Esper (Revenant Wings)

The Espers summoned in Final Fantasy XII: Revenant Wings are distinct from those of the other Ivalice games. Unlike the scions or the Espers of Final Fantasy Tactics, these Espers are unique to Lemurés in origin, and have their own distinct history. They do, however, for unknown reasons resemble the standard non-zodiacal Espers of Ivalice.

Origins
The Espers of Lemurés are, unlike those of Ivalice, born from the stolen hearts of the aegyl through the use of auracite. These stolen aegyl souls gathered, creating their own plane, the Esper World, and it is from here they can be called to the material world via summoning gate by a person carrying auracite. However, in doing so the heart of the summoner is itself eroded, creating still more Espers.

The scions are also present in Revenant Wings, though it is currently unclear how they relate to the Espers of Lemurés.

Gameplay
In gameplay, Espers are bought on the License Ring. There are four main elements, plus two additional areas for summons. Each element, bar holy, has physical, magical and aerial summons. Each of these areas has three ranks, with rank 1 being the weakest and rank 3 being the strongest. However, you do not need the rank 1 summon to get the rank 2 summon, and you do not need the rank 2 summon to get the rank 3 summon. Physical summons are strong against magical, magical against aerial, and aerial against physical. Some summons, mainly the Espers from Final Fantasy XII, must be defeated in battle before becoming available on the License Ring. The Espers of Revenant Wings act as party members in battle, and multiple instances of each can exist on the battlefield at any given time.

Non-Elemental Summons
Non-Elemental summons have no weakness or resistance. They also tend to have no special attacks either. They are best used when you are fighting a group of enemies with different weaknesses. However, the game's most powerful summons are also non-elemental.

Physical Summons
Rank 1: Alraune, Chocobo Rank 2: Tonberry Rank 3: Odin, Gilgamesh

Magical Summons
Rank 1: Sylph Rank 3: Zalera, Zodiark

Aerial Summons
Rank 1: Galkimasera (Garchimacera) Rank 2: Diablos Rank 3: Bahamut

Fire Summons
Fire summons are weak against water summons. They are strong against earth summons, and some water summons.

Physical Summons
Rank 1: Jinn Rank 2: Iblis Rank 3: Ifrit

Magical Summons
Rank 1: Salamander Rank 2: Lamia Rank 3: Belias

Aerial Summons
Rank 1: Bomb Rank 2: Wyvern Rank 3: Chaos

Water Summons
Water summons are mainly weak against thunder summons, while some are weak against fire. They are strong against fire summons, and some thunder summons.

Physical Summons
Rank 1: Sahagin Rank 2: Cúchulainn Rank 3: Leviathan

Magical Summons
Rank 1: Baby Shiva Rank 2: Darling Shiva Rank 3: Shiva, Famfrit

Aerial Summons
Rank 1: Aquarius Rank 2: Siren Rank 3: Mateus

Thunder Summons
Thunder summons are mainly weak against earth summons, while some are weak against water. They are strong against water summons.

Physical Summons
Rank 1: Remora Rank 2: Ixion Rank 3: Shemhazai

Magical Summons
Rank 1: Quetzalcoatl Rank 2: Sagittarius Rank 3: Tiamat

Aerial Summons
Rank 1: Ramii Rank 2: Raiden Rank 3: Ramuh

Earth Summons
Earth summons are weak against fire summons. They are strong against thunder summons.

Physical Summons
Rank 1: Goblin Rank 2: Golem Rank 3: Titan

Magical Summons
Rank 1: Cactite Rank 2: Cu Sith Rank 3: Hashmal

Aerial Summons
Rank 1: Gnome Rank 2: Atomos Rank 3: Exodus

Holy Summons
Holy summons have no offensive capabilities. Instead, they can only heal your party members with their attacks. The sole exception is Ultima's special attack.

Magical Summons
Rank 1: Shiro Usagi (Ozmone Hare) Rank 2: Carbuncle Rank 3: Ultima