The Summons

Eikons & Eikonic Abilities

Eikons are XVI's class system. Each one grants a Feat (a unique signature move) and two ability slots. You equip three at once and switch between them mid-combo — so a "build" is which abilities you slot, not which character you bring. Here's the whole roster and what each is for.

01 · How they work

Feats, slots & Mastery

  • One Feat per Eikon. The Feat is bound to that Eikon and changes with it — Phoenix Shift's warp, Titan's parry, Odin's blade. Switching Eikons swaps your Feat instantly.
  • Two ability slots per Eikon. You fill them from that Eikon's learned abilities. Three equipped Eikons = up to six abilities live at once, each on its own cooldown.
  • Mastery is the magic word. Spend AP to buy an ability, more AP to upgrade it, and a final lump to Master it. A mastered ability can be equipped under any Eikon — so you can run Garuda's Gouge while standing in Bahamut, etc. This is the entire build game.
  • Respec is free. You can refund AP from any ability at no cost, anytime outside combat. Never hoard — buy, try, reset, repeat.
  • Element is mostly flavor. Your Magic element follows the active Eikon, but XVI has very little hard elemental weakness — pick Eikons for their abilities and Feat, not their element.
Read each ability as one of three jobs: Will-breaker (drops the stagger gauge fast, low HP damage), damage-dump (huge HP numbers, save for the stagger window), or utility (a counter, a gap-close, a passive turret). A good loadout has both breakers and dumps. The Builds page turns this into concrete loadouts.
02 · The Roster

The eight Eikons

Clive earns the first seven through the story; Leviathan is added by The Rising Tide DLC. Below, each Eikon's Feat and its standout abilities.

◆ Phoenix — Fire (your starter)

Ability / FeatTypeNotes
Phoenix Shift (Feat)UtilityWarp-dash straight to a target. Free, near-instant gap-close — the mobility tool you'll keep mastered and equipped on everything.
Rising FlamesWillAn uppercut that launches you and the enemy — opens air combos and solid Will damage.
Scarlet CycloneWill / AoEA spinning fire sweep; good against groups and respectable Will damage.
HeatwaveUtilityA wall of fire that reflects projectiles back — a ranged counter.
Flames of RebirthDamage / HealA huge fire eruption that also heals Clive. Long cooldown; a stagger-window dump that buys survivability.

◆ Garuda — Wind

Ability / FeatTypeNotes
Deadly Embrace (Feat)UtilityA grab: yank a small enemy to you, or pull yourself to a big one. Pulls staggered foes back into range to keep dumping.
GougeWillA fast, repeatable claw rush with a short cooldown — arguably the best sustained Will-builder in the game. A near-mandatory mastered pick.
Wicked WheelWill / AirA spinning aerial attack — strong Will damage and keeps you airborne.
Rook's GambitUtilityA counter-stance: evade an attack and riposte for big Will damage.
Aerial BlastWill / AoEPlants a stationary tornado that ticks Will damage in an area while you do other things.

◆ Ramuh — Lightning

Ability / FeatTypeNotes
Blind Justice (Feat)Utility / RangedPaints targets and fires homing lightning; chargeable. The best pure ranged option for fliers and skittish hunts.
Pile DriveDamageA lightning slam with good single-target damage.
ThunderstormWillA lingering orb that periodically zaps a target — passive Will you can leave running.
Judgment BoltDamageA massive bolt; a long-cooldown stagger-window dump.

◆ Titan — Earth

Ability / FeatTypeNotes
Titanic Block (Feat)UtilityA timed parry. Perfect-block an attack to negate it and open a counter — answers moves a dodge can't, and powers up his abilities.
WindupDamageA chargeable haymaker — big single hit you can hold and release on a stagger.
Raging FistsDamageA flurry with block windows mid-combo; rewards aggressive defense.
Upheaval / Earthen FuryDamage / AoERock pillars and a charged ground-shatter nuke (Earthen Fury builds power from successful blocks). Heavy stagger-dump damage.

◆ Bahamut — Light

Ability / FeatTypeNotes
Wings of Light (Feat)Utility / RangedHover and fire homing light bolts; charge for more. Strong ranged pressure and air control.
GigaflareDamageThe signature chargeable beam — one of the highest single-hit damage abilities in the game. The classic stagger-window dump.
SatelliteDamageDeploys orbiting orbs that auto-fire at your target while you keep attacking — excellent free background damage.
ImpulseDamageA chargeable light blast; solid ranged burst.

◆ Shiva — Ice

Ability / FeatTypeNotes
Cold Snap (Feat)UtilityAn ice dodge: evade with the right timing to freeze the attacker briefly and counter. A defensive Feat that also sets up damage.
RimeWillRanged ice shards — steady Will chip at a distance.
MesmerizeUtility / WillDraws enemies toward a point — group control plus ice damage.
Diamond DustDamageA charging ground AoE that builds and detonates for huge damage — a premier stagger-window nuke.

◆ Odin — Dark

Ability / FeatTypeNotes
Arm of Darkness / Zantetsuken (Feat)DamageLanding hits builds the Zantetsuken gauge (stacks shown on screen); release it for a slash whose damage scales with stacks — at max, one of the biggest hits you can land. Building stacks before a stagger, then releasing into it, is peak Odin.
GungnirWillSpear throws that also feed the Zantetsuken gauge.
Heaven's CloudWillA swift slash combo — fast gauge-building.
Dancing SteelDamageA multi-hit blade sequence with strong damage and gauge gain.
Rift SlipUtilityA teleport-evade that keeps you on the target.

◆ Leviathan — Water (The Rising Tide DLC)

Added by The Rising Tide, Leviathan brings a water/aether kit built around ranged whip-beams and a Feat that lets you fire and reposition at distance, plus abilities that blend strong Will damage with sustained pressure. It slots into the same Mastery system — learn it, master its standouts, and cross-equip like any other Eikon. See Progression for how to unlock the DLC.

⚠ Spoiler — the late-game Eikon

The story's antagonist wields Ultima, and in the finale Clive turns that power against him — the climactic fights hand you sweeping, screen-clearing Ultima abilities for their duration. These are largely scripted spectacle rather than a permanent build Eikon, so plan your loadouts around the eight above. We keep the why-and-how behind this spoiler.