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  • Author's Saving Throw: After Tomodachi Life received backlash for its lack of same-sex couples, this game features Miis of both genders engaging in increasingly affectionate and even romantic-seeming behavior at high-enough relationship levels, as they hold hands with each other and spin in circles with hearts in their eyes.
  • Awesome Music: The soundtrack for Miitopia can be surprisingly good for how silly and simple the game appears, especially the theme song for the Great Sage and the battle music against the Dark Lord and The Darker Lord.
    • Special mention goes to nearly all the battle themes, for being catchy and well-composed.
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    • The Fab Fairies' themes are beautiful sounding, with an enchanting vocal track for each. All three variations of the theme are combined at the end of the world they appear in, so further bliss to the ears!
  • Cliché Storm: Most traditional RPG-related clichés are Played for Laughs. However, the more "shoerious" parts are where this hurts the game the most, as they're mostly played straight. This also includes the Dark Curse's presence, a being of pure hate who is the remnant of someone who had difficulty making friends. Some players have criticized the story for basically this despite its quirkiness.
  • Critical Research Failure: The enemy labelled "Hermit Crab Fossil" is actually a fossilized horseshoe crab, which look notably different from hermit crabs. The European version avoids this mistake, properly labelling the enemy the "Horseshoe Crab Fossil", its Japanese name.
  • Demonic Spiders:
    • The Banshees. At the time you can get to the cave they're in, they can do a lot of damage to a party member, and can inflict the "crying" status effect, which is the equivalent of "blind" in this game, causing regular attacks to have a possibility of missing. This isn't so bad for most jobs (even then, they have to be at a high enough level to use their own damaging skills), but Clerics have it worse as they won't learn a proper damaging skill (not counting the really low accuracy skill Righteous Anger) until a very late level (relatively around post-game). A lot of first-time players wind up running into the cave first only to have their party knocked out.
    • The Fiends are an absolute pain in the neck to deal with. They have low HP and physical defense, but take little damage from magic attacks and have a One-Hit Kill move. They're also impossible to outspeed or dodge and sometimes show up in pairs. The only ways to get past them without a death is when they (very rarely) use a normal attack, using Shield Sprinkles, or by putting a Mii (preferably your best physical attacker) in the Safe Spot. Their upgraded counterparts, Terror Fiends, are even worse, and woe to those that encounter multiples.
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    • Hobgoblins will knock out half your party with a single attack if you haven't grinded before seeing one. Worse, you don't even have a full party when you first encounter one, and they're annoyingly common in the area after your party is full, meaning you'll probably lose your new guy a lot.
    • Crystals have ridiculous HP, physical attack, and defense, and you may need a shield or two to get past them without someone dying.
    • There's also the Angry Queens that first appear in the postgame Easin Hills dungeon. They have approximately 1,000 HP (which is a really large amount at this point in the game) and that they can also deal around 40-50 damage to the entire party (Your party will usually only have 100-180 HP).
    • Red Dragons are worth mentioning as well. Not only do they have a lot of HP (About the same as the Angry Queens), but their attacks are WAY worse since they deal a whopping 70-90 damage to the entire party. It doesn't help that they appear as a boss first and then you start fighting them as enemies a few levels later...
    • Ironically enough, the Demon Spider enemy doesn't even come close to this and instead falls squarely into Goddamned Bats territory.
    • Somehow, something as moronic as a Ham Sandwich can be this. They're like a smaller, wider version of Extra Spicy Burgers, which, as previously stated, have tons of HP and hit like trucks, but with Splash Damage in this case. It doesn't help they tend to appear alongside Clever Running Noses, which are ALSO Demonic Spiders for similar reasons.
    • Giant UFOs are infamous. They tend to steal HP Bananas, leaving you to rely on HP Sprinkles, which, by the time you meet one, are rather unreliable. It doesn't help that they pop up in groups along with Clever Running Noses and have a whopping 1,950 HP.
    • Clever Running Noses are nasty. They have a considerable lump sum of HP, a powerful attack with Splash Damage, and appear all the time on quests. There's also the Wild Running Noses; these are the strongest among all Running Nose enemies and make battling the aforementioned Clever Running Noses a cakewalk in comparison.
  • Difficulty Spike: The game ramps up the challenge from Karkaton onward.
  • Ensemble Dark Horse:
    • Dominic the dragon. His only notable roles are his boss fight and this game's global airship, but when his normal appearance is shown, players begin to fall in love with his design, being a friendly dragon with adorable, beady-eyes. His gentle demeanor and dialogue in the cutscenes featuring him also help.
    • The Twerkey is a monster only encountered in the Realm of the Fey, but it is easily the most memorable enemy in the game due to its mere concept.
  • Game-Breaker:
    • The Pop Star class. All of their skills cost very little MP to cast, a majority of them are pretty useful and the most useful ones are learned very early on. The first skill they learn Encore, and it's already useful because it allows an ally to have a second turn. Love & Peace is also learned very early, and it allows them to end quarrels instantly (although its only drawback is that it cannot be used on themselves). Love & Peace is useful when allied with Tanks or Chefs and can cancel out personality quirks that can cause resentment (especially the Laid-back personality, where Pop Stars can use the personality the best). Their best move of all is Love Song, which strengthens the bonds between the user and their allies to the current highest friendship in the party. When you have two Miis at level 99 friendship, it allows the whole party to use all of the possible buffed up friendship skills that can potentially turn most fights into a joke. Special attention goes to AI controlled Pop Stars, as they tend to use their skills according to the situation, often the right ones. They always use Love & Peace every chance they can whenever there is a quarrel. They tend to use Love Song as their first move and will always use it when it's not active. The AI also always uses Encore on allies with the highest attack, which is not bad in itself. The Pop Star also has the extra benefit of being one of the classes that are available from the start.
    • The Princess class, especially when controlled by the player. The passive skill, Blindfold, prevents a Mii from getting inflicted with a status ailment. That skill along with another passive, Escort (which has the user avoid damage), can boost up friendships at a faster rate. Eau De Cologne makes all of the enemies take 1.5x more damage while the Imp's Sweet Whispers only does it to one enemy (the only drawback of Eu De Cologne is that it has a chance of failure, but the Lend a Hand friendship skill can decrease that chance). Their Royal Wave skills dish out a lot of damage but cost a lot of MP to cast, which can easily be fixed with the High Tea skill, which also restores MP to another party member as well as raising their friendship levels. Their friendship raising skills can end quarrels at a slightly slower rate than the Pop Star's Love & Peace skill (who does it instantly) and can fully restore HP when the friendship gauge fills up to a new level, making them an effective healer in a way.
    • The second bonus class (specifically, the Elf) is probably locked away til a good chunk of post game for damn good reason. Their ability to force a single non-boss enemy to waste their turn dancing is potentially game breaking on its own, especially if the enemy is alone (local Red Dragon making life a living hell? Laugh as it doesn't stop dancing til it dies), but they can also heal allies, restore MP for allies, give shields for allies, randomly prevent allies from taking damage at all, and hit multiple, and eventually all, targets. And with the exception to two of their skills, none of them cost more than 18 MP. The catch? By the time you can make one, the rest of your party will probably be at roughly level 40, meaning...well...even then, they learn Dancing Arrow at level 9 (basically immediately at this point).
    • The Cool personality is considered the best personality type due to its quirks being useful on every class in the game. The Pressure Point quirk allows them to trade using skills on their turn for using a normal attack with increased damage, allowing for more power for classes with already high attack. The Indifference quirk gives them a chance to be immune to a status effect. The Avoid quirk allows the user a chance to avoid an attack, and combined with a Thief's Backflip skill essentially doing the same thing, Cool Thieves have a larger chance of dodging than a Mii that is either of those things. The only negative quirk is their Shan't quirk, where they'll refuse to cover for an ally. However, this triggers whenever such skills are needed, such as the Sacrifice assist or the Princess class's Escort skill. Because the party's friendship should be around the same level, unless the party is heavily composed of Cool Miis, this will activate very rarely.
    • The Stubborn personally is also a good personality because their quirks benefit every class in the game. The Again quirk allows the user to attack a second time with the same skill, which is useful once the correct skill is chosen. The Patience quirk allows them to take a physical attack with reduced damage, which is always useful regardless of the class's defenses. The only downside is their Bluff quirk, which has the user refuse any healing or buffs from their allies, causing resentment towards the user. However, the other two quirks do enough to make up for this and there is a way around this quirk. Since Bluff can trigger when they are receiving support from an ally, classes that are capable of supporting themselves (i.e. Cleric, Chef, Flower) will never have to worry about this quirk activating.
    • The Cautious personality is considered one of the best personalities, simply because at least two of the three quirks is useful to every class in the game. Prepped and Ready essentially allows the user to have infinite items, which will happen a lot more often late in the game once their inventory is gone and Sprinkles are no longer an option. The Warm Up quirk has 20% activation rate and makes them move last in the round, but if you can keep the Cautious Mii alive (which isn't particularly hard to do in most cases), their next attack will increase in power. This personality works with any class, but notable classes that use it best are Magesnote , Tanksnote , and Warriornote . Its only less-than-viable quirk is Finisher, which is highly situationalnote , but the user would be still busy nuking monsters using Warm Up-boosted skills that you keep forgetting that the Finisher quirk exists.
  • Ho Yay: The game, unlike Tomodachi Life, mostly ignores assigned genders. Even if this game doesn't have Tomodachi Life's famous romances, the fact that party members bond by sharing a room together, among other things, can look pretty shippy. The looks that two Miis give each other whenever their friendship levels up can look rather suggestive as well.
    • In the Otherworld, one event has a random Mii tell the protagonist Mii that they have something they want to say to them... but Cannot Spit It Out and will save it for after the battle with the Darkest Lord instead. This happens regardless of the Miis' genders, so the meaning of it is ambiguous.
  • Junk Rare: Ragged clothes. They're worse for defense than the default outfits and only sell for 50 gold, but the only way you can get them is for them to appear in the roulette's yellow section. For this to work, it not only has to compete with up to 20 other itemsnote  and a 10 HP banana reward, most of which are much more likely to appear, but the yellow section also varies in size from "more likely than not" to "tiny sliver". And you need game tickets to even use the roulette in the first place.
  • Memetic Badass: The Twerkey and its variants are jokingly considered by the fandom to be the greatest video game villains of all time, with fans comparing them to other villains and claiming the latter are inferior to them in every way.
  • Memetic Mutation:
    • "So, I heard this is a Mii game. Is that correct?" Explanation 
    • Nicknaming the game as Lighter and Softer versions of much more difficult 2D RPGs has been becoming popular to do as well, one popular nickname being "Lightest Labyrinth".
    • "Twerkey is best enemy."Explanation 
    • The YouTube comments on the Great Sage and the Fab Fairies' themes often have at least one person attempting to write out the lyrics.
    • <Mii's role> <character name>Explanation 
    • I. Am. Pharaoh.Explanation 
  • Memetic Troll: The Twerkey and its variants are infamous among players due to their large rumps that they're fond of shaking, their habit of farting on Miis, and their smug expressions.
  • Moment of Awesome: The final boss against the Darker Lord, where they transform into the Darkest Lord. They become so powerful that you must use all of the party members you have recruited throughout the game to fight against them; two teams to fight the arms, and the final team tackling on the main body, which is far more bigger than any enemy encountered. The Darkest Lord will also steal the faces of the party members in the two teams and use them as minions. To top it all, the 2nd half of the battle changes its theme from The Darkest Lord to Darkest Lord's Final Form and a HP to 1 attack is unleashed on all of the party members.
  • Most Wonderful Sound:
    • Every time a relationship level goes up. Even better if it's level 30 or higher.
    • The brief sound when a Mii has fully recovered from sickness, signifying that you can use him/her again.
  • Nightmare Retardant: The Otherworld theme is extremely unsettling to listen to... but when it's reversed, it's actually a calming acoustic tune.
  • Older Than They Think: The concept of players casting Miis as characters in a story was also used in Pokémon Rumble World, which was released about two years prior to Miitopia.
  • Player Punch: After defeating The Dark Lord, you thought the game would end right there, but turns out The Dark Lord was just an Innocent Bystander possessed by The Dark Curse. The Dark Curse then attempts to charge at the Player Character, prompting The Great Sage to jump in front of them and getting possessed by the Dark Curse in the process. For players who grew fond of The Great Sage (even worse for those who cast a mentor or family member they're close to IRL into the role), this is definitely one.
  • Ron the Death Eater: There is nothing stopping players from casting characters who are neutral, heroic, or even an All-Loving Hero as the Dark Lord. Lessened when it turns out the (Ex-)Dark Lord was a puppet for the Dark Curse, who in turn was a Woobie, Destroyer of Worlds.
  • Scrappy Mechanic:
    • Fast-forwarding is done by holding B or holding on the touchscreen, while the button to advance text is A. Just pressing B doesn't work.
    • The way buying equipment and weapons works. At the inns, you can buy equipment for your Miis, which they specifically ask for in the Spend Gold section of the Inn menu. The problem is the pricing. Gold in Miitopia is primarily earned by saving Miis' faces, selling items, or playing the arcade, and gold is dropped in small amounts by monsters. The equipment and weapon prices can get quite expensive. Due to the RNG of this system, sometimes Miis will come back with something cheap, like an HP Banana or MP Candy, which cost only 100 Gold regularly. The Mii will return all of the money they didn't spend; however, the player will still have to wait until the next time that Mii wants to go shopping to try again. Furthermore, if you have bad luck, certain Miis can start falling behind if they just so happen to not be asking for a new weapon or armor.
    • Some people consider the whole concept of being able to only control the Player Character and the recruits being handled entirely by the AI to be this, which drive them away from playing/enjoying the game.
    • The "sickness" mechanic. Starting at a certain point in the game, a random party member can get sick and thus becomes unable to be taken out for adventures. This also locks him/her out of any relationship boosts (including not being able to decrease the "quarrel" meter if he/she happened to have one!). How long a party member suffers from sickness, if you're not relying on certain bypasses, depends on their level and total EXP gained during their absence (which naturally becomes higher the higher their level is - annoying in itself, because it prevents you from repeating an early stage with enemies that can be quickly curbstomped to wait out the sickness), unless a healthy ally is willing to check on him/her, potentially restoring him/her back in shape, but this one happens at random. This means that it can result in multiple people getting sick and restricting your character pool if the sicknesses last a long time (we hope you've kept your entire party well-balanced...). In the post-game, the player character can get sick too, which, combined with the Scrappy Mechanic mentioned above, results in loss of immersion as you can do nothing but handle the Sprinkles and the Safe Spot during battles.
    • When transferring Miis to either the inn or the villa, you can only transfer them one at a time or by switching two Miis' places. It can be pretty cumbersome if you want to switch multiple Miis between the two locations. The fact that the song that plays in the background is too short to cover replacing more than about three Miis without looping adds to the frustration.
    • Some levels have a fixed event where one or more Miis fall into a hole in the ground, and are out of the party until you reach the next Inn. Obviously frustrating if the game just so happens to choose your most valuable Miis, but even worse if the next enemy encounters are multiple Fiends.
    • Food dislikes can be incredibly annoying because it can end up blocking Miis off from otherwise great stat buffs. It's not uncommon to hear horror stories of people who played the game and had all their Miis hate any food that buffed their best/important stats. This can be worked around eventually once you unlock the ability to change jobs, but then you have to work with someone significantly farther behind everyone else. And that's not even getting into if you picked the character specifically to put them in that role.
    • Heroes with the "Laid-back" personality will sometimes hide behind a teammate causing them to take the hit. This has a high likelihood of causing a falling out between the two of them. The thing is that the resentment is one-sided because the laid-back character is unaware of it, causing that resentment to last way longer than it would normally if the frustration was mutual because the laid-back character is unlikely to ask for forgiveness. And if this character happens to provoke the ire of multiple teammates at once, even simple common enemies will become incredibly difficult to beat. Careful about combining this personality type with a job that often makes teammates angry, like the Chef or the Tank.
    • Kind Miis may sometimes try to spare an enemy, which can fail and just cause the enemy to strike the sparing Mii, raising resentment among one random party member. Even if it does work, players may dislike the "Spare" quirk altogether due to the fact that it means losing out on any grub, EXP, and gold for each enemy successfully spared.
    • Stubborn Miis sometimes refuse healing. This is frustrating when their HP is very low and subsequently die from the next attack because of it.
    • The Anti Poop-Socking mechanism kicking in after a few ventures. Players complain that this breaks game immersion because the game keeps asking them whether to continue playing or not. At least it has no annoying dialogue, just one/two resting Mii(s) and the two options, as well as a really calming music box track.
    • For many players, the multiple times where your party members are kidnapped and your main character's class is forcibly changed count as this, especially so if you made your starting party people you wanted to have around for the whole game or made your main character's starting class the one you wanted them to always use.
    • Some people find being unable to choose who carries HP Bananas and MP Candy annoying. Miis can only carry two HP Bananas and one MP Candy at one time. The AI tends to waste HP Bananas without regard for if a Chef is healing all party members at once immediately afterward. Some players also prefer to use them only for when HP is low enough for being unable to survive another attack, and therefore they find the AI's tendency of using an HP Banana as soon as HP hits around half even if they can survive more hits irritating.
    • Events that trigger an unavoidable quarrel between two of your party members, especially when the game then literally throws you right into fights that are already difficult enough on their own. This is even worse when it starts happening late-gamelike in a certain district in New Lumos; needless to say, if you happen to have a Chef and/or Tank in your party—or even a Mage or Imp (as well as a Vampire) since they have no abilities that can lower resentment—this can make the process longer than it has any right to be while your Miis are getting their butts kicked into next Tuesday.
  • Sequel Difficulty Spike: While it may be its own thing, Miitopia is most definitely this in comparison to other Mii games by technicality. Heck, their last main game was a "life simulator", meaning you can't "lose". But here, just because there's no "Game Over" doesn't mean that it won't get tough. Once you hit Karkaton, the enemies get a bit tougher and trickier with some nasty bosses spread all around the place. And the gloves start to come off once you reach the Travelers' Hub. The enemies from that point on start to fling out nasty status ailments more and more often and can hit 20+ damage at a point where a bit over 100 HP is what you'll typically have. And lord have mercy on you if you take on a quest above your level and it's from the Youngest Fab Fairy. She WILL throw you at a pack of boss-level enemies that can smack your Cleric into next Tuesday. If you aren't level 20+ by the time you get into The Sky Scraper, you'd better be prepared to get your butt kicked a few times.
  • Slow-Paced Beginning: Trying to get through Greenhorne can be a bit of a drag during repeat playthroughs. In addition to being one of the less-interesting locales you get to explore, the game takes its time burying you with backstory, exposition, and countless tutorials for things experienced players already know about, none of which can be skipped or bypassed. Even once you get to the midway point in Greenhorne Castle, the game replaces the tutorials and exposition with a series of mini-quests you have to embark on to achieve various goals, two of which end up being superfluous and redundant, making them feel even more like pointless filler.
  • So Okay, It's Average: Critics gave average scores for this game, citing that the game is merely a simple JRPG with nothing groundbreaking added to it. Repetitiveness is also a main criticism, despite its charming randomness and quirkiness that fans love.
  • Squick: The Running Nose enemy have an Area of Effect attack where they sneeze snot on a Mii, even they will find it gross.
  • Suspiciously Similar Song:
    • The Greenhorne map and the 3DS startup jingle have the first few notes of Castle Lololo from Kirby's Dream Land.
    • The battle theme in Galados Isle starts off sounding like The Beatles' "Twist and Shout".
  • That One Attack:
    • Fiends (and their Terror variant) have an attack that will kill one of your party members. Now consider that, at the time they start appearing, you only have one charge on your Life Sprinkle and the revive skills your party can have at this point still have a chance to fail. Even worse? These guys use it almost all the time, and you have to be extremely lucky for them not to use it, and woe betide anyone who encounters two Fiends at once...
    • UFOs and Banana Mii Traps can steal a Mii's HP Bananas (one banana at a time in the case of Banana Mii Traps, all bananas in one attempt in the case of UFO enemies), and if there's no healer or a thief to steal back HP Bananas from enemies, it can render you without any source of healing besides Sprinkles or the Safe Spot for the remainder of the map.
    • The Tornado Move utilized by Harpies (and their variants) and the Wind boss. It temporarily removes one party member from the battlefield when used, significantly crippling your party especially if the one that gets affected is someone that is vital to your strategy like the Cleric. Sure it takes a few turns for the blown away Miis to rush back into action, but those turns feel like a long time especially if your party members have too low stats to survive. If the Tornado Move user is a boss? It's more likely to use it TWICE in a single turn, quickly cutting through your party's offense and often leaving you with only one active Mii for several turns, which can result in a quick loss if said Mii is very fragile. Safe Spot manipulation is your best friend here, considering that a Mii placed in there (only possible if your party isn't left with a solo Mii) won't be affected by any attacks and you can use it between turns.
    • The "nightmare"-inducing spells commonly used by many monsters, including bosses. This single-target spell has near-perfect accuracy, basically turning it into a turn-waster as Miis affected by this spell won't be able to do anything until being woken up, and if you keep their turn going without placing them in the Safe Spot, they'll take damage. If the spell user is a boss, this will only serve to lengthen the battle as you try to keep tending to sleeping Miis every time the boss uses that spell.
  • That One Boss:
    • The Extra Spicy Burgers that appear as post-game quest bosses are often considered this since they hit like trucks, have a ton of HP, and can randomly swallow one of your Miis, meaning you can't use them for a few turns. The worst part? In the Level 44 Youngest Fab Fairy quest, you have to fight two of them at once and they can each make three moves per turn instead of the standard two for bosses. It doesn't help that these guys can appear as Demonic Spiders in later quests...
    • Basically almost every "Traveler"-based bosses in high-level quests, not helped by their Extra Turn ability, but the worst offenders are:
      • The "Traveler" version of the Orochi (gold-colored). Orochis are known for their high stats to begin with, but this variant is the worst. Tons of HP is expected for a quest boss, but its massive Attack and Magic give it a good coverage against all jobs. Its single-target regular attack will cut through even Chefs, while its Area of Effect explosion, being magic-based, can easily destroy your party (woe betide anyone whose party consists only of Cats, Warriors, or any other jobs with low Magic stat). If you're a Tank user? Even at maxed out Speed, the Tank has 50/50 chance of going before the Orochi due to this variant's high Speed.
      • "Mii"berus. As if the Cerberus and its other variants aren't challenging enough, there's this killer canine. It's stronger than the aforementioned (gold) Orochi (though thankfully slower than it, but still requires high Speed stat for Tanks to outspeed it) and has more magic skills to abuse, including the ever-annoying "nightmare"-inducing status skill, forcing you to either waste a Mii's turn trying to heal the affected ally or use Safe Spot a lot, reducing your firepower. The damaging magic skills? It's either Splash Damage fireball or an all-target ice breath, which are pretty bad enough. However, this thing's Extra Turn allows it to perform three actions in one turn (though thankfully the Extra Turn's rule assures that a damaging magic skill won't be used more than once in the current turn), so if you're not prepared for it, the "Mii"berus can quickly cause a Total Party Kill in just very few turns. Oh, we almost forgot that the Tornado Move-abusing Great Harpies (see That One Attack section) accompany it. Enjoy!
      • Lizard"Mii"man in high-level quests. If you encounter the hardest difficulty version of this monster, we hope none of your party members are squishy, because its massive Attack can guarantee instant death if they're not shielded. Its other stats aren't something to be mocked either, with 175 Defense and 166 Magic, while its Speed ensures that no Tank can outspeed it unless the Tank is at their max possible Speed. Even its slightly less difficult version (in lower-level quests, but still in the "high level" range) still means business, with Attack stat that can only be well-defended by maxed out Chefs and Tanks, 127 Defense, 144 Magic, and 82 Speed (which is high for a Tank). Oh, and like all Lizardmen, it has a skill that inflicts damage to the entire party. Have fun.
  • They Wasted a Perfectly Good Plot: The Calming Fruit sub-plot, early-game. Basically, you're sent on a Fetch Quest to get said key item... only for the sub-plot to be hijacked by invading monsters. It can become a potential Chekhov's Gun in the game or even some kind of later game mechanic considering its implied effect (calms down irate Miis), but nope! It remains unusable in any other part of the story, not even post-game. Pretty sad, since other key items have at least some use, even minor ones. The Calming Fruit basically serves as mere distraction to let the monsters attack the Greenhorne Castle while the heroes are gone.
  • Tier-Induced Scrappy:
    • The Tank is seen by some as the worst class in the game, or even a Joke class. Although it has powerful attacks, and the highest base offense and defense stats in the game, the Tank is held back for several things that were done for "balance", but end up hindering it much more than needed. First off, Tanks don't get any Speed stat gains by level up, meaning that at 0 speed their turn is always last. The only way to get a Tank's Speed past 0 is by feeding it grub. Also, the Tank has awfully low MP as is, but for lord knows whatever reason, the developers decided to make each of its regular attacks consume 2 MP (although this stops meaning much when they level up). Attempting to attack without MP results in the game saying they're out of ammo. The out of ammo message also appears when the Mummy enemies swallow their weapons, while every other class can still punch the enemy for low damage. This makes it less practical for attacking than the other two physically strong jobs, the Cat and especially the Warrior, whose attack stats aren't that much weaker. To elaborate, at level 50, the Tank's max possible attack stat is 453. The Warrior's is only slightly weaker at 451, and the Cat's is just a little weaker than that at 445. Those few points don't make much of a difference in damage output. If you want to go further with stats, despite the Tank having the highest base defense, the Chef actually ends up with the highest thanks to their frying pans also boosting defense, at 421 and 432 respectively at level 50. Basically, the Tank isn't actually the best at neither of its supposed party roles. The worst part of a Tank however is that it has two moves that can cause allies to become angry with them, Human Cannonball and Wild Shot. The Tank learns both of these skills early-on, learned at levels 3 and 5 respectively, and don't get any other attacking skills until later. If an AI-controlled party member is a Tank, expect them to rashly spam these moves and get your party mad at them. Using Hyper Sprinkles can get around that, but the player won't have them until a late point in the game. Having a Pop Star in the party is basically required should an AI Tank be in the party, since they can alleviate this with their Love & Peace skill, but even then, it is very limited, as the skill can only be used on allies. There is no helping a Pop Star angry at a Tank outside of another Pop Star in the party and the Pop Star has better skills they should be using. The Tank fares a bit better when controlled by the player, but without a Pop Star and/or Hyper Sprinkles, you're still stuck without any powerful moves you can use if you don't want to risk the party getting angry until they learn Laser at level 10, a Pop Star learns Love & Peace at Level 6 or you face off against Cerberus, where you first get the Hyper Sprinkles.
    • Despite the many negative flaws of the Tank, the Flower job is either the second-worst or outright worse than the Tank. To explain about this job: Its stats lean more towards Stone Wall, as the Flower has beefy HP and Defense but it's certainly on the slower side (though not as bad as a Tank), which makes it better in tanking attacks. Its role in combat is mostly support with two magic skills slipped in (one single-target, one AoE). Now here's the problem: its stats are way too mediocre and can be easily outclassed by other jobsnote . Its skills? Also mediocre. Aside from several HP recovery skills (which can be relied more on the Cleric or the Chef, the former having the most skills for basic HP recovery (both single-target and all allies, each tiered by power) and the only non-Life Sprinkles method of 100% success revival, while the latter is a rather defensive Combat Medic), its other skills are rather plain: Life Dew is its only revival skill (which can fail). Flower Powernote  can break player strategy if the AI happens to use it on the player-controlled Mii, a Mii who was deliberately given hyper sprinkles, a Mii in a good mood, or a Mii who would be needed for non-offensive attacks like a cleric or pop star. Its magic attacks, Bluster (single-target) and Hurricane (hits all enemies), run on its mediocre Magic stat (other jobs that heavily use magic tend to have max Magic at the 100's without grub and equipment bonus). The Tank, while considered low-tier due to the MP costs and high chance of angering other party members, at least has the benefit of having very high defense and damage output. The Flower is just a Master of None.
    • The Kind personality is near-universally considered to be the worst personality overall. Its quirk set consists of mostly actions that can be replicated by relationship skills if you grind their Relationship Values (Donate quirk = Charity skill (at relationship level 8), Cover quirk = Sacrifice skill (at relationship level 10)). The latter is especially redundant on the Warrior and Elf, as the former has Proud Protectornote , and the latter has Counter Arrownote . They are good early game and when the entire party is together for the first time at Karkaton, but this wears off as the bonds grow later on, and it isn't hard to get everyone to level 10 friendship. The worst quirk of the entire set is the Spare quirk, which when triggered, will cause the Kind Mii to feel bad for their target and try to spare it. If it succeeds, the affected monster will leave the battlefield, costing you the EXP, Gold and possible grub from actually defeating it. If it fails, the Kind Mii will take damage instead and cause a random ally to berate them, possibly causing quarrels. Basically, triggering this quirk means a waste of either battle loot (if succeeded) or turn (if failed). Thankfully, if the only thing that stands before you is a boss monster, the Spare quirk will never trigger. Many players absolutely loathe this personality, especially when combined with a job that can easily start quarrels (Chef/Tank).
    • The Laid-back personality set can be just as bad as the Kind personality set if not worse. Two out of five of the quirks will start quarrels and are guaranteed to happen at some point during a fight. Those quirks? Stealing other Miis' healing items when the Laid-back Mii has run out of them to use them themselves, without fail (provided their allies still have some items left), which also robs other Miis of their healing items which they NEEDnote . The other is to randomly cower behind other Miis using them as a Human Shield, causing them to take damage. Combine the two and the Mii with the Laid-back personality will typically be the last one standing. The Nah... quirk may become immune to non-damaging attacks that cause status ailments, but functionally, the Cool personality has a quirk that does exactly that. The Get Serious quirk also boosts the effects of their skills, something similar to a quirk the Cautious personality has, with the only difference being that it doesn't make the user move last in the round. Finally, the Slack Off quirk can conserve their MP in exchange for making their attacks weaker, which can allow for more skills to be used. These three quirks are good, but they don't really do much to make up for the other two. Like the Kind personality above, giving a Chef or a Tank a Laid-back personality will hurt a lot. The only job that can use this the best is the Pop Star/Idol, which can use Love & Peace to resolve any quarrel directed at him/her, but that would have to wait until Level 6.
  • Underused Game Mechanic: A few interesting mechanics from Greenhorne are not used in any other part of the game. Notable examples are:
    • Of all things, exploring a multi-room safe zone, which is only implemented in Greenhorne Castle. All towns/settlements are only limited to one flat horizontal plane with minimal depth, and Haven Hollow, another safe zone, only consists of a small room.
    • One stage in Wayward Woods has a hidden path that can only be accessed by tapping the prompt on the bottom screen, allowing you to open an additional route. While the bottom screen prompt is implemented in another event, no other stages implement hidden paths this way.
    • At one point, the Greenhorne Castle is attacked by monsters, resulting in their appearance inside the (temporarily) wrecked castle. Despite being an interesting mechanic for this game, this is the only instance where monsters show up in a normally safe location and can even initiate battle against the player by touching them. No other such instance happens in the game, even during post-game.


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