Summoner

Archetype
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Prime Perk Ruthless
Archetype Trait Regrowth

The Summoner is an Archetype in Remnant 2. The Summoner excels in commanding minions to do their bidding. They can enrage their minions, granting them increased damage, attack speed, and movement speed. Sacrificing minions empowers the Summoner's own attacks temporarily. Minions that expire leave healing auras, and using relics boosts their minions' health and damage output. With diverse minion types, such as Root Hollow, Flyer, and Reaver, the Summoner wields a powerful array of abilities. Archetypes can be considered the different Classes available in-game. Players' Archetype choice at the beginning of the game is important, but they can change them to another one later on by using another Archetype's item if they so desire.

 

Minions, Health Regen, Being Evil

 

Remnant 2 Summoner Information

  • The Summoner specializes in using Minions to do their bidding and sacrificing them. 

 

How to unlock Summoner in Remnant 2

To unlock the Summoner Archetype players need to craft the following Engram:

To craft the Tome of The Bringer Engram, players first need to obtain Faded Grimoire which can be crafted at Bloodmoon Altar using Blood Moon Essence.

 

Starting Equipment for Summoner in Remnant 2

The Summoner start the game with the following Equipment:

Armor
Weapons

 

Remnant 2 Summoner Archetype Item

 

Remnant 2 Summonder Builds

 

Summoner Progression in Remnant 2

 

Remnant 2 Summoner Prime Perk

All Archetypes have one unique Prime Perk, which becomes available once they use an Archetype as the Main Class. Prime Perks can get two upgrades. The first one when they reach level 5, and the second one once they reach level 10.

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Ruthless

Prime Perk
Automatically Unlocked

When the Summoner deals damage to their Minion, it causes them to ENRAGE. Minions gain 10% Attack Speed along with 30% increased Damage and Movement Speed. Lasts 20s

Upgraded at Level 5

Upgrade: When the Summoner deals damage to their Minion, it causes them to ENRAGE. Minions gain 15% Attack Speed along with 40% increased Damage and Movement Speed. Lasts 30s.

Upgraded at level 10

Upgrade: When the Summoner deals damage to their Minion, it causes them to ENRAGE. Minions gain 20% Attack Speed along with 50% increased Damage snd Movement Speed. Lasts 40s.

 

 

Remnant 2 Summoner Archetype Perks

Archetype Perks are divided into four different categories: Damage Perks, Team Perks, Utility Perks, and Relic Perks. 

Damage Perk

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Dominator

Damage Perk
Unlocked at level 1

Increases Explosive, Mod and Skill Damage by 3.5%. Increases with Summoner level.

Upgrade Unlocked at level 6

Upgrade: Increases Explosive, Mod and Skill Damage by 21% and Skill and Mod Critical Chance by 5%. Increases with Summoner level.

(level 10: Increases Explosive, Mod and Skill Damage by 35% and Skill and Mod Critical Chance by 5%.)

Team Perk

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Residue

Team Perk
Unlocked at level 2

Minions that expire leave a 3m Aura which heals 2.5% Health per second. Lasts 10s.

Upgrade unlocked at level 7

Upgrade: Minions that expire leave a 3m Aura which heals 2.5% Health per second and increases Healing by 20%. Lasts 10s.

Utility Perk

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Outrage

Utility Perk
Unlocked at level 3

Sacrifice grants 3% Lifesteal for each Minion Sacrificed. Lasts 10s.

Upgrade unlocked at level 8

Upgrade: Sacrifice grants 3% Lifesteal for each Minion Sacrificed, and increases Movement Speed by 15%. Lasts 10s.

Relic Perk

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Incite

Relic Perk
Unlocked at level 4

Using a Relic grants Minions 5% Max HP per second, and increases their damage dealt by 15%. Lasts 30s.

Upgrade unlocked at level 9

Upgrade: Using a Relic grants Minions 5% Max HP per second, and increases their damage dealt by 15% and Crit Chance by 15%. Lasts 30s.

 

Summoner Skills in Remnant 2

All Archetypes have three skills at their disposal, but they can only have one equipped at a time. These skills have long cooldowns, making the decision of WHEN to use them a crucial one. Skills can't be upgraded, and have only one level.

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Minion: Hollow

Automatically Unlocked

PRESS: Summons a Root Hollow Minion to fight by your side. Costs 15% of Max Health to summon. Max (2)

HOLD: SACRIFICE Root Hollow Minion to explode, dealing 150 damage within 5m.

Reduces Skill Cooldown by up to 50% based on remaining Health of each Minion Sacrificed.

Cooldown 30s

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Minion: Flyer

Unlocked at level 5

PRESS: Summons a Root Flyer Minion to fight by your side. Costs 10% of Max Health to summon. Max (2).

HOLD: SACRIFICE all Root Flyer Minions, dealing 50 damage within 3m and spawning 3 homing projectiles which explode on contact for 150 damage each.

Reduces Skill Cooldown by up to 50% based on remaining Health of Minion.

Cooldown 45s

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Minion: Reaver

Unlocked at level 10

PRESS: Summons a Root Reaver Minion to fight by your side. Costs 35% of Max Health to summon. Max (1).

HOLD: SACRIFICE Root Reaver Minion, dealing 200 damage within 6m and spawning Spore Bombs which bounce and explode on contact for 200 damage each.

Reduces Skill Cooldown by up to 50% based on remaining Health of Minion.

Cooldown 120s

 

 

Remnant 2 Summoner Traits

The Unique Archetype Trait for the Summoner Archetype is Regrowth, and it level ups automatically as the Archetype levels up. 

Level Effect
Level 1
0.15/s Health Regen
Level 2
0.3/s Health Regen
Level 3
0.45/s Health Regen
Level 4
0.6/s Health Regen
Level 5
0.75/s Health Regen
Level 6
0.9/s Health Regen
Level 7
1.05/s Health Regen
Level 8
1.2/s Health Regen
Level 9
1.35/s Health Regen
Level 10
1.5/s Health Regen
 
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Remnant 2 Summoner Notes & Trivia

  • The Summoner Perks work only with their Minions an not with other summons.
  • Each minion type comes with its strengths and weaknesses:
    • The Root Hollows have the lowest combat effectiveness, but they are easily replaceable.
    • The Root Flyers can deal good ranged damage to any target, but they have the lowest health.
    • The Root Reaver is incredibly strong, but has the longest resummon cooldown  

       

All Archetypes in Remnant 2
Alchemist  ♦  Archon  ♦  Challenger  ♦  Engineer  ♦  Explorer  ♦  Gunslinger  ♦  Handler  ♦  Hunter  ♦  Invader  ♦  Invoker  ♦  Medic  ♦  Ritualist



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    • Anonymous

      my personal favorite class but be prepared to go "whered my summon go" as they frequently have pathing issues and issues with placement after going though a loading screen or boss door, despite the mildly annoying issue of the summon getting stuck on terrain or outside the map it absolutely rips into most bosses

      • Anonymous

        My summoner is permanently bugged. My summon charges keeps refilling even when I have all of my minions. But if I let them fully refill and minion dies, cooldown won't start at all. I can't resummon, unless I reequip archetype through the menu. Even reloading the game doesn't help.

        • Anonymous

          A real pain to unlock but it's probably worth it. I like to pair it with handler as my main for max minions and revives. It's a fun class but like the challenger it can become a bit of a crutch.

          • Anonymous

            After 5 hours i still cant unlock the Class. I had 4 bloodmoons but there was no mobs droping the curency for blood altar. I cant understand why they are gatekiping it like that?

            • Summoner players whining that their summons wont kill every enemy in the game for them for free and that they actually have to shoot flying enemies on their own?

              Aww. :(

              • Anonymous

                This class is AS OF RIGHT NOW, objectively the worse in the game purely because summons cannot : enter boss arenas, pass some doors, enter elevators, can fall under the map. The synergies are great, the feelings are there...but it just sucks on the playability.

                • Anonymous

                  I like how you can approach this class from a few different angles, namely Skill on-cast trigger spam + guns/melee or pet builds.
                  Overall, it might be my favorite.
                  When I unlocked the Reaver, I watched that little titan walk up to someone and firewood-chop their weakpoint for 1000 damage. I actually laughed. He shakes the screen sometimes when he fights. He can throw his blades. As a Medic, I just healed him while he killed a boss.

                  If they ever introduce legendary-style class-based items, I want one that buffs your gun + melee while your Minion(s) are still alive (no sacrifice needed).
                  That way, I can jump into the ring with this guy at my full strength and help him throw the Root into the fireplace.

                  • Anonymous

                    The Summoner's relic perk "Incite" seems to apply to all summons (at least the icon pops up on Dogs and Turrets), not just Minions like the description says in-game.

                    • Anonymous

                      Is it just me or is Ruthless bugged in some way? I'm not seeing any sort of attack speed buff on my flyers.

                      • Anonymous

                        Summoner Class Rework suggestion:

                        Skill 1 MINIONS: Summons 1x Root Hollow, 1x Root Flyer, 1x Root Reaver. Allowing better minion diversity, necromancer feels.

                        Skill 2 FEAR: Causes enemies in a 15m radius to paralyse in fear and not attack for 10s. Does not affect bosses.

                        Skill 3 DARKNESS: Releases a black and red dark aura\fog of darkness in a 30m radius which causes CONFUSION and MADNESS status effects to enemies inside the fog. CONFUSION: Causes enemies to attack themselves, lasts 5secs if enemy moves away from aura radius. Aura lasts 30s.

                        I love this game and I also really like summoner\necromancer classes in every game I played so I think these changes would be much welcome to the game. There are other classes that could use the same idea of streamlining some skills into just 1 but Summoner seems to be the one that needs it most. I hope any devs from the game will see this feedback. Have fun all remnants!

                        • Anonymous

                          A little odd that the max count for summons is a modifiable number similar to damage and range - has anyone found a single item yet to increase minion count?

                          • Anonymous

                            As a Beastmaster (Handler/Summoner) I am disappointed that I can't pet my root summons. Not to heal or give a bonus, but because my flyers have been just as much a good boi as my doggo.

                            • Anonymous

                              Kinda bummed that Summoner's abilities don't affect non-Minion summons, but the build still works since the inverse is true (Minions get buffed by rings/amulets/traits that affect all summons)

                              • Anonymous

                                so people are saying you may have to be corrupted to use the corrupted portal in the labyrinth
                                can your minions do corrupted damage to your teammates/self??

                                • Anonymous

                                  Soul Guard + Soul Link rings are a great combo, ~5% addtional damage reduction per active pet, lifesteal from pet attacks, plus the health regeneration from Summoner's innate trait makes you very survivable

                                  Also recommend the Hyperconductor amulet, the additional skill charges let you sacrifice your pets fairly often, leading to even more burst potential through either the damage it causes or the 30% ranged/melee damage and 5% crit it provides you

                                  • Anonymous

                                    Looking forwards to seeing all the cool summoner builds people make in this game, it was one of my favorite play styles in the first game

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