The loop
Every useful decision starts at the statue. Innocent Glaggles are trying to reach it. Disguised Enphosians are trying to reach it too, and they fight once revealed or once they arrive.
- Watch the next group and compare like with like.
- Before you commit, know the path back to the statue.
- After the fight, look at the statue again. One kill does not clear the lane.
- Spend the next quiet moment on one named problem, not a random shop purchase.
There is no required team composition. The practical question is who can see the statue right now.
What the statue does
The statue is a large Giggler on a golden base. Damage it takes is documented as double the damage a player would take from the same hit, and a hit grants the team a temporary speed bonus. Solo already has its own speed bonus, so that statue bonus does not stack with the older solo bonus.
Smile More sets the default walk speed to 25, up from 20, and gives solo runs +8 walk speed. It also plays a sound when a solo or statue speed boost applies. Older statue text described a natural solo +5. Use the Smile More solo bonus as the later figure.
An older statue article lists 5000 health, then 7500, then 10000 on the last wave, with a refill at the end of a wave and again at the start of the next one. Smile More does not restate those totals. Treat them as the last published health table, and read the statue bar in your own run.
Killing an innocent causes a strike: a red flash, a loud buzzer, and a score penalty. Three or more strikes are documented as summoning Eye of Enphoso until the wave ends, a boss is about to spawn, or it catches you and turns you into a Sobber. Smile More says killing an innocent now starts that chase instead of an instant death. Blameless stops the Eye from being summoned, but strikes still count against rank.
Ranks and strikes after Smile More
Wave ranks run from G laggle through A wesome, B asic, C ould do better, D oing bad, and E nphosed. Smile More changes the strike math:
- Strikes are no longer twice as harsh for ranking in solos or duos.
- Ranking stops getting worse after 8 strikes.
- Each strike adds another -50 score penalty from that player on the next strike.
- Class-specific score multipliers were reduced slightly.
- Boss score falls faster per tick as the player count rises, capped at 15.
A wave now ends by healing everyone to full. Setup time counts down only after someone readies, and you can unready.
If the last run failed
| What happened | What to change |
|---|---|
| You shot an innocent | Repeat the same-type face, color, and symbol check. |
| The statue died while you chased | Shorten the chase and leave someone on the approach. |
| A weapon did something unexpected | Read its current shop text. Several weapons were renamed in Smile More. |
| A boss attack ended the run | Watch that boss on the same difficulty, then change position before you change class. |
Smile More also puts a marker on NPCs you have not seen yet. It returns for bosses and revealed enemies that leave your view.
