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A build, or a Character Build, is a game plan to produce an optimal character. Be it beating Lucifer as soon as possible, travel to the highest Worlds, or simply becomes a stat hoarder.

Intro[]

Even though player can choose to focus Jobs that only help growth with specific weapons, it is generally encouraged to review every Jobs and decide which Jobs' abilities to milk out from first. For example, Thief and Hunter have Critical Up as their list of abilities. When compared:

  • Thief has 10 stat points growth per level, have Move Up, Knife related bonus, and growing the lack of LUK.
  • Hunter has growth on POW and SPD, but only 9 stat points per level. Abilities mostly focus on Bow.

Therefore, even as a Bow-main user, it is still sensible to put Hunter as later priority to be leveled up. This is due to the lack of overall LUK growth from Jobs, getting Move Up first, and Knife is a more player-friendly weapon to farm experience.

Which means, Minute Frontier is not all about leveling Jobs that only favors specific weapon(s). It is all about making a grand scheme to get most experience per hour consistently, due to it being 90% or more of what players will be doing. If a Job does not offer a solid growth, or current weapon does not fit in demand, there is no penalty for swapping out.

The actual penalty would only be player will need more experience to reach next level, when their main level (left of the Job level) keeps increasing. Therefore, planning to level which Jobs first can be a great help. The sections below discuss the priorities.

Overall Stats Growth[]

Focusing on getting most stat points out from a level, regardless of the job type. This usually involves on growing a Job that has 10 stat points per level. Brave is a good starter example of this, due to having 11 stat points per growth.

Benefits Downsides
Except Brave, up to 33 Jobs offer 10 stat points per level, versatile. Does not always growth specific stats well.
Those Jobs also offer useful abilities, including Critical Up, Guard Up, Attack Up, and various Weapon bonuses. Certain Jobs do offer crucial abilities or weapon-specific ones, despite having 9 or less stat points per level. (See next section)
Can grow defensive stats when having massive speed only is not a good option, due to high level enemies. Lacking extreme offensive stats to farm EXP more effectively.
Many Jobs still provide a solid growth on offensive stats, and INT improves Elemental Damage for Physical class. Does not favor Magic build (Staff). Only 4 Jobs with 10 stat points give 0 POW.

Focused Stats/Weapon[]

There will be a point where player has milked out all important or needed abilities out from every Jobs, even those they are not specialize for.

So, players can choose to continue leveling Brave (and perhaps Mother for extra Pet EXP) for overall stat growth in endgame. However, leveling Assassin, Necromancer, or Wizard could be a more sensible choice. Despite they only grow 9 stat points per level, they provide a bump on a certain stat that most other Jobs do not offer.

Even in World 1 - 2 pace, certain key abilities are locked behind Jobs with 9 or below stat points per level. These include Hunter's Bow bonuses, Wizard's Staff bonuses, Assassin's various bonuses, Geomancer's Elemental Up, Kekkaishi's extra Magic Guard Up, and more.

Benefits Downsides
Quickly improving key stats such as SPD to out-speed enemy, MEN to lower incoming magic damage. Requires more SPD investment to out-speed enemy, especially enemies from next World. While many other Jobs also offer growth on magic defense.
Assassin is a good choice for endgame Physical offensive growth. There is no good counterpart for speedy Magic user.
Gardner and Kekkaishi can give quick bump on defensive stats. They only provides 8 stat points. Leveling Samurai, Hermit, or Augur can be a better choice. Especially when not using Barrier.
Hyper offensive could be a good strategy even in early Worlds. Missing out various abilities from other Jobs, such as Critical Up and Guard Up.
Further improving certain weapon bonuses, such as Knife, Bow, Staff, and Dice. Not always on a higher priority, despite the offer can be appealing. Less meaningful if player do not use the weapon. (Ex: Dice bonuses from Raver and Bunny)

Scaling Abilities[]

Certain Jobs have a unique ability unlocked at Level 1, but can be scaled more by simply leveling up the Job more. While some of the Jobs still offer useful abilities (Ex: Priest's and Vampire's Magic Guard Up), they usually can grow less stat points per level. So, it is not recommend to over-commit them, especially when healing and Enemy Charm are not a priority.

This is because those Scaling Abilities grow additive instead of multiplicative. Which means far more levels are needed to see significant differences. Some of those abilities even have too low numbers (Ex: Bunny's Move Exp) to justify leveling them at all. Even though they often comes with Guard abilities, leveling most other Jobs can be much better.

Vampire always give better healing due to player constantly moving to kill 4 enemies on screen.

Healing Experience Pet
Jobs & Stats per Lv Villager (7pt), Priest (6 pt), Sorceress (7 pt)

Monk (6 pt), Vampire (6 pt)

Raver (7 pt), Bunny (7 pt) Tamer (9 pt), Mother (10 pt)
Recommendation/

Priority

> Focus on Vampire when defensive stats are enough, but not heal.

> Lv 40/70/100 Priest.

> Invest in Monk if using Spear bonus.

If player use Dice. > Lv10 - 50 Tamer for Killer Mantis or Dart Fish.

> Lv120 Mother, further if needing MEN & LUK.

> Lv100+ Tamer for endgame Lucifer hunt.

Guard Abilities > Lv100 Priest (4)

> Lv90 Vampire (3)

> Lv100 Monk (3)

> Lv100 Villager and Sorceress (1)

No. Lv100 Tamer (1)

Key Abilities[]

There are certain Jobs recommend to be focused first due to having important abilities, after obtaining decent stats and healing capabilities (or simply farm weaker area). These abilities are:

Move Up and Weapon Drop Up are too good to give up, even when considering the excessive POW grow on Magic users. However, Critical Up is spread across 19 Jobs. In which aside from Hunter, Ninja and Gambler, there is a total of 16 Jobs offer both 10 stat points growth and Critical Up.

Elemental Up from Geomancer, Barrier abilities from Gardner and Kekkaishi are worth taking note of, especially if player's weapon favors them (see below). After those, player can focus on gather weapon bonuses, Guard Up, Attack Up, and sections mentioned above.

Weapon Note[]

Minute Frontier is a game all about hoarding massive stats. In order to do so, having a powerful weapon is not the sole goal. But rather, how much experience earned per minute is a more concerning issue. Another reason of why DMG / MIN has less overall impact is due to how enemy stats work. If the enemy has low VIT, it is more likely to be easily killed by Knife, despite having high Level. This is because its VIT does not grow by a large margin.

Therefore, player is suggested to experiment which weapon to use, based on their gameplay preferences, chosen zones, and EXP / MIN.

Tier Weapon Weapon focused Jobs* Weapon Motion, Impact, and AoE Investments Benefits Downsides
B Sword Fighter, Samurai, Vampire, Swordsman, Mgcknight, Pirate, Blkknight, Mole, and Holynight, Motion: Brave (Lv 40), Swordsman (Lv 60)

SUM: 100 Lvls Impact: Blkknight (Lv 100), Holynight (Lv 100) SUM: 200 Lvls TOTAL: 300 Lvls

+ Deal good damage on single hits.

+ Has full elemental coverage.

+ Faster traveling with Cavalry/Mole.

+ Rapid tapping as an option, although better with the Knife.

- Slower animation when compared to Knife, decreasing DPS in comparison.

- High damage, slow swings can be overkill and lead to worse gains over other weapons.

- Lacks area of effect upgrades.

S Knife Thief, Ninja, Idol, Assassin, Pirate, Gentleman, Cat, and any Jobs with Critical Up. Motion: Thief (Lv 15), Idol (Lv 100), Assassin (Lv 100)

TOTAL: 130 Lvls

+ Fastest attacking weapon, consistent DPS.

+ Nearly full elemental coverage, missing only fire.

+ Benefits a lot from Critical Up due to rapid attacks.

+ Rapid tapping causes damage to skyrocket.

+ 40 of the 60 jobs have a base weapon bonus for knives above 100%.

- Requires a lot of initial investment into Critical Up make it effective.

- Most impacted weapon by enemy VIT stat. - Ineffective to farm EXP on zones with too much bulky enemies, relocate to other one.

F Hammer Fighter, Priest, Smith, Dwarf, Robot, Werewolf, Afro, and Ribongirl. Motion: Smith (Lv 50), Dwarf (Lv 10)

SUM: 60 Lvls Impact: Fighter (Lv 15), Smith (Lv 160), Dwarf (Lv 190) SUM: 365 Lvls TOTAL: 365 Lvls

+ Can deals a lot of damage in one attack via rapid tapping.

+ Gets benefits from Lv 100 Priest due to weapon bonus.

- Slow attack animation hurts DPS and EXP/MIN.

- Lacks area of effect upgrades. - Does not get benefit from Barrier when reeling back for the swing via tapping.

- Limited elemental distribution. Earth or Light for a single job (Afro).

- 32 of the 60 jobs have a base weapon bonus below 100% for Hammers.

A Spear Samurai, Monk, Kappa, Dragoon, Gardner, Cavalry, Devil, Afro, Alien, and Ribongirl. Impact: Monk (Lv 40), Kappa (Lv 80), Dragoon (Lv 200)

SUM: 320 Lvls Through Spear: Calvary (Lv 70), Devil (Lv 80), Afro (Lv 20), Alien (Lv 70) SUM: 240 Lvls TOTAL: 560 Lvls

+ Reasonably fast and strong. Able to put out respectable damage when held and released rhythmically.

+ Has full elemental coverage. + Through Spear provides AoE to enemies behind attack target.

- Hard to be automated, no autowalk Job options.

- Less effective than Knife in terms of EXP/MIN, when the farming loop is setup right.

- Barrier effects are not active when charging spear.

B Bow Hunter, Gunman, Robot, Angel, Sniper, Hero, Alien, Minstrel, and Jobs with Barrier if desired. Impact: Hunter (Lv 10), Gunman (Lv 40), Sniper (Lv 60)

SUM: 110 Lvls Bow Aim: Hunter (Lv 200), Gunman (Lv 70), Angel (Lv 160), Sniper (Lv 80) SUM: 510 Lvls Stray Bullet: Gunman (Lv 150), Sniper (Lv 100), Alien (Lv 20), Minstrel (Lv 200) SUM: 470 Lvls TOTAL: 830 Lvls

+ Specialized to counter Lucifer with Bow Aim Up and Light element availability.

+ Weapon bonuses already included in many other Jobs with Critical Up.

+ Gets benefits from Barrier when mini arrow is swaying, counts as "no input".

- Fully upgrading requires the most total levels of all weapons.

- Harder to be automated, no autowalk Job. - Very tricky for EXP farming, due to having to focus on screen to optimize attack. - Limited elemental distribution. Fire or Light. - Stray Bullet is the most inconsistent AoE option.

D Staff Ninja, Wizard, Priest, Kekkaishi, Necrmncr, Augur, Sage, Hermit, and Gentleman. Motion: Ninja (Lv 80), Wizard (Lv 60), Kekkaishi (Lv 90), Necrmncr (Lv 140), Sage (Lv 200)

SUM: 570 Lvls Impact: Wizard (Lv 15), Preist (Lv 30), Kekkaishi (Lv 30), Necrmncr (Lv 80) SUM: 155 Lvls Range Magic: Sage (Lv 100), Princess (Lv 100), Hermit (Lv 80) SUM: 280 Lvls TOTAL: 780 Lvls

+ The only weapon to damage all four enemies on the field.

+ Can change element on the fly.

+ Relevant Jobs specialize into INT growth, important for increasing Staff damage.

- Slow animation, hampers EXP/MIN.

- Attack does not get benefit from Barrier during the leadup to attack. - Changing element restarts the cast, cycling for type effectiveness can be risky.

- Areas with multiple enemy element types can reduce Range Magic potential.

- Majority of the Jobs grow POW, which is useless on Staff.

- Lack of jobs that grow SPD that also invest into INT over POW.

C Dice Thief, Idol, Augur, Gambler, Princess, and Jobs with Barrier if desired. Level up Raver and Bunny if desperate. Motion: Raver (Lv 60), Idol (Lv 10), Gambler (Lv 20)

SUM: 90 Lvls Pips Up: Auger (Lv 60), Gambler (Lv 80) SUM: 140 Lvls TOTAL: 230 Lvls

+ Fairly fast and strong on high dice rolls.

+ Important upgrades are centralized on a few classes. Requires the least total levels to complete of all weapons. + Utilize LUK alongside ATK for increasing damage.

+ Gets benefits from Barrier during Dice roll, since it counts as "no input" until the dice is thrown.

+ Only 6 jobs have a base weapon damage penalty (<100%), Dice can be used on many jobs with little issue.

- Inconsistency from low rolls.

- High damage and slow fire speed has anti-synergy with Critical Up. - A lot of Jobs grow 0 LUK.

- Lacks area of effect upgrades.

- Limited elemental coverage. Light and Dark.

*Jobs with 3+ instances on related weapon bonuses, or having important abilities. For more info, visit Jobs page.

Suggested Builds[]

Do keep in mind that the "Build Name" is just a name reflecting to a build style, and highly subjective. Player is also not restricted to follow what was suggested only.

Build Name Focus Goal Benefits Downsides
"Knife Master" Move Up, Critical Up, Assassin, and any Jobs that offer reasonably good stats and abiltiies. Farming as much experience as possible with the Knife, then continue trying to out-speed the enemies after hoarding other stats. + Follow the major goal of the game, which is about hoarding stats and milking abilities from every Jobs.

+ Benefits the most from automation.

+ Can switch to any other build/focus at anytime.

+ Not exclusive to Lv200+ Assassin only.

- Requires initial investment and do not works well on zones with bulky enemies.

- Require more SPD or defensive stats to farm tougher zones.

- Low level of Assassin or relevant Jobs could not give peak offensive stats.

"All-rounder"/

"Perfectionist"

Any Jobs that give most value for overall character growth, rather than focused stats. Growing as many stats out from a Level, while trying to unlock all useful abilities before deciding ultimate goal. + Can match the build as "Knife Master" do, due to overall stats growth from the Jobs.

+ While also unlocking important abilities.

- Requires more initial investment.

- Not super excellent in either Physical or Magical offensive stat growth.

"Harpooner" Jobs that offer Through Spear first. Centers around the Spear as the main weapon for damage and travel, especially on tougher zone. + Spear is always a good alternative weapon for other Physical character.

+ Can farm EXP better than Knife, given if player can survive further zones.

- Through Spear does not come early on.

- Spear attack cannot be well automated or lazy click, tricky to optimize to farm EXP.

"Brute" Jobs that offer on Sword Motion first. Focus on using Hammer as a main output for large burst damage, while the Sword is used for movement and generic EXP farming. + Sword compensates the weakness of Knife early on.

+ Hammer compensates the lack of damage from Sword.

+ Sword motions are easy to unlock.

+ Cavalry or Mole has good damage to travel tough zones.

- EXP / MIN matters more than DMG / MIN, which is why Hammer is less concerning.

- Sword can be less effective in EXP/MIN when abilities on Knife and Spear are developed.

- Regular boss do not have insane bulk, and only respawn on world reset.

- Critical Up compensates the weakness of weapons with low base damage.

"Archer"/

"Sniper"

Jobs that offer Stray Bullet first, or hoarding overall stats from other builds. Bow is used instead of Spear to get benefits from Barrier, while not being too slow. Or to hunt Lucifer... + Be prepared to hunt Lucifer, and utilize Barrier.

+ Get benefits when milking out other Jobs, such as Hunter, Gunman, Pirate, and Sniper from "Knife Master" build.

- Requires more investment if player decided to branch out from "All-rounder", due to mentioned Bow-focused Jobs.

- Not really used for long period of EXP farming.

"Oracle" > Jobs that offer Staff Motion, Range Magic, and Dice Motion first.

> Augur for balanced further INT, MEN and LUK growth.

> Angel, Sage, and Hermit for slightly defensive growth.

Building a specific character that focus on growing INT, MEN, and LUK. Dice is used as an alternative to Staff, if needed to travel or farming EXP. + Experience the game in a different way.

+ Can perform decently when branched out from other builds.

+ Growing a character with high magic defense.

+ Barrier is utilized when using Dice.

- Could lack HP, VIT and SPD.

- Many Jobs offer at least +1 POW.

- Niche build.

- Barrier is not utilized when using Staff.

"Pet Lover"/

"Call me Ash"

Leveling Mother for higher Pet EXP, Lv100+ Tamer to hunt Lucifer. Utilizing the bonus from active Pet and/or Summon ability as much as possible. + Killer Mantis and Dart Fish are not very hard to obtain, have right offensive stats, and do not need a lot of EXP requirement.

+ Lucifer starts out at already high level.

- Milking out abilities from other Jobs first is usually a higher priority.

- Leveling Brave, Assassin, specific Jobs for "Oracle" player could be better investment for endgame.

- Pet Breeding only adds 1 EXP to Pet per level, and is only a side damage source.

- Lucifer is not easy to charm, due to very long distance.

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