Familiars are essential to your quest in the PS3 game Ni No Kuni: Wrath of the White Witch. The right familiars can effectively be your sword, your shield, and even you magic. Each familiar genus offers different advantages and the specific creature type has set tricks and abilities. The Aves genus comes in seven different variations. Aves are susceptible to blindness, which isn’t a problem when you are using them in a support role. On the contrary, they are strong to sleep effects, so you have little fear of suddenly losing access to Aves. Esther is the most compatible with this genus and Aves prefer ice cream over all other treats. The following guide to Aves familiars in Ni No Kuni: Wrath of the White Witch will help you determine which is best for your team.
Byrdes – Byrdes stand out in evasion and accuracy. While evasion is generally useful, accuracy without high attack offers consistent damage, but not exceptional damage. Effectively, Byrdes are designed to thrive in longer fights. While this is good in theory, they actually have lower than normal stamina, which severely hinders that design philosophy. They are fast, though, which synergizes well with the high accuracy. While Byrdes have an interesting mix of advantages and disadvantages, the final balance scale tilts towards not using this type of familiar. The only good reason to make an exception is if you upgrade to a Thunderbyrde in order to learn the Restorer Aurora trick which can heal all allies.
Hawks – Hawks pretty much have it all going for them. They have above average stats across the board, a high attack speed, and an extremely high evasion. If Hawks have any drawback, it is a weak set of tricks, but since Hawks learn Sabotage when they become a Mohawk, they always have at least one good trick available. If you can manage to get a Hawk as a familiar, it should always be one of the three familiars in Esther’s menagerie.
Whambats – Whambats, like Byrdes, have high evasion and accuracy. And, also like birds, this combination is not particularly useful. They attack just as quickly as Byrdes, though have a higher stamina, which means they stay on the field a little longer. It is a lot easier to justify using a Whambat, though. Every version has the Evil Embrace trick which puts a random debuff on an enemy and every version also other tricks that apply negative status effects to enemies. Captain Whamtastic is particularly excellent because you can make up for the slightly low attack and magical attack of this familiar with the Time to Shine trick. The only flaw with a Whambat is that each one has so many good tricks that you will want to slot more than the game allows.
Fowls – In terms of raw stats, Fowls are unreasonably good. A Sleepeafowl, for instance, simply has better stats in every category than a Mite. Combine that with two powerful debuff tricks and you have a very effective familiar. Furthermore, this amazing stat growth barely slows down. One of the two final forms, the Wimpeafowl, has only a mediocre attack stat. But, otherwise, this is simply an incredibly powerful familiar. Oddly, the Grumpeafowl has Yoo-Hoo, which is mostly useless for this familiar, but all the other tricks of the Grumpeafowl are good. In fact, it is generally the better choice over the Wimpeafowl.
Drongos – This type of familiar has a singular purpose: healing. It has strong magic attack and magic defense and always has at least one healing trick. The Strongo further gains Hocus Focus which allows it to be a particularly good healer, even with only one healing trick available. Both of the final forms, the Electrongo and the Fluorongo have multiple healing tricks. If you don’t need a dedicated healer, don’t waste time acquiring or upgrading this familiar.
Nightingales – Fightingales have good high balanced stats and the Yoo-Hoo trick. This makes a Fightingale good for fighting in random battles and both fighting and tanking in boss battles. Unfortunately, the Fightingale is the only good version of this familiar. Once it upgrades to a Knightingale, both defense and evasion plummets, making that Yoo-Hoo trick practically worthless. You could continue to use a Nightingale as a dedicated healer at that point, but a Drongo is superior for that purpose and dozens of familiars are superior for straight fighting.
Hoos – The basic form of the Hoo, a Tu-Whit, has high overall stats and an exception magic defense and accuracy. Combine that with Psyche Up and you have a very powerful scrapper, which can also surprisingly heal its self. Only defense falls behind when it upgrades to a Tu-Whoo and high evasion makes up for that. This rapid increase in stats plateaus at the final upgrade, though and both variants become dedicated healers. If you were building for combat during the previous two stages, the final from of the Hoo is nearly useless. But, instead, you can improve the Hoo specifically for the final form and let the normally high stats of the familiar support it through the first two stages.