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1* SugarWiki/AwesomeMusic: Regardless of how one says about the game, its anime-style soundtrack is generally pretty awesome, particularly for the AOA and their chilling environment track. So awesome the soundtrack was in fact that the DS games [[RecycledSoundtrack reused it]] (the battle theme and the sewers theme, for example).
2* DemonicSpiders:
3** The Musyamon in the the Jungle Grave and Jungle Shrine, who hit unusually hard for random encounters for that level.
4** Purple Numemon. High defense, high attack, if it hits you, your stats are lowered. You're not meant to fight them the first time you trek through the Ether Jungle, but the problem is that there's nothing preventing you from simply going inside the Jungle Shrine by that point, meaning you'll get your ass kicked simply for being too curious to explore that one creepy building in the jungle. When you're strong enough to kill them in one hit, they become a good source of LevelGrinding, giving you 250 EXP for each one you defeat, which is more than most wild enemy Digimon in the game.
5** The Amaterasu Server, in general. Its enemies are at least as tough as the aforementioned Numemon and Musyamon. One could argue the problem is not so much that the enemies are hard, but rather the fact that every area in this new sprawling world map has enemies of equal strength to each other, so if you stumble into a scary, powerful enemy somewhere, you can't really retreat safely to a previous weaker area to grind. A player can easily feel overwhelmed enough to decide going into a familiar peaceful place like Amaterasu's Central Park, expecting to find wimpy [[TheGoomba Kunemon/Tapirmon]], only to be ambushed by [[BossInMookClothing H-Kabuterimon/Antylamon.]]
6* DifficultySpike: As mentioned before, the Amaterasu Server (with the spike arguably starting the moment you enter the Jungle Shrine and then cross the Bug Labyrinth with [[ThatOneBoss Bulbmon]] at the end). Every single area is crawling with Ultimate/Mega wild Digimon or massively buffed up versions of old enemies, so you better have a few Megas yourself if you hope to survive at all.
7* GameBreaker:
8** The ''Counter Crest.'' It gives your Digimon the ability to counter the opponent's attack. What exactly makes it a gamebreaker? '''It counters every single attack and deals full damage.''' It may not be more powerful than Gallantmon's signature counter, but it requires no MP and it's dropped by Tuskmon, a fairly common Digimon whom you can encounter as early as the North Badlands, ''far'' earlier than you would even get Gallantmon. It had to be nerfed at the PAL version (It no longer counters ''every'' attack, it only has a uncommon chance to happen).
9** Imperialdramon Paladin Mode is the best Digivolution of the game, for a good reason. By the time you get him, your digimon will be at least level 55.
10** Soul Snatcher and Soul Plunder are two moves accessible to players, and both moves have identical effect: they '''one-hit KO''' the opponent, with Soul Plunder having an insanely high ''96%'' chance of success (Soul Snatcher is lower, but no slouch either at ''72%''). Certain boss and tamer opponents are immune to both moves, but still, it doesn't change the fact that the rest of the battles in the games becomes significantly easier and faster once you have access to at least one of those two moves. Also, guess who has Soul Plunder? None other than the aforementioned best Digivolution in the game, Imperialdramon Paladin Mode.
11** Impact Rush is the single most powerful Physical based techniques in the game, doing 3 strikes with increased damage modifier. At 720 base modifier, Impact Rush is about 150% as powerful as a Multi Crest boosted normal attack from the highest tier digivolution form in the game and due to being a normal attack based tecniques, its able to be further powered up by Elemental Power accesories. Its only alvailable from 2 Digivolutions in the game, Gran Kuwagamon and the aforementioned Imperialdramon Paladin Mode. A large part of why Imperialdramon Paladin Mode is such a good Digivolution is the fact that it learned Impact Rush at level 20, and is able to load the technique at 60, right before it started facing leveling speed decay.
12** [=GranKuwagamon=] is a stand out amongst second tier Mega Digivolutions, especially due to its extremely lax level requirement. To unlock [=GranKuwagamon=], you need to have level 40 Kabuterimon, and level 40 Imperialdramon. The catch is that due to the unique unlock requirement of the Veemon digivolution line, their unlock requirement are significantly easier. Paildramon simply requires level 5 on Ex-Veemon and Stingmon, while Imperialdramon only requires level 50 on Paildramon effectively turning it into a Mega with the requirement of an Ultimate. Kabuterimon itself only requires level 50 on Stingmon which you need to unlock Paildramon in the first place. Despite this ease of access, [=GranKuwagamon=] itself is fantastic entirely due to being one of the two digivolutions who can learn Impact Rush giving it some of the highest strongest damage potential in the game and once it reach digivolution level 85, Impact Rush can be loaded into other digivolutions. Like most second tier Megas, [=GranKuwagamon=] started having leveling speed decay at level 80, which thankfully makes loading Impact Rush not as difficult as it could be otherwise.
13** Cannondramon isn't a slouch either, being capable of hitting almost any 'mons weaknesses, and its finishing move being super-effective against machines, which a good majority of the endgame threats are.
14** 2-Handed Weapons are extremely overpowered. While they requires both hands to be equipped, they are significantly more powerful than their one handed, dual wielding counterparts. To put this into perspective, some of the most powerful one handed weapons by the endgame give around 120 to 130 strength each. Zweihander and Raven Bow, alvailable in the Asuka Black Market as soon as you beat the Seiryu Leader, gives you 292. Later in the game, the power of 2-Handed Weapons goes as high as **520** in a game where 999 is the maximum. This in turn makes every partner digimon who can wield 2-handed weapons extremely strong as they can cap their strength with much less training allowing them to raise their other stats such as Speed or Defense. Kotemon, Agumon, Veemon, Monmon, and Guilmon all have their own access to 2-Handed Weapons, leaving Patamon, Kumamon, and Renamon behind.
15** Once you reach North Sector, you can purchase a Spear weapon called Trent. While it looks mediocre on first sight, only giving 90 Strength, it comes with a side effect of giving every physical attack a super effective modifier against Marine enemies. Since every digimon ecountered through fishing are counted as Marine enemies, this makes Trent the ideal weapon to equip against those ecounters making this the ideal weapon for level grinding. While Trent are only alvailable on the Mage-type partners Renamon and Patamon, you can simply train them in Strength and use your normal attacks and Physical based skills all the same. Fishing is also some of the best way to grind in this game due to their ease of encounter, and consistent enemy spawn. Note that Trent does not stack with other special modifier in the weapon slot and does not stack with itself, which allows you to simply use a stronger weapon in the other slot.
16* GeniusBonus: The natural Digivolutions of Koemon, Kotemon, and Bearmon all have a MorphicResonance of their own, in the form of each further form having a significantly more refined version of the previous form's fighting style. Koemon is a ranged weapons user whose line gains increasingly better and more modern firearms, Kotemon's a swordsman who gains increasingly more powerful bladed weapons, and Bearmon is a brawler who gets increasingly more humanoid and muscular to better fit the role.
17* GoddamnedBats: ''Any'' enemy that is capable of paralyzing, confusing, or putting you to sleep. Gekomon, Andromon, Vademon, you name it. StatusEffects are very debilitating in this game since it can take a long while for you to regain control of your character.
18* {{Padding}}: How bad does this trope get? Before you're even be able to cross the water, you got things like being scammed with a fake card (and you can't check it before you attempt to try to use it), a sudden boss fight with DifficultySpike[[note]]which caught players by surprise both due to its sudden nature and the spike, so more often than not, players would usually reload their save at this point due to losing so often[[/note]], an obfuscated place where you have to obtain the egg from there to summon Submarimon...
19* ScrappyMechanic: The ForcedLevelGrinding is among the most hated part of the game, or at least the second most hated after padding (as described above).
20* SidetrackedByTheGoldSaucer: Many players will be spending more time being a card battle champion rather than, you know, saving the world from worldwide cyberterrorism that's threatening both Digimon Online world and the Real World itself.
21* ThatOneBoss:
22** Byakko Leader, who takes WakeUpCallBoss and turns it into a veritable LuckBasedMission (his Mamemon can freeze your Digimon with its random attack, leaving them sitting ducks.)
23** Persiamon, whose standard attack is a devastating 4-hit combo than can shave off half an Ultimate's health in one shot, and who has a ridiculous evasion rate. Her Helter Skelter move de-digivolves your Digimon down to Rookie level, forcing you to waste a turn bringing them back up or just cope with the huge statistical loss and changed moveset.
24** All encounters with [[RecurringBoss Bulbmon,]] who hits like a truck, has decent speed for something that size, and who doesn't even drop EXP or prizes after the first battle.
25* TheyCopiedItSoItSucks: Detractors accuse this game of being a [[NintendoHard PlayStation Hard]] knockoff of ''VideoGame/{{Pokemon}}'', with its only redeeming factors being the beautiful 2D sprites and pre-rendered game world that pushes the limits of [=PS1=]'s hardware.

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