MinuteFrontier Wikia
(Added STAFF BONUS UP for LVL 10 Wizard)
Tag: Visual edit
(Added missing abilities)
Tag: Visual edit
Line 24: Line 24:
 
}}
 
}}
 
|abilities = {{Job/LineFeed
 
|abilities = {{Job/LineFeed
| 5 - STAFF MOTION UP | 10 - STAFF BONUS UP | 30 - MAGIC GUARD UP | 40 - STAFF BONUS UP | 60 - STAFF MOTION UP | 70 - MAGIC GUARD UP | 80 - STAFF BONUS UP | 100 - MAGIC ATTACK UP | 120 - STAFF BONUS UP | 150 - ELEMENTAL UP | 190 - MAGIC ATTACK UP
+
| 5 - STAFF MOTION UP | 10 - STAFF BONUS UP | 15 - STAFF IMPACT UP | 20 - MAGIC ATTACK UP | 30 - MAGIC GUARD UP | 40 - STAFF BONUS UP | 60 - STAFF MOTION UP | 70 - MAGIC GUARD UP | 80 - STAFF BONUS UP | 100 - MAGIC ATTACK UP | 120 - STAFF BONUS UP | 150 - ELEMENTAL UP | 190 - MAGIC ATTACK UP
 
}}
 
}}
 
|weapon_variants =
 
|weapon_variants =

Revision as of 19:26, 12 October 2019

The Wizard is the 8th job of Minute Frontier.

Overview

The Wizard is a magic user that wears a yellow Witch's hat covering her vibrant pink hair and a blue robe to cover the rest of the body. The job is unlocked at the beginning of the game, but must be changed over to inside a Temple.

Strategy

The Wizard is focused for intense magic gameplay styles, as her stats and abilities provide large buffs for general magic and the Staff.

Among the Staff boosts and general amplifiers, the Magic Guard is introduced. Magic and Physical guards will typically work especially well with weapons that require minimal input, such as the Staff. This makes an excellent combination, as the ability partially negates damage taken during the long wind up time that would leave the Wizard vulnerable.

For more information on strategy, look at Character Builds.