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 Automata genus comes in five different variations. Automata are weak to both sleep and poison, which makes them one of the better familiars to put into the field when dealing with multiple status effects. Swaine is the most compatible with this genus and Automata prefer flan over all other treats. The following guide to Automata familiars in Ni No Kuni: Wrath of the White Witch will help you determine which is best for your team.
Monoliths – Monoliths are brick walls that cannot be broken by any physical attack, or at least nearly so. They also have a quite respectable defense and a very high stamina, so you can leave them out for a while if necessary. They are slow to attack, though, and have a pitiful attack stat. Your primary goal with a Monolith is to upgrade it to a Megalith. It gains Yoo-Hoo at this point and can then easily tank in any battle. For the final upgrade, you need to make a hard choice. A Paleolith can resurrect allies while a Neolith becomes nigh invincible with Blunt and Leech. Both are good options, depending on your needs.
Cogs – Cogs have slightly above average stats and trade a little bit of evasion for a high defense. This is only unusual because they have a very high attack speed and high attack speed is usually correlated with high evasion in this game. While the stats of the Sprog Cog are mostly balanced, this type of familiar is clearly becoming a tank mage by the time you upgrade it to a Hot Cog. Magic attack and defense are the two meaningfully high stats of a Cog by the second and third stages. There is a good chance that a Cog will have a better defense than Swaine, so you may want to keep a Cog around simply to have a good magic option that isn’t obliterated by melee combat, but otherwise a Cog isn’t that great a familiar.
Metal-Man – Metal-Men are similar to Monoliths, except they give up some defense to get a notably higher attack stat. This is not a good trade because a Metal-Man has abysmal evasion and accuracy. The former makes that sacrificed defense hurt more and the latter makes the higher attack all but worthless. Even worse, this familiar has the slowest attack speed in the game. Ignore this type of familiar completely.
Clinketyclanks – Slightly above average stats and high movement combine beautifully to make this a great all around familiar, at least at the first stage. The stats drop down to below average by the third stage, though. You can slightly mitigate this by using Psyche Up in fights, but this also means that the familiar doesn’t have the ability to defend from massive attacks. It is a good all around familiar when you first get it, but you should ditch it for something better at the first upgrade or the second upgrade at the latest.
Daddies – Unlike the Clinketyclank, Daddies actually look pretty bad when you first get them. They have only average stats, with the exception of accuracy, which is downright awful. Thus, given their high attack speed, Daddies tend to just miss a whole bunch of times in a row. The stats of a Daddy pretty much stay the same through each upgrade, with the exception of defense which improves to slightly above average. Even with that slight improvement, you have a mediocre familiar that can’t hit the broad side of a barn and doesn’t have any interesting tricks.