation was gone. And in the silence that followed, someone in the back row dropped their weapon. Not from fear. From the simple, animal recognition that the thing in front of them was no longer a soldier. It was a *weather event*.
Reader's Guide
A Summon Art is your highest-tier offensive option in any fight. It spends a large chunk of your SP gauge to deal a burst of damage that dwarfs any regular Art, and it plays a short cinematic animation during which your character is locked in place. Because of that lock, timing matters: you do not want to trigger a Summon Art while an enemy is mid-attack or while a party member is about to land a critical.
Every core party member—Kyu, Rhaps, Alvin, Laphicet, and any additional allies you recruit—unlocks their own unique Summon Art as the story progresses. You do not choose them; they are baked into each character's identity. Kyu's reflects his Dohman heritage and raw physical will, Rhaps's channels her Caelum-born magical lineage, Alvin's leans on his tech-savvy ingenuity, and Laphicet's draws on a more ethereal, almost otherworldly source. The in-story justification is always personal: the art is an extension of who that character is and what they have overcome.
Build tip: because a Summon Art eats a big SP chunk, pair it with Arts and abilities that *generate* SP rather than drain it. Keep at least one SP-recovery option in your loadout, and try to land your Summon Art right after a successful dodge or counter, when the enemy is staggered and your SP is highest. That single well-timed burst can skip an entire fight phase.
Did You Know?
- Each character's Summon Art is unique to them and reflects their personal backstory, meaning no two party members share the same ultimate attack.
- The cinematic animation during a Summon Art locks your character in place, so poor timing can leave you vulnerable to a follow-up enemy attack.
- Summon Arts sit at the very top of the SP economy, making SP-management abilities and passive SP-regen gear disproportionately valuable for players who want to chain them frequently.
- The visual design of each Summon Art intentionally contrasts the aesthetic of Caelum (clean, luminous, geometric) with Dohma (raw, organic, earth-toned), reinforcing the game's central world-building theme.
More in Arts & Combat Systems
Elsewhere in the Tales of Arise universe
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