These are units you can summon using starting and/or researched spells. Most summoned units cost mana per turn instead of gold and/or food. They often come with an array of special abilities which make them suitable for certain roles or can be used to fill the gaps in your race's military composition.
For the purpose of sorting, we will sort according to Element Circle.
Arcane Summons[]
- Tier 0:
Magic Spirit
Air Summons[]
- Tier I:
Sprites - Tier II:
Harpies - Tier III:
Air Elemental - Battle summon - Tier IV:
Griffins - Tier V:
Wyvern - Tier VI:
Djinn - Tier VII:
Storm Giant - Tier VIII:
Chimeras - Tier IX:
Sky Drake
Death Summons[]
- Tier I:
Skeletons - Tier II:
Zombies - Battle summon, Tier IV for global version which summons 2d6 Zombies to target tile. - Tier III:
Mummies - Tier V:
Banshees - Tier VI:
Wights - Tier VII:
Wraiths - Tier VIII:
Dracolich
Special mention: Werewolves, which are available by transforming living unit using Death spell, or through Tier IX Summoning spell Portal. They are like half summons half normal unit, as their upkeep is 1 food and 2 mana.
Earth Summons[]
- Tier I:
Slime - Battle summon - Tier II:
Owl Bears - Tier III:
Acid Elemental - Battle summon - Tier IV:
Hill Giant - Tier V:
Shambling Mound - Battle summon - Tier VI:
Earth Eemental - Battle summon - Tier VII:
Basilisk - Tier VIII:
Hydra - Tier IX:
Great Wyrm
Fire Summons[]
- Tier I:
Hell Hounds - Tier II:
Gargoyles - Tier III:
Fire Elemental - Battle summon - Tier IV:
Fire Giant - Tier V:
Nightmares - Tier VI:
Efreet - Tier VII:
Chaos Spawn - Tier VIII
Fire Drake
Life Summons[]
Water Summons[]
- Tier I:
Phantom Warriors - Battle summon - Tier II:
Floating Island - Tier III:
Nagas - Tier IV:
Water Elemental - Battle summon - Tier V:
Phantom Beast - Battle summon - Tier VI:
Marid - Tier VII:
Sea Serpent