Summoner complete build guide: curses, DoT and PvP in MU Online
Complete Summoner (→ Bloody Summoner → Dimension Master) build guide for MU Online Season 6: the Summoner's DoT-based magic identity (damage-over-time spells that drain HP progressively vs burst damage), stat distribution (ENE primary, VIT secondary), all Summoner skills with context (Drain Life as the self-sustaining DoT, Requiem as the AoE damage chain, Decay, curses/debuffs), why the Summoner is MU's most self-sustaining caster (Drain Life continuously restores HP while dealing damage), gear progression (Darkness/Ashcrow Summoner sets → Excellent → Ancient Vine/Shining), wing progression (Feather of Condor / mage-type wings), PvP strategy (lead with curses to reduce opponent effectiveness, then burst), matchup analysis vs each S6 class, and who the Summoner is best suited for.
The Summoner is MU Online's most attrition-oriented class — a dark magic user who applies curses to weaken enemies, drains their HP with damage-over-time spells, and simultaneously restores her own health through Drain Life. While other classes kill in bursts, the Summoner systematically dismantles
The Summoner is MU Online's most attrition-oriented class — a dark magic user who applies curses to weaken enemies, drains their HP with damage-over-time spells, and simultaneously restores her own health through Drain Life. While other classes kill in bursts, the Summoner systematically dismantles opponents.
Class evolution
SUMMONER (base class):
→ Available from: character creation
→ No quest required to create
→ Starting skills: Drain Life, basic magic projectiles, curse skills
Core Summoner identity from day one:
→ Drain Life: the defining skill (available early, defines the playstyle)
→ Curses: debuff skills that modify enemy effectiveness
→ Area magic: Requiem eventually for AoE coverage
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BLOODY SUMMONER (2nd evolution):
→ Unlock: 2nd Quest completion
→ What changes:
→ Class name: Bloody Summoner
→ Skills upgraded to more powerful versions
→ Drain Life: increased drain rate + increased HP restoration per cast
→ New curse levels available (stronger debuffs)
→ Requiem: stronger AoE DoT
The Bloody Summoner mid-game:
→ Drain Life becomes noticeably more powerful
→ Self-sustain through Drain Life: now viable even in difficult farming areas
→ PvP: the curse + DoT combination starts being a real threat
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DIMENSION MASTER (3rd evolution / final form):
→ Unlock: 3rd Quest completion
→ What changes:
→ Class name: Dimension Master
→ Master Level system unlocks
→ Maximum DoT damage achievable
→ Some servers: additional unique skills at this tier
Master Level priorities for Dimension Master:
→ Drain Life level increase (more HP drained per second + more HP restored)
→ Requiem level increase (stronger AoE DoT)
→ Max ENE increase passive (higher magic damage scaling)
→ Decay level increase
The Dimension Master end-game:
→ Drain Life: can keep the Summoner alive indefinitely in some farming scenarios
→ Against single strong enemies: Drain Life sustains you while the DoT kills them
→ In PvP: the self-sustain makes the Summoner very difficult to out-attrition
Stat distribution
THE FOUR STATS FOR SUMMONER:
ENE (Energy): PRIMARY stat — all damage scales with this
→ Drain Life damage + HP restoration rate both scale with ENE
→ Requiem DoT damage scales with ENE
→ Curse effectiveness has ENE component
→ This is the equivalent of DW's ENE relationship — max this for maximum output
VIT (Vitality): SECONDARY — critical for survival
→ Summoner has lower base HP than DK/MG
→ VIT is what keeps you alive in PvP and dense farming areas
→ More VIT = more time for your DoTs to work (Drain Life needs time to kill)
→ If you die before DoTs complete: the Summoner's advantage disappears
AGI (Agility): MINIMAL
→ Defense rate (evasion chance) — useful to avoid some hits
→ Typical investment: 20-40 AGI total
STR (Strength): MINIMUM for equipment
→ Just enough to equip armor
→ No other reason to invest STR on a Summoner
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BUILD 1: PvM FARMING BUILD
Purpose: Maximum DoT damage + strong self-sustain
→ ENE: 65-70% of points
→ VIT: 25-30% of points
→ AGI: 3-5% of points
→ STR: minimum for equipment
Why this allocation:
→ High ENE = maximum Drain Life drain rate and Requiem DoT
→ VIT is enough to survive 4-5 hits at appropriate farming level
→ The Drain Life self-sustain partially offsets lower VIT investment
→ You're trading HP for damage — the DoT kills monsters quickly enough that you don't need to tank long
PvM farming approach:
→ Pull 4-8 monsters
→ Drain Life (activates self-healing immediately)
→ Requiem (AoE DoT on the group)
→ The group's HP drains over several seconds while you regenerate
→ If HP drops low: it's rising simultaneously from Drain Life
→ Net result: farming while self-healing passively
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BUILD 2: PvP BUILD
Purpose: Strong DoT burst + survive long enough to kill opponents
→ ENE: 55-60% of points
→ VIT: 35-40% of points
→ AGI: 3-5% of points
→ STR: minimum for equipment
Why PvP needs more VIT:
→ Opponents try to burst you before your DoTs have time to work
→ DK's Death Stab combo, MG's Frost Nova burst — these target your low HP
→ More VIT = you survive the opener → your DoTs then work on the opponent
→ The Summoner's PvP strategy: survive long enough for DoTs to win
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EXAMPLE STAT ALLOCATION (1000 total points):
PvM farming build:
→ ENE: 680
→ VIT: 275
→ AGI: 30
→ STR: 15
PvP build:
→ ENE: 570
→ VIT: 380
→ AGI: 35
→ STR: 15
Hybrid:
→ ENE: 620
→ VIT: 330
→ AGI: 35
→ STR: 15
Skills
DRAIN LIFE — the core skill:
→ Type: single-target DoT (damage-over-time) + HP restoration
→ Effect: continuously damages a target AND restores YOUR HP based on damage dealt
→ Duration: ongoing while active (the drain continues until the target dies or you stop)
→ ENE scaling: both damage dealt AND HP restored scale with ENE
→ What makes it unique: it's the ONLY offensive skill in S6 that simultaneously deals damage and heals the caster
How Drain Life works in farming:
→ Activate Drain Life on a monster
→ Your HP bar: starts recovering immediately
→ Monster HP: declining from the drain
→ The longer the monster lives: the more HP you recover
→ Against tough monsters: Drain Life makes you difficult to kill
→ Against large groups: activate Drain Life on one, use other skills on others
How Drain Life works in PvP:
→ Opponent attacks you: your HP drops
→ Drain Life on the opponent: simultaneously restores HP
→ Net effect: you're harder to kill than your raw HP suggests
→ Against melee attackers: if they hit for 300, and Drain Life restores 200, the effective damage is only 100
→ This self-sustain creates extended fights where the Summoner can outlast higher-raw-HP opponents
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REQUIEM — the primary AoE DoT:
→ Type: AoE damage-over-time (hits all enemies in a radius)
→ Effect: enemies in range take periodic damage over several seconds
→ ENE scaling: DoT tick damage scales with ENE
→ When to use: farming groups, PvP crowd fights, boss adds clearing
Requiem in farming:
→ Pull a group of monsters
→ Cast Requiem → all take periodic damage
→ Simultaneously Drain Life on one target (your HP restoring)
→ The group slowly dies from the Requiem DoT
→ Very efficient for densely packed monster areas
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DECAY:
→ Type: single-target DoT or curse with DoT component (varies by server)
→ Effect: target takes DoT damage over time
→ Can be stacked with Drain Life and Requiem (three DoTs simultaneously)
→ When to use: against high-HP single targets (bosses, PvP opponents who are hard to kill fast)
The three-DoT stack:
→ Drain Life + Requiem + Decay = maximum DoT pressure
→ A target with all three active: losing HP from three sources simultaneously
→ This is the Summoner's maximum sustained damage against single targets
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CURSES — the debuff skills:
Various curses available (exact names vary by server implementation):
Weakness Curse (reduce STR equivalent):
→ Target's physical damage reduced
→ Good opening move in PvP against DK/MG (melee physical fighters)
→ In PvM: reduces boss physical damage (safer farming)
Slow Curse:
→ Target's attack speed reduced
→ They attack less frequently while your DoTs still tick
→ Against fast attack speed classes: makes them significantly less dangerous
Defense Rate Curse:
→ Target's defense/evasion reduced
→ Your attacks hit more reliably when they would normally miss
Using curses correctly:
1. Apply relevant curse FIRST (before damage skills)
2. Then: Drain Life + Requiem + Decay
3. The weakened target takes DoT more effectively AND hits you less
Common mistake: skipping curses to "get to the damage faster"
→ The damage WITH curses: more effective than the same damage without
→ Curses are not a delay; they're a multiplier
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SUMMONER PvP STRATEGY:
Step 1 — Pre-fight assessment:
→ Identify opponent class
→ Select appropriate curse (vs DK: weakness curse; vs DW: not needed as much)
Step 2 — Opening:
→ If at range: apply curse → then Drain Life + Requiem
→ If opponent approaches: distance them (reposition to maintain range advantage)
Step 3 — Sustained pressure:
→ Keep DoTs active (Drain Life continuous, Requiem periodic)
→ Monitor your own HP: Drain Life should compensate for incoming damage
→ If HP drops fast: opponent may have very high burst; reposition
Step 4 — Finishing:
→ Opponent low HP from DoTs: burst with direct damage skills
→ Or: let DoTs finish them (if they can't outlast the sustained drain)
PvP matchup notes:
vs Dark Knight:
→ DK wants melee range; you want distance
→ Apply Weakness Curse: reduces DK's melee damage significantly
→ Drain Life + Requiem: both active while DK chases
→ The longer the fight: the more likely Summoner wins (DoTs accumulate, DK doesn't self-heal)
vs Dark Wizard:
→ DW wants to Nova you before your DoTs work
→ The race: can DW kill you before your DoTs kill them?
→ Against high ENE DW: difficult matchup (Nova burst is extremely fast)
→ Counter: VIT investment + curse that reduces DW's magic casting speed (if available)
vs Fairy Elf (support):
→ Elf has Soul Barrier reducing damage; Drain Life DoT still works through barriers (reduced)
→ Long fight: Summoner more likely to win (self-sustain vs Elf's moderate HP)
vs Magic Gladiator:
→ MG will try Frost Nova freeze: don't let the freeze catch you
→ Apply curse before Frost Nova range
→ If frozen: DoTs you already applied continue ticking during freeze
→ Post-freeze: resume DoT stack
Gear progression
ARMOR SETS:
Summoner uses cloth/robe type armor sets:
Early game:
→ Vine Set: the classic Summoner early set
→ Silk Set: alternative
Mid game:
→ Bone Set: good mid-game choice
→ Ashcrow Set variants for Summoner
End game (S6):
→ Ancient Vine Set: excellent for Summoner (magic damage bonuses)
→ Ancient Shining Set: alternative end-game caster set
→ Full Ancient set: activates Ancient set bonus effects
Excellent item options for Summoner:
→ "Increases maximum mana": large mana pool for more skills without potions
→ "Mana recovery rate": regenerate mana faster between casts
→ "Magic damage % increase": direct DoT improvement
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WINGS:
Wing Level 1 (Summoner-type wing):
→ Feather of Condor or equivalent S6 Summoner wing
→ Bonuses: mana + magic power appropriate for the class
Wing Level 2 and 3:
→ Same progression as other classes (L1 + Loch's Feather → L2 → L3)
→ Loch's Feather from Balgass, JoCreation from Kundun/Nightmare/Selupan
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The Summoner's self-sustain changes gear philosophy:
Other casters (DW): HP items very important (low HP = very fragile)
Summoner: Drain Life partially compensates → can invest more in ENE than DW might
→ The Drain Life HP restoration allows slightly riskier ENE-heavy builds
→ But: still need minimum VIT for survival in burst-heavy PvP situations
See also the Summoner class guide (complete evolution lore and Bloody Summoner/Dimension Master breakdown), the curses and debuffs guide (the complete curse list by type and application), the PvP matchups guide (how Summoner DoT strategy plays against each S6 class), and the Dark Wizard comparison (burst vs DoT magic playstyle philosophy).
Frequently asked questions
Which stat to focus on the Summoner?
Energy is the primary stat — it increases all Summoner magic damage: Drain Life, Requiem, Decay, and curse effects. Vitality is the secondary stat: the Summoner has lower base HP than DK/MG, so VIT investment prevents one-shot deaths in PvP and allows survival in dense farming spots. The typical balance: 65% ENE / 30% VIT with minimal AGI and STR for equipment requirements.
Is the Summoner good at PvP?
Yes, but differently from other classes. The Summoner doesn't burst opponents in 1-2 hits like a DK combo or DW Nova. Instead: apply curses first (reduces opponent's stats/effectiveness), then layer DoTs (Drain Life + Requiem running simultaneously), and use burst skills when the opponent is weakened. Against opponents who understand the pattern: challenging. Against opponents who don't: the Summoner's DoTs kill them while they're trying to figure out why they keep losing HP.
What makes the Summoner unique compared to Dark Wizard?
Both are magic casters, but they play very differently. DW: burst-oriented (high spike damage, kill fast, die fast if hit). Summoner: attrition-oriented (apply multiple DoTs, opponent's HP drains over 10-15 seconds, your Drain Life continuously restores your own HP). DW wants to kill in the first exchange; Summoner wins long fights. DW clears large groups in seconds; Summoner is better at sustained single-target removal. Against tough single targets (bosses, PvP): Summoner can be more resource-efficient because of self-sustain.
What are curses and how do they work?
Curses are debuff skills unique to the Summoner — they reduce the target's effectiveness before the actual damage skills land. Common curse effects: reduce target's defense rate, reduce target's attack speed, apply negative status effects (weakness, slow). In PvP: applying curses first makes all subsequent damage more effective. In PvM: curses reduce what bosses can do to you while your DoTs drain their HP. They're utility skills that amplify the Summoner's overall effectiveness.