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Ni No Kuni Familiar Guide

Story Familiars

MITEY (MITE)

Celestial Sign: Sun
Genus: Milites
Primary Abilities: Attack, Evasion, Accuracy
Susceptible to: Unconsciousness, Confusion
Resistant to: Poison, Curse
Elemental Resistance: Storm
Elemental Weakness: Water
Favourite Treat: Chocolate (Atk.)
Most Compatible With: Oliver

Acquired at the beginning of the game, this familiar is conjured from the fighting spirit in Oliver’s heart. His starting trick is Cut Loose which metes out physical damage to all enemies in battle. His Miracle Move is Slash Dance which is also a physical field attack that affects all foes.

LEMAHL (THUMBELEMUR)

Celestial Sign: Star
Genus: Bestiae
Primary Abilities: Evasion, Accuracy, Attack, Defence
Susceptible to: Sleep
Resistant to: Blindness
Elemental Resistance: None
Elemental Weakness: None
Favourite Treat: Ice Cream (Eva.)
Most Compatible With: Swaine

Gifted to Oliver in Ding Dong Dell during the Mischievous Mice quest. Tommy Stout, stalwart protector of sewers, will give you the Thumbelemur after Drippy explains that only wizards can battle with familiars. His starting trick is Sharpener which provides a buff to the attack power of a single ally. In place of Defend, Lemahl has the ability Psyche Up. Whilst he is unable to defend, he will be able to unleash a stronger and more prolonged attack after he has used this ability and is directed to Go Wild. Letting a familiar Go Wild has the added benefit of a higher chance at interrupting an enemy action. His Miracle Move is a physical field attack called Primal Roar.

SID (SEED SPRITE)

Celestial Sign: Star
Genus: Nymphae
Primary Abilities: Magic Defence, Evasion, Accuracy
Susceptible to: Curse
Resistant to: Nix
Elemental Resistance: Light
Elemental Weakness: Fire
Favourite Treat: Cake (Mag. Atk.)
Most Compatible With: Marcassin

Hatches from an egg after Oliver uses the rejuvenation spell on the tree it’s nestled in. In place of Defend, Sid’s special ability is Evade, meaning when this command is used, the familiar will evade the attack altogether, taking no damage. It starts with the trick Drowsy Drops which is an elemental dark attack that targets a single enemy. It’s Miracle Move is New Dawn (light) which heals all allies and cures any status changes. This familiar is invaluable in Boss Fights; be sure to swap him in just before they initiate their special move. Time it right and you can evade these powerful attacks completely.

GOGO (DRONGO)

Celestial Sign: Moon
Genus: Aves
Primary Abilities: Evasion, Accuracy, Magic Defence
Susceptible to: Blindness
Resistant to: Sleep
Elemental Resistance: Water
Elemental Weakness: None
Favourite Treat: Ice Cream (Eva.)
Most Compatible With: Esther

This familiar belongs to Esther and will join your party along with her in Al Mamoon. Like Sid, this familiar has the Evade ability and starts off with 2 tricks – Healing Tear, which restores small amount of health to 1 ally and Thunderspark, which is a storm attack that affects a single enemy.

GEMMA (LAGOON NAIAD)

Celestial Sign: Sun
Genus: Nymphae
Primary Abilities: Magic Defence, Evasion, Accuracy
Susceptible to: Curse
Resistant to: Nix
Elemental Resistance: none
Elemental Weakness: none
Favourite Treat: Cake (Mag, Atk.)
Most Compatible With: Marcassin

One of three familiars you can choose from Master Solomon after completing the temple of Trials. As attack and evade, she starts off with two tricks- Healing Tear which restores a small amount of HP to a single ally and See Stars which dishes out physical damage to a single enemy and can cause confusion. Gemma will learn the trick Blunt at level 15 which reduces the Attack of a single enemy.

BOGGLY (BOGGLY-BOO)

Celestial Sign: Sun
Genus: Daemonia
Primary Abilities: Magic Attack, Magic Defence, Attack, Evasion
Susceptible to: Petrification, Confusion
Resistant to: Unconsciousness, Curse
Elemental Resistance: none
Elemental Weakness: Storm
Favourite Treat: Sundaes (Mag. Def.)
Most Compatible With: Marcassin

One of 3 familiars you can choose from Master Solomon after completing the temple of Trials. His abilities are Attack and Defend and he knows the trick Enlighten, which provides a buff to the user by boosting Mag. Atk. The additional tricks he will learn are Fling Flame at level 7 that is a fire attack targeting a single enemy and Thunderspark at level 15 that is a storm attack affecting a single enemy.

SHONKY (SHONKY-HONKER)

Celestial Sign: Star
Genus: Arcana
Primary Abilities: Magic Defence, Defence, Magic Attack, Evasion, Accuracy
Susceptible to: None
Resistant to: None
Elemental Resistance: none
Elemental Weakness: none
Favourite Treat: Cake (Mag. Atk.)
Most Compatible With: No preference

One of 3 familiars you can choose from Master Solomon after completing the temple of Trials. It has the abilities Psyche Up! And Attack and starts off with the trick Body Blast which is a physical attack that affects a single enemy. He can also learn Drowsy Drops at level 7 that sends a single enemy to sleep and  Demon’s Fury at level 16 that curses a single enemy. Both of these tricks fall under the dark element. 

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3 comments

  • johnyboy0218 - November 5, 2013 6:59 a.m.

    How can I know if the familiar is a normal, early riser or late bloomer?
  • Shabana_Arif - January 12, 2014 5:22 a.m.

    As useless as this is, it's a case of observing their patterns as they level up if I recall correctly. Although if you're planning on grinding, I'd just pick whoever is your favourite as you'll have plenty of time for them to level up. The discrepancy in how fast they level up is quite obvious so you should be able to tell which category they fall into fairly quickly. I hope this helps, despite how vague it is!
  • batman5273 - January 25, 2013 4:04 a.m.

    Shabana, I am so proud of you getting published on Gamesradar! great job!

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