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 Minima genus comes in eight different variations. Minima are susceptible to sleep, which is one of the more frustrating status effects to be weak to. Marcassin is the most compatible with this genus and Minima prefer pie over all other treats. The following guide to Minima familiars in Ni No Kuni: Wrath of the White Witch will help you determine which is best for your team.
Florets – Florets have strong balanced stats and a good attack speed. Combined, these features make it a great familiar for random battles. Most Floret tricks are rather unimpressive, though a Florid Floret has both Restorer Aurora and Smoke Bomb, which means it can heal all allies and decrease the accuracy of enemies. This is a rather effective combination, especially when combined with good overall stats.
Rabbots – A Rabbot is very similar to a Floret, except with increased accuracy and lower defense and magic defense. That is not a particularly good trade off, especially since the tricks of Rabbots are even less impressive than the tricks of Florets. If you feel like you really need a familiar for Marcassin that has high accuracy, you may want to use a Rabbot, but a Floret has better overall stats and a Tyke has better accuracy.
Tykes – As previously noted, Tykes have very high accuracy. In fact, they basically have accuracy at the cost of all other stats. This can be useful once or twice during the game when fighting particularly high evasion enemies, but the general usefulness of this familiar type is quite low. If you can manage to struggle through the early stages and you have a lot of patience, you can eventually upgrade to a Pike Tyke, which has a rather varied suite of tricks. But, trick variety is another advantage that is only useful occasionally in this game. You are better off specializing Marcassin’s familiars than trying to get one that is a jack of all trades.
Turbans – A Turban is a pure spell casting familiar. This is quite useless for two reasons. First, since all of your main characters are dedicated spell casters, you only need familiar spell casters if they also offer additional benefits. This type of familiar does not. Second, the initial form, the Turbandit, has an almost useless set of tricks. In fact, Turbans basically have nothing but attack tricks until the third stage, at which point the Turban actually has a good mix of tricks that are valuable for a spell casting familiar. The effort to upgrade a Turban to the third stage is just too high to be worth it, though.
Idlers – Completely average stats and the ability to use Warcry define this familiar until you can upgrade it to the final transformation. If you have the wherewithal to reach that final upgrade, transform it into an All-Seeing Idler. The stats suddenly jump to above average overall and an All-Seeing Idler gains Time to Shine and the area healing trick Second Wind. Suddenly you have a very good all around familiar that can hold its own in almost any battle.
Fries – A Small Fry has generally high stats, with the sole exception of defense. Since evasion is the highest stat of the Small Fry, this lack of defense doesn’t matter much. A high attack speed makes this a generally useful familiar when you first acquire it. That little bit of usefulness pretty much vanishes when you first upgrade it. All of its stats plateau at later stages and the defense remains abysmal. Almost all of the Fry tricks are either unimpressive attack tricks or nearly worthless healing tricks. A Flash Fry eventually learns Time to Shine, but it is too later and the familiar has too weak stats by the time this happens.
Keys – Keys have the potential to be amazing, but only with the support of at least one other familiar. They have low defense and low evasion, making them susceptible to just about every attack in the game. If you have a tank in your party, you could leave a Key out to buff every ally and to debuff every enemy once the Key upgrades to a Turnkey. This requires coordination between your familiars, but it can be very valuable in the long run. When you get a chance, always upgrade your Key to a Master Key. This variant has a resurrection spell. The more you have available to you, the better.
Spitoos – Don’t even think about using a Spitoo when the enemies are using magic. It is absolutely destroyed by magic attacks. The irony of this is that Spitoos have an extremely high magic attack stat. This pattern continues to be true for each stage of a Spitoo. It has good attack, excellent magic attack, and a nearly unparalleled accuracy. Boost the attack of this familiar and you have a glass cannon that can effectively attack any weakness. Just keep in mind that it really is a glass cannon. Magic defense may be its worse stat, but defense and evasion are only slightly better.