Espers
Espers are the summons of Final Fantasy Resonance: how the three-turn summon structure works, Siren and Ramuh's kits, and Bahamut's unconfirmed status as a summon.
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Espers are the summons of Final Fantasy Resonance. The series staple returns as a high-cost battle option: a summoned esper joins the fight in person, acts over several turns, and exits on a finisher.
Espers are unlocked by progressing the story and by completing side quests. When summoned, an esper fights alongside the party for three turns, delivers a powerful finishing move on the final turn, and then disappears. Summoning costs a large amount of MP, which positions espers as tide-turners against strong opponents rather than tools for routine fights. They act within the same turn-based flow as the rest of the party; see Combat for the battle structure.
Two espers have been detailed in official materials so far.
Esper | Profile | Special Move |
|---|---|---|
Siren | An esper with large wings and a love of the wind. It attacks with the water and wind elements. | Lunatic Voice: wind damage to all enemies, with a chance of inflicting Sleep or Silence. |
Ramuh | An esper in the form of an elderly figure with a long beard. | Judgement Bolt: lightning damage to all enemies. |
Bahamut appears in the story. The unnamed woman among the announced characters travels alongside it, and in preview builds the prologue, set during a war in the past, featured Bahamut being summoned in a tutorial boss fight. Its status as a summonable esper for the player has not been confirmed in official materials, so for now it is documented as a story presence rather than a gameplay option.
Fina, the heroine who appears from the Earth Crystal, can communicate with espers, though she cannot remember why or where she learned to. Official feature descriptions also count moogles among the series elements woven into the story, alongside airships and crystals.