Techniques
Techniques are the attacks that Temtem can use during combat. Most techniques are used to damage an opposing Temtem until it becomes exhausted, but some techniques may also temporarily drop certain stats of opposing Temtem or apply status effects. Unlike Temtem, which can have up to two types, techniques only have one type. The type determines the effectiveness of the technique when used against opposing Temtem.
Contents
Characteristics of Techniques[edit | edit source]
Techniques have various characteristics that help differentiate and define them. Below is a list of them, some of which we will discuss more in-depth:
- Type: Each technique, like Temtem themselves, have a type that interacts with a Temtem's type that increase or decrease the effectiveness and power of a technique.
- Category: Also known as a class, the Techniques category relates to which stats are used to assign damage for the technique.
- Damage: Indicative of the overall power of the Technique.
- Stamina Cost: The amount of Stamina required to perform the technique. This will be the amount the Temtem's stamina is reduced when the technique is used.
- Hold: Some techniques cannot be used until a specified amount of turns have passed while the Temtem is in battle. This amount of turns is called Hold.
- Priority: All techniques have a priority indicative of when the technique will be used in a turn. The higher the priority, the more likely the technique will be used earlier. This attribute interacts with the Temtem's speed to determine when it will be used in a turn.
- Synergy: Some techniques have an additional or boosted effect due to the type of the user's partner Temtem. This is known as Synergy.
- Targeting: Each technique has a specific set of potential targets. For example, some techniques can only be used on opponents, some can be used against the casting Temtem, and some hit multiple Temtem at the same time.
Category[edit | edit source]
Techniques are divided into three categories, also known as classes:
- Physical
- damaging techniques powered by the user's ATK stat and reduced by the target's DEF stat.
- Special
- damaging techniques powered by the user's SPATK stat and reduced by the target's SPDEF stat.
- Status
- non-damaging techniques that modify battle conditions like lowering stats or inflict conditions such as Sleep.
Damage[edit | edit source]
Each Special and
Physical Technique has a DMG value that represents the amount of Damage that technique will deal. This value, the user's level, the user's ATK or SPATK stat, and the target's DEF or SPDEF stat all contribute to the final damage dealt by the technique.
The result is then rounded to the nearest integer to determine the final amount of HP lost by the target.
Techniques with a 2x modifier deal much more damage than a technique with a 1x modifier even if the latest has double the base damage of the first.
Additionally, the damage is increased when a technique's type matches one of the user's types. The final damage of the technique is increased by 50% in a mechanic called STAB (Same Type Attack Bonus).
Stamina Cost[edit | edit source]
Each technique has a certain stamina cost which is subtracted from the remaining stamina. When a technique requires more stamina than the Temtem has remaining, this leads to overexertion. For each additional stamina point required, 2 points of HP will be subtracted. Additionally, the Temtem will obtain a turn penalty and isn't able to attack in the following turn.
Priority[edit | edit source]
All techniques have a priority indicative of when the technique will be used in a turn. Technique Priorities have a specific look in the game that differentiates them and different priorities interact with the user's speed in different ways.
- Very Low Priority means that the move will happen after all other moves with a priority of low or higher. If multiple Tems use a Very Low Priority move then they will go in order of speed.
- Low Priority means the technique will be used with half the speed of the user.
- Normal Priority means the technique will be used with the speed of the user (No effect to the speed stat).
- High Priority means the technique will be used with 1.5x the speed of the user.
- Very High Priority means the technique will be used with 1.75x the speed of the user.
- Ultra Priority means the technique will be used before the opponent swaps with another Temtem.
Hold[edit | edit source]
Hold restricts the use of a technique until a certain amount of turns have passed. Some techniques will have various amounts of hold and the user must wait, from the turn they enter the battle, a number of turns equal to the amount of hold that technique has. A technique has visible bars on it that are darkened when there is still hold remaining. When all darkened bars appear brightened, the technique is ready for use. After being used, the hold is reset and the user must wait the amount of hold again to reuse the technique. The technique Cheer Up decreases Hold by 1.
Synergy[edit | edit source]
Some techniques have a boosted or additional effect due to a mechanic called Synergy. When a technique has synergy, it means that if the partner of the user is a specific type, the technique will have some added effect. As an example, Aqua Stone is a Water Technique with an
Earth synergy. If a Temtem using Aqua Stone is paired with an Earth Temtem, then the technique will have the additional effect of boosted power. Another example is a technique called High-pressure Water, where if the user is paired with a
Fire Temtem, the technique also applies a
Burned Condition in addition to its regular effect. These effects vary from technique to technique and the full range of the variety of these effects is still unknown.
Targeting[edit | edit source]
Each technique is targeted in one of six different ways:
- Self: The technique can only be used on the user.
- Single Target: The technique can be used on any selected Temtem in the field, including the user.
- Single other Target: The technique can be used on any selected Temtem in the field, except the user.
- Single Team: The technique can be used on either the other team or the user's team.
- Other Team or Ally: Either team is selected, but if the user's team is selected, only the ally will be affected.
- All: The technique will be used on all Temtem in the field.
Acquiring Techniques[edit | edit source]
While all Temtem start off with several techniques, there are various ways for them to acquire new ones.
Leveling - Each Temtem learns new techniques upon reaching certain levels.
Technique Courses - Technique Courses are infinite-use items containing a specific technique that can be taught to compatible Temtem.
Breeding - Various species have egg techniques that can only be obtained through breeding.
Technique List[edit | edit source]
The following lists the techniques currently known or available in Temtem. The list will organize itself by selecting a header.
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