Gloomhaven Summoner Guide – Cards, Builds, Perks, Enhancements & Items

Last Updated on June 14, 2025 by Samuel Franklin

This Gloomhaven Summoner guide will maximise your battlefield control over summoned allies. With a different playstyle to the majority of characters in Gloomhaven the Summoner offers a unique and initially difficult experience although can eventually be a fun and powerful ally. This Summoner (Circles) guide includes key information across card choices, perks, enhancements and equipment options.

Table of Contents:
Summoner Cards, Perks, Enhancements and Items Overview
Summoner Cards Detailed
Summoner Perks Detailed
Summoner Enhancements Detailed
Summoner Items Detailed

Gloomhaven Summoner Guide Overview

I recommend players follow the level 1 to 9 template below to obtain critical ranged summons and the cards to control them.

Summoner Cards Overview

  • Level 1: Remove Ethereal Vines, Leathery Wings and Forged Ferocity to create your starting deck of cards.
  • Level 2: Earthen Steed replaces Black Fire
  • Level 3: Oozing Manifestation replaces Volatile Bomb
  • Level 4: Divided Mind replaces Unwavering Hand
  • Level 5: Strength in Numbers replaces Biting Wind
  • Level 6: Inexorable Momentum replaces Bonded Might
  • Level 7: Negative Energy replaces Living Night
  • Level 8: Otherworldly Rage replaces Mighty Bond
  • Level 9: Horned Majesty replaces Oozing Manifestation

Summoner Perks Priority Overview

  • Remove two -1 cards
  • replace one -2 card with one +0 card
  • Replace one -1 card with one +1 card (take three times)
  • Add one +2 card (take twice)
  • Ignore negative scenario effects and add two + 1 cards
  • Add two rolling wound cards
  • Add two rolling poison cards

Summoner Enhancements Priority Overview

  • Add Move to the top of Wild Animation (Thorn Shooter summon)
  • Add Range to the top of Negative Energy (Void Eater summon)

Summoner Items Priority Overview

  • Minor Stamina Potion
  • Cloak of Invisibility

gloomhaven-summoner-character-card

Gloomhaven Summoner Guide Detailed

In the detailed section I dive deep into the decisions to ensure players understand why these have been made and optimise your play. It also explores some of the potential alternative choices based on your party specific situations although these are limited on the Summoner in comparison to other Gloomhaven mercenaries that have greater flexibility in choices.

Summoner Cards Detailed

The Summoner is reliant on particular cards and combos which means when combined with our small 9 hand size our choice of cards to take each level is quite limited.

  • Starting Cards: Our goal with starting card choices as the Summoner is to find an appropriate balance between summons, attacks and healing available to provide something of value to our team given our weak level 1 state. This means removing Ethereal Vines as one of our weakest attacks available and the two weaker summons of Leathery Wings and Forged Ferocity. Of the cards that remain you’ll find Wild Animation to be our staple summon card with its long range and poison attacks with a priority enhancement of movement on the Thorn Shooter significantly boosting its effectiveness.
  • Level 2 Cards: Level 2 may seem like an odd choice at first glance given Grasping the Void seems like an attractive card as it has a double attack option with a curse, stun and self heal all in a single card. In practice though these attack 2 options are quite weak especially with a level 2 modifier deck which means this could be only 1 damage most of the time. Instead Earthen Steed provides us our core movement card all the way to level 9 and importantly is our only opportunity to pick up a fast initiative card as the Summoner. This ability to go fast is critical early to maximising the potential of our melee summons where you might go late one turn to summon them into battle and then go quickly with Earthen Steed and one of our control cards to get several attacks in before our summons are even at risk from enemies.
  • Level 3 Cards: While melee summons are generally difficult to utilise the Slime Spirit is the best of a bad card archetype with the 2 shield allowing it to take several hits at low levels which we can even heal that means it has the potential to last through an entire scenario with careful play and ally co-ordination. Compared to the other level 3 card that has a heal self when we shouldn’t be taking damage in the first place and highly conditional burn top.
  • Level 4 Cards: Another easy choice for the Summoner with Divided Mind having two useful halves that can either allow us to bring forward our summons if they fall behind or instead trigger two attacks. This is significantly more useful than a moderately tanky melee summon with a bottom move and loot action. From here on we will start to remove some of our healing cards in order to make room in our small hand size although players in a party that lack any other source of healing may want to hold onto these a little longer by shuffling the recommended replacement cards between level 4 and 8 as you see fit.
  • Level 5 Cards: Level 5 is really the first level where the Summoner has an active decision to make given both cards are viable options for us. My default recommendation is Strength in Numbers as it provides an upgraded version of our top control actions with an average bottom that most of the time will be somewhere between a 2 or 4 attack/range action. On the other hand if your team is in desperate need of a source of healing the Conjured Aid summon of the Healing Sprite is quite consistent and generally stays out of harms way while also delivering small consistent attacks.
  • Level 6 Cards: Level 6 returns the Summoner to a no choice situation with Inexorable Momentum simply providing too much value to miss with a simple to use pierce card giving our team great utility when necessary and another option to help move around our summoned cards. Endless Spikes simply doesn’t live up to the retaliate fantasy given retaliate is already a weak mechanic and is weaker when used on summons that simply do not have the health necessary to survive repeated attacks.
  • Level 7 Cards: A key level for the Summoner with the player unlocking their second (or third if you selected Conjured Aid) ranged summon that means we can start to feel like a real Summoner that surrounds themselves with a host of creatures to attack for us. Negative Energy is simply too good to even consider the alternative card with a priority enhancement to extend the range of this card to ensure our Void Eater stays alive by extending its effective range.
  • Level 8 Cards: At level 8 we get another upgrade to our control cards with the top of Otherworldly Rage adding wound, poison and a hefty attack boost of +2 which we can even cast at range. The bottom action also helps us move our summons towards the fight or away from danger although this is less of a factor now if you’ve accumulated both recommended enhancements in this Summoner guide.
  • Level 9 Cards: Level 9 provides the Summoner another easy choice with the Horned Majesty providing a powerful melee summon that can pierce through enemy shields although suffers the same issues as other melee summons in Gloomhaven in that they are often quick to be sent to the burned pile. The bottom is an incredible attack though when we have many summons available as it has no limits on the attacks we can create for a huge burst potential and can result in some fun attacks when we pair equipment summoning options with our own card summons.

gloomhaven-summoner-perks

Summoner Perks Detailed

As the Summoner perks grow in power so does the damage from our summons as they draw from the same attack modifier deck. First remove the negatives before empowering ourselves with as many positive options we can before obtaining the quality of life ignore negative scenario effects and some rolling debuffs through wound and poison that we can trigger fairly often with the large number of attacks our summons will be casting.

gloomhaven-enhancements

Summoner Enhancements Detailed

Of all Gloomhaven characters the Summoner has the smallest pool of core enhancements I recommend with these also being the most critical to giving your summons the extra power they need. These recommendations are an additional move on the Thorn Shooter as this helps it move between rooms in a scenario with ease by doubling its move from 1 to 2. Second to this is an additional range to the Void Eater summon as this helps it stay out of the danger zone while dealing damage. For players that want additional enhancements upgrading attack on both of these summons is potent given they will generally attack multiple times a turn when you factor in your control actions.

gloomhaven-items-cloak-of-invisibility

Summoner Items Detailed

The good equipment choices for the Summoner are quite small given our summons cannot utilise our equipment with only the minor stamina potion and cloak of invisibility being useful of the starting item choices. This isn’t all bad though as it helps us save the gold for our core enhancements instead which are significantly more powerful for the Summoner to have.

Beyond starting items there are still a few interesting options for the Summoner and players will want to look out for items that allow us to recover our pocket items to mitigate our small hand size and manipulate our summons. Other options to fill our equipment slots include items that provide utility to our teammates or allow us to summon additional summons although these are more for thematic than gameplay purposes.

For information and build guides on other Gloomhaven character options visit our Gloomhaven classes overview and the related Gloomhaven class tier list.

Written by
Samuel Franklin
Samuel Franklin is the founder and lead editor of the Games Finder team and enjoys video games across all genres and platforms.

As a seasoned Gloomhaven adventurer Sam has delved into both the physical board game and the digital adaption for hundreds of scenario hours. While he enjoys the camaraderie and social aspect of the tabletop experience the digital version conveniences make it his preferred way to play where he has unlocked all of the Steam achievements. Sam frequently commands the Spellweaver, an elemental spellcasting powerhouse that he finds immensely satisfying for the risky, high reward playstyle that the class offers.

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