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+stats and ignoring daming reduction means nothing if the base unit is so helplessly inept they can't hit anything.
Then the enemy gets their turn and cleans out the lot of them with their multiattacks.
They're kinda meh as as a distraction, it kinda works but that's not fun and having the extra feats and such don't make any difference, and instead of choosing abilities and wasting turns with them you could just deal with the enemy directly.
An Inquisitor Monster Tactician with a handful of teamwork feats, augment summoning and superior summoning is an entirely different beast.
Outflank, Precise Strike, tandem trip and suddenly your 1min/level, standard action summons are basically doing your work. You stand in the middle with a longspear or other reach weapon and whistle while you stab with a bane weapon.
Not to mention if you take Animal Domain with boon companion...then you have another companion you can buff.
Especially in solo/2/3-member runs in which you tend to be higher level.
I'll admit they are not as useful as repurpose for the lich to take bosses, or just spamming raise undead as chaff, but they are extremely useful to kill things and in the fire elementals case to ignore the many fire spells of the enemy. In fact the elder elementals have ended many bosses for me.
As has been said you can add very tanky pets making them bulwark or deathtouched, along with the nomad background or the necromancer background to give a slight boost to HP.
*I also throw in false life (the grace AOE version) to boost everything up in the middle of fights, and various other buffs like bless. I've actually got gear now which when a character dies, more summons take their place :D
This too. Toss in all the teamwork buffs from the MT if you are one and the summons will mow down everything.