Every Mii in Tomodachi Life: Living the Dream belongs to one of 16 personality types, arranged in four families of four. North American copies label those families Considerate, Outgoing, Ambitious and Reserved, while European and Australian copies say Easy-going, Energetic, Confident and Reserved – and most individual types are renamed as well. Four sliders in the editor pick the type; the fifth one, Overall, has no say in it.
Hand two residents the exact same sandwich and you may get a delighted dance from one and a polite shrug from the other. Much of that difference comes down to temperament. A Mii’s type colours their small talk, their reaction to bad news, the outfits and rooms they gravitate to and the way they come across when meeting the neighbours.
There’s a catch that trips up plenty of players: the label on the summary screen depends on which region your console is set to. The type an American player sees as Visionary appears as Leader on a European Switch, and Daydreamer becomes plain Dreamer. Both versions are listed side by side below, so this page works no matter where you bought the game.
Type a name from either region – or a family name – to filter the table.
| North America | Europe / Australia | Family (NA / EU) | What they’re like |
|---|---|---|---|
| Sweetie | Softie | Considerate / Easy-going | Soft-hearted and sentimental, quick to notice when someone is down |
| Cheerleader | Optimist | Considerate / Easy-going | Sunny and encouraging, the first to cheer a friend on |
| Buddy | Carer | Considerate / Easy-going | Steadfast and dependable, happiest when everyone gets along |
| Daydreamer | Dreamer | Considerate / Easy-going | Head in the clouds, unhurried and full of ideals |
| Charmer | Charmer | Outgoing / Energetic | Polished and magnetic, comfortable in any company |
| Go-Getter | Adventurer | Outgoing / Energetic | Spontaneous and restless, always chasing the next bit of fun |
| Merrymaker | Bubbly | Outgoing / Energetic | Warm and jolly, turns an awkward silence into a party |
| Dynamo | Hot-Blooded | Outgoing / Energetic | Fiery and forceful, drags everyone along in their wake |
| Achiever | Busy Bee | Ambitious / Confident | Organised and industrious, measures the day in goals ticked off |
| Visionary | Leader | Ambitious / Confident | Natural captain who rallies others behind big plans |
| Rogue | Individualist | Ambitious / Confident | Marches to their own beat and shrugs off other people’s opinions |
| Maverick | Headstrong | Ambitious / Confident | Daring and decisive, leaps first and thinks it over afterwards |
| Strategist | Patient | Reserved | Even-tempered and unflappable, steers clear of quarrels |
| Perfectionist | Perfectionist | Reserved | Tidy and principled, wants things done the right way |
| Observer | Introvert | Reserved | Gives little away outwardly, rich inner world underneath |
| Thinker | Thinker | Reserved | Cool-headed analyst who weighs things up before acting |
Just three labels are identical across regions – Charmer, Perfectionist and Thinker. When a guide mentions a type that never shows up in your game, it is almost certainly using the name from the other region.
The peacekeepers. Sweeties, Cheerleaders, Buddies and Daydreamers put the people around them first and would rather smooth things over than start an argument. An island with a few of them tends to feel friendlier, because they slot easily into almost any friendship group.
The noisy, lively corner of your population. This family sits at the top of the Movement and Speech sliders, which shows in brisk walks and very direct opinions. Charmers, Go-Getters, Merrymakers and Dynamos are usually wherever the action is – and quite often the reason for it.
Self-assured residents with a no-nonsense side. Achievers and Visionaries pour that confidence into plans and taking the lead, whereas Rogues and Mavericks mostly use it to go their own way regardless of what anyone thinks.
The quieter half of the island. Reserved Miis score low on most sliders and keep plenty to themselves. Strategists stay level-headed, Perfectionists want everything just so, Observers give away very little and Thinkers mull things over before making a move.
Creating or editing a Mii means setting five sliders. Each one has eight notches, counted from 0 at the left end to 7 at the right.
| Slider | From ↔ to | Changes the type? |
|---|---|---|
| Movement | Slow ↔ Quick | Yes |
| Speech | Polite ↔ Honest | Yes |
| Energy | Flat ↔ Varied | Yes |
| Thinking | Serious ↔ Chill | Yes |
| Overall | Normal ↔ Quirky | No – it only tweaks how the Mii talks and what they chat about |
The game doesn’t read the sliders one at a time. It adds Movement and Speech into one score and Energy and Thinking into a second. Those two numbers act like coordinates on a four-by-four board, and every square of that board belongs to one of the 16 types. Put simply:
Since only the two totals matter, quite different slider settings can land on the same type. Chasing one particular personality? Move one pair of sliders at a time and glance at the summary screen before you confirm.
Type shows up all over daily island life: in a resident’s routine, in how they behave when cross or upset, in the clothes and interiors they like, in the subjects and tone of their chats – it even decides the colour of their house. It also plays into how quickly two residents hit it off, which explains why certain pairs become friends straight away while others need a few nudges. Our guide to Mii personality combinations suggests pairings that tend to work.
Nothing is locked in. Open the main menu, head to Residents, pick the Mii and choose the personality option to set the sliders again. Friendships and progress survive the change, though it’s worth a moment’s thought for long-time islanders, as a new type can alter how they get on with the residents they already know. The same screen also handles looks, voice, pronouns and dating preferences – see how to create your first Mii for a walkthrough of the editor.
Sixteen, organised into four families of four types each.
The North American and European releases name most types and families differently. The Visionary, for instance, is the Leader in Europe, and the Daydreamer is simply the Dreamer.
No. Overall only changes speaking style and conversation topics. The type is set by Movement, Speech, Energy and Thinking.
No. Friendships and progress stay, although the Mii may start behaving differently around other residents.