Find Mii contains a number of monsters that will impede the progress of the Mii heroes. The following is a list of enemies that may be encountered.
Ghosts are the standard enemy that you will find in the early parts of the quest.
- Ghost - 7HP in Find Mii, 10HP in Find Mii II. Because of the increased offensive options available in Find Mii II, Ghosts will always be shielded in Find Mii II. Any moderate strength (L3+) Mii can take out a Ghost solo, and most same-color team attacks will as well.
- Blue Ghost - 25HP. Immune to blue magic, but weak to red magic. In Find Mii II, it will create a fake version of itself; attacking the fake version will immediately end the Mii's turn. The Blue Ghost will not put up another fake version until the end of the following turn. As such, team red magic is the easiest way to take out this enemy (as it will hit both copies in the same turn, and then allow a free attack before the Blue Ghost sets up another fake version), though you will need a L7+ team to one-shot it.
- Blood Ghost - 50HP. Immune to red magic, but weak to blue magic. Though team blue magic will one-shot it, you will need a L13+ team to one-shot it. Blood Ghosts are always alone, so straight-up team attack is another option. Again, you will need a L13+ team to one-shot it with four attacks.
Armored Ghosts are the first enemies to have an armour rating, which absorbs some damage from attacks. All armoured ghosts will have their damage reduced by 1 for each attack. Armor ratings do not protect against magic attacks, so magic attacks will continue to deal the full amount of damage.
Because L1 Miis will not do any damage unless they critical, are used in team attacks, or are using magic, they should be only used in supporting roles whenever possible.
- Armored Ghost - 10HP in Find Mii, 20HP in Find Mii II. You will need a L7+ team red or team blue magic to one-shot this enemy, while a L6+ team attack will one-shot this enemy with four attacks. In Find Mii II, it protects any enemies paired with it from magic attacks, so one-shotting this enemy will be paramount if you intend to take on the other enemy with magic.
- Armored Demon - 25HP in Find Mii, 40HP in Find Mii II. You will need a L14+ team red or team blue magic to one-shot this enemy, while a L11+ team attack will one-shot this enemy with four attacks. In Find Mii II, it protects any enemies paired with it from magic attacks, so one-shotting this enemy will be paramount if you intend to take on the other enemy with magic.
- Armored Fiend - 60HP (Find Mii only). This enemy is only found as the first enemy in the final stage of Find Mii. Because you do not have team attacks, you cannot easily one-shot this enemy without sleep or freeze support.
- Armored Archfiend - 60HP (Find Mii II only). Like the Armored Fiend, this enemy is only found as the first enemy in the final stage of Find Mii II. The only difference between it and the Armored Fiend is its use of fortifying magic, which increases its armour rating. You will need an L15 team red or team blue magic to one-shot it, but it's often easier to just stick with team attacks against this enemy (even though its armour means that you cannot one-shot it), using the Bottled Barrier the first time it uses the barrier magic.
Slimes are new enemies found in Find Mii II, and for the most part take the role of the Ghosts as low-HP beginner enemies. Unlike Ghosts, they have some evasion ability, so expect to miss sword attacks more often.
- Yellow Slime - 10HP. Weak to yellow magic. Fairly easy to one-shot with red or blue (let alone yellow) magic, and fairly easy to take down with team attacks.
- Blue Slime - 25HP. Weak to yellow magic. Restores up to 4HP to fellow enemies. A L9+ team red or team blue magic, or a L7+ team attack (or team yellow magic) will one-shot this enemy.
- Pink Slime - 50HP. Weak to yellow magic. Every time a sword attack fails to kill this enemy, it will grow larger. It will not grow larger after a magic attack. If it grows larger four times, the run immediately ends as it will be "too large to attack". Like Blood Ghosts, Pink Slimes can be one-shot with L13+ teams, but in the event of a miss, you may need to have a strong secondary team to pick up the pieces.
- Green Slime - 3HP. Unlike other slimes, it is not weak to yellow magic (and thus will not take damage from it), and it is also immune to red, blue, and purple magic; thus you cannot defeat it by magic alone. It is extremely evasive compared to other slimes. There are two main ways to defeat this enemy: using sleep and freeze, which will lower their evasion and allow a strong Mii to one-shot it, or using pink magic (which guarantees a critical hit when it hits, at the expense of even lower accuracy) and hoping for a critical (which itself will one-shot). Note that some paths will involve shielded Green Slimes, so prepare for it accordingly.
Mummies are enemies introduced in Find Mii II that may scare off the first hero in line (which is likely to be a primary attacker), so make sure to have alternate attack plans or at least enough coins to revive the attacker. All mummies are weak to red magic, however, so they are fairly easy to one-shot with team red magic.
- Shambling Mummy - 15HP. Takes one less damage from blue magic (including team blue magic). Despite this, can be easily one-shotted with a moderate-level team attack.
- Roaming Mummy - 30HP. Restores up to 6HP to fellow enemies. You will need a L8+ team red magic to one-shot it.
- Marauding Mummy - 45HP. You will need a L12+ team red magic to one-shot it. Similar level teams with four attacks can one-shot it via team attack.
- Rampaging Mummy - 60HP. Only a team of L15 reds can one-shot it with magic. Other L15 teams with four attacks can one-shot it using team attack, however.
Reapers are enemies only found in Find Mii II that not only have armour ratings, but are strongly identified with the use of gases, which means that certain tactics cannot be used until they are dispelled via Dispelling Draft. Barrier gas will cause your Miis to be unable to use magic attacks (this will not use up your Mii, so you may choose to switch to sword attacks or potions), while curse gas will cause the occasional failure to move as ordered (this also means that the Dispelling Draft that you paid good play coins to buy may, in fact, fail to dispel the gas...). Fortunately, all reapers are weak to white magic.
- Reaper Cadet - 30HP. Armor rating of 1. Uses curse gas. L8+ team white magic or L10+ team red or team blue magic will one-shot it.
- Reaper Captain - 45HP. Armor rating of 1. Uses barrier gas. Again, L12+ team white magic or team attacks is the way to go.
- Reaper Commander - 60HP. Armor rating of 1. Uses curse gas. L15 white magic and team attacks will one-shot it.
- Reaper General - 75HP. Armor rating of 2. Uses curse gas. The high armour rating means that it cannot be one-shotted without support (such as team orange magic). Furthermore, it is always paired with another enemy, and this enemy will have the ability to fully revive the other enemy whenever it is defeated.
Golems are bulkier enemies only found in Find Mii II that rely on their massive armour ratings in addition to their high HP. Because of their high armour ratings, it will be difficult to take down with only wandering heroes unless they team up, they critical, or they use magic, which is a fairly strong incentive to go out and get high-level Miis.
- Granite Golem - 25HP. Armor rating of 2. Can be one-shotted with a L9+ team.
- Iron Golem - 45HP. Armor rating of 2. Again, can be one-shotted with L14+ team attacks.
- Golden Golem - 65HP. Armor rating of 2, but can be negated with black magic. Weak to black magic. The key thing here is that black magic not only damages this enemy, but makes it possible for your low-level Miis to inflict damage with sword attacks without having them teaming up. Best used with team black magic to avoid the accuracy penalty. Can't be one-shotted without support, but any strong team magic (not just black) will be good enough to cripple it and make it easy to take out using only 3-4 high-level Miis.
- Diamond Golem - 85HP. Armor rating of 2, but can be negated with black magic. Weak to black magic. Uses fortifying magic, which raises its armour rating by 1. Again, black magic will work wonders, but to completely get rid of the armour rating you will need the Bottled Barrier. Don't expect to one-shot it even with support.
Finally, the bosses of Find Mii and Find Mii II. In Find Mii II, it will spew level-down gas, which will reduce the level of your L2+ Miis by one level. It will be impossible to bring down with one shot, but in Find Mii II, you can buy Vials of Valor which revive your Miis, so it is entirely possible to beat them in one sitting with a large stash of play coins...
- Ultimate Ghost - 150HP. The final boss of Find Mii, encountered after defeating the Armored Fiend. In Find Mii II, you will also face it after defeating the Armored Archfiend. The Mii used to defeat the previous enemy (the team member initiating the team attack, if it was defeated that way) will always be scared off by the Ultimate Ghost, so it is likely that you will need coins to revive it (if it is part of your primary attacking strategy). In Find Mii II, it will also automatically dispel black, green, yellow, orange, and pink magic (including team magic) whenever possible, which means the only way to use these magics is to sleep or freeze the Ultimate Ghost first; and even then, these magics will only work for one attack.
- Dark Lord - 200HP. Immune to poison, sleep, and freeze. Only encountered after defeating the Ultimate Ghost in the standard quest of Find Mii II. If you defeat the Dark Lord the second time, you will obtain the Bronze Key, which unlocks the locked room on the standard quest map.
- Dark Emperor - 250HP. Immune to poison, sleep, and freeze. Only encountered after defeating the Ultimate Ghost in the secret quest of Find Mii II. If you defeat the Dark Emperor with 25 or fewer Miis, you will gain the Gold Key, which unlocks the locked room on the right side of the secret quest map. To do this, you will need at least one high-level team (L13+) to spam team attacks, and a few expendable Miis to continually buy potions and revive the high-level Miis (dispelling the level-down gas is optional). A moderately-high level (L10-L12) orange team may have a a shot of defeating it with 25 Miis or less, using team magic the first time and then attacking in every subsequent revival. In short, don't expect to have a team of wandering heroes to defeat it in 25 Miis or less, even if you have 300 play coins and use them for Power Potions and Vials of Valor to get L10 teams to spam. (It is entirely possible if you have an orange team with preferably two L2 heroes, just horribly unlikely considering that it takes four Miis to set up, costs 20 coins to make an attack, the need to revive 4-5 times, and the amount of luck needed to get both orange Miis back in the revive.)