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Final Fantasy Resonance gives Fina access to a powerful group of Espers. These summons can deal serious damage, draw enemy attacks away from your party and remain useful throughout the game, but each one must be found and, in most cases, defeated first.

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This guide explains how Espers work and lists every known Esper location, availability chapter and recruitment requirement. The final Esper’s conditions were still being confirmed when this guide was prepared.

How Espers work in Final Fantasy Resonance

Fina is the only party member who can summon Espers. Each summon costs MP, and the Esper stays on the battlefield for three actions. Support spells can affect them, but you cannot choose their actions or targets.

An Esper selects from its available abilities on each turn, then finishes its appearance with its strongest skill. Once it disappears, Fina can summon it again on her next turn, provided she has enough MP. There is no separate charge gauge or cooldown timer.

Espers are a little like having an extra arcade player join a difficult round: they can change the pressure of a battle, but you still have to work with the moves they choose. For more gaming and arcade coverage, visit the RETROCADE Arcade Blog.

Ramuh joining the battle in Final Fantasy Resonance

Esper locations in Final Fantasy Resonance

Most Espers are hidden in caves or dungeons. Town residents with exclamation marks above their heads often provide clues, and their information is added to the world map so you can check the relevant location later.

Some optional Esper battles are tougher than the mandatory bosses in the same chapter. If a fight is too difficult, you can leave and return after levelling up; the Esper will still be waiting.

Siren

Rain stands outside of Siren's Tower in Final Fantasy Resonance
  • First available: Chapter 1
  • Recruitment: Siren is a mandatory boss. Defeat her and she joins automatically.

Ramuh

Rain approaches a cave in the mountains, which also leads to Mt. Thunderclap in Final Fantasy Resonance
  • Location: Mt. Thunderclap summit in Dirnado, reached through the entrance east of Zidane’s shrine.
  • First available: Chapter 2
  • Recruitment: Defeat level 20 Ramuh. He is weak only to earth.

Carbuncle

Rain approaches a cave behind a dense area of trees in Final Fantasy Resonance
  • Location: Ruby Cave
  • First available: Chapter 3
  • Recruitment: Read the tablet’s riddle, then collect three world-map items in the specified order. Their positions appear on the mini-map, but they can only be collected in the correct sequence.

Ifrit

An airship outside of a smoking volcano in Final Fantasy Resonance
  • Location: A volcano accessible by airship
  • First available: Chapter 5
  • Recruitment: Fly into the volcano after obtaining the airship and defeat level 33 Ifrit. He is weak to water. You may hear the rumour before the area becomes accessible.

Titan

Rain examines a rock with a bunch of sealing stakes driven into it in Final Fantasy Resonance
  • Location: The giant rock east of Siren’s tower
  • First available: Chapter 5
  • Recruitment: After clearing the first round of gladiator trials in Grandshelt, Lid receives a hammer that can break open the rock. Defeat level 30 Titan inside; he is weak to wind.

Leviathan

Rain approaches Nichol with a side quest marker over his head in Final Fantasy Resonance
  • Location: Olderion
  • First available: Chapter 5
  • Recruitment: Unlock the airship, then complete Nichol’s side quest, “Nichol’s Duty”.

Shiva

A map of Mysidia showing where to find Shiva in Final Fantasy Resonance
  • Location: A snowstorm on the southern island, after finding Mysidia
  • First available: Chapter 5
  • Recruitment: Find and defeat Shiva. She is weak to fire.

Odin

Rain approaches a dark cave in Final Fantasy Resonance
  • Location: Bladerain Stele cave in eastern Gronoa
  • First available: Chapter 6
  • Recruitment: After Fina learns Holy, interact with the tablet in the cave to begin the quest. Defeat level 45 Odin, who is weak to electricity.
Final Fantasy Resonance

Esper battle tips

Plan around the Esper’s weakness before entering the fight, and keep enough MP available for later summons. Since summoned Espers act independently, treat them as temporary damage or distraction tools rather than fully controllable party members.

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