ContentSummoners' Training Ground

Summoners' Training Ground

A practice battle against training dummies that never fight back. Set up the dummies, the battle, and your items, then test what your squad can do. It costs nothing and earns nothing.

Getting there

Open Imperial Capital Randall and tap the plate reading "Akras Summoners' Hall / Survey Office", then the Summoners' Training Ground banner. Pick a helper (a friend's, one of your own units, or none) and check your squad. Begin Training starts the battle.

  • No energy, no rewards. Training never earns Zel, EXP, items, or units, and never spends anything. Nothing about it is saved to your account.
  • The helper can be a copy of a squad member. It can be the same unit in the same form as anyone in your squad, as in quests.

The dummies

Up to six training dummies, Enemy 1 to Enemy 6, stand on the field. They never attack or use skills, and they never run out: when every dummy is down, they all come back fresh before your next turn. Your squad can't lose either. A unit that falls comes back at the start of the next turn.

MENU → Enemy Settings sets each dummy:

  • On or off. Enemy 1 is always on. All Off turns off Enemies 2 to 6.
  • Element, and HP from 100,000,000 to 1,000,000,000 (500,000,000 to start).
  • DEF: Normal (0), High (3,000), or MAX (99,999).
  • Self-Healing: a living dummy heals to full at the end of each enemy turn.
  • Turn Revival: a downed dummy comes back at full HP at the end of each enemy turn.
  • BC & HC: Normal, Low (half), or None, for the crystals your hits drop.
  • Critical Resistance: High halves, and MAX cancels, what critical damage buffs add.
  • Elemental Resistance: High halves, and MAX cancels, what elemental damage buffs add.

General Settings sets every dummy that's on at once. A change takes effect right away: fresh dummies take the field with the new settings.

Battle Settings

MENU → Battle Settings sets the battle itself:

  • Unit HP: each unit's HP, 1% to 100% of its max. It's set again at the start of every turn.
  • BB gauge: Normal, Self-Healing (full at the start of every turn), or Infinite (always full).
  • Critical hits: Normal, Guaranteed, or Invalid (never).
  • Overdrive: Normal or Infinite (always full).

A setting made during an enemy turn or while attacks are playing takes effect on your next turn.

Items

MENU → Manage Items fills up to five item slots from every battle item in the game, whether you own it or not, each at 99. Items used in training don't come from your inventory, and setting the slots again refills them to 99.

The LOG

The top of the battle shows DAMAGE and SPARK: this turn's damage and sparks so far. Tap LOG to open the LOG window, and tap it again to close it. It shows six figures as this turn / best:

  • Total Damage, Elemental Damage (what the elemental weakness added), and Total Sparks
  • BC Drop Count, HC Drop Count, and Spark Boost Damage (what sparking added)

A figure turns red when this turn matches or beats its best. Damage over time, such as poison, isn't counted.

Each unit's card shows its latest action: DMG (damage), SPA (sparked hits), HIT (hits), and CRI (critical hits).

MENU → Reset LOG puts every best back to 0.

Save and Load Conditions

MENU → Save Conditions remembers your squad's current buffs and other effects, and the Overdrive gauge. Tap Load Conditions at the top left to put them back, as many times as you like, on your turn. Status ailments aren't saved or replaced. The saved conditions last until you leave the training.

Change Formation

MENU → Change Formation works as it does in any battle: Change Order sets the order your units attack in on auto, and Change Action swaps units between spots and sets each unit's action and priorities on auto. Changes apply from the next auto turn.

Leaving

MENU → Practice End ends the training and returns you to the Survey Office. Your Enemy Settings, Battle Settings, and item slots are remembered on this device for next time.