Techniques

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Pigepic using the technique Stare, which lowers the opposing Pewki's defense.

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.

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 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.

Technique Categories[edit | edit source]

Techniques are divided into three categories, also known as classes:

  • Physical Physical.png - damaging techniques powered by the user's ATK stat and reduced by the target's DEF stat.
  • Special Special.png - damaging techniques powered by the user's SPATK stat and reduced by the target's SPDEF stat.
  • Status Status.png - non-damaging techniques that modify battle conditions like lowering stats or inflict conditions such as Sleep.

Technique Damage[edit | edit source]

Each SpecialSpecial and PhysicalPhysical 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.

Damage = (7 + \tfrac{Level}{200} * TechniqueDamage * \tfrac{ATK}{DEF}) * Modifier

The result is then rounded down 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, 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).

Technique 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 Low0_VeryLow
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.
  • Low1_Low
Low Priority means the technique will be used with half the speed of the user.
  • Normal2_Normal
Normal Priority means the technique will be used with the speed of the user (No effect to the speed stat).
  • High3_High
High Priority means the technique will be used with 1.5x the speed of the user.
  • Very High4_VeryHigh
Very High Priority means the technique will be used with 1.75x the speed of the user.
  • Ultra5_Ultra
Ultra Priority means the technique will be used before the opponent swaps with another Temtem.

Technique Hold[edit | edit source]

Techniques with various hold values, and various hold remaining.

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.

Technique 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 Type Technique with an Earth Type synergy. If a Temtem using Aqua Stone is paired with an Earth Type 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 Type Temtem, the technique also applies a Burned ConditionBurned 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 - Every Temtem learns new techniques upon reaching certain levels.
  • Courses - Items that the player obtains throughout their journey. Every Course contains a specific move that can be used to teach viable Temtem a new technique.
  • Breeding - Every species has a set of techniques it may learn through breeding, allowing a newborn to know techniques it cannot learn through the methods above.

Technique List[edit | edit source]

The following lists the techniques currently known or available in Temtem. Updates are in progress.

Techniques
Name Type Class DMG STA Hold Priority
Misogi water(+water) Status - 22 2 2_Normal
Hypnosis mental Status - 14 1 2_Normal
Tenderness neutral Status - 3 0 2_Normal
Stone Wall earth Status - 18 1 1_Low
Antitoxins toxic Status - 26 2 2_Normal
Cooperation neutral Status - 1 0 4_VeryHigh
Hallucination toxic(+mental) Status - 22 0 2_Normal
Confiscate neutral Status - 7 0 2_Normal
Lifeful Sap nature Status - 12 0 2_Normal
Regenerate neutral Status - - 0 0_VeryLow
Diamond Fort crystal Status - 26 2 1_Low
Bamboozle mental Status - 18 0 2_Normal
Shy Shield neutral Status - 4 0 3_High
Crystallize crystal Status - 18 1 2_Normal
Slime neutral Status - 12 0 1_Low
Roar neutral Status - 10 2 2_Normal
Nimble wind Status - 4 0 2_Normal
Revitalize nature(+nature) Status - 15 1 2_Normal
Gaia nature Status - 15 3 0_VeryLow
Paralysing Poison toxic(+toxic) Status - 20 2 2_Normal
Show Off melee(+melee) Status - 7 0 2_Normal
Block melee Status - 16 1 2_Normal
Stare mental Status - 6 0 2_Normal
Rage melee Status - 10 1 2_Normal
Overclock digital Status - 10 0 2_Normal
Photosynthesis nature Status - 7 0 2_Normal
Turbo Choreography wind(+wind) Status - 27 1 4_VeryHigh
Intimidation mental Status - 12 2 2_Normal
Toxic Spores toxic Status - 9 0 1_Low
Flood water(+earth) Status - 22 1 2_Normal
Cage neutral Status - 23 1 5_Ultra
Sacrifice neutral Status - - 1 3_High
Turbo Charge electric Status - 21 1 4_VeryHigh
Pollution toxic Status - 22 2 2_Normal
Mirror Shell crystal Status - 15 1 1_Low
Firewall digital Status - 15 1 0_VeryLow
Meditation mental Status - - 0 0_VeryLow
Cheer Up neutral Status - 7 0 4_VeryHigh
Madness Buff melee Status - 15 0 2_Normal
Roots nature Status - 5 0 2_Normal
Heat Up fire Status - 23 0 2_Normal
Relax neutral Status - 12 1 1_Low
Bark Shield nature Status - 30 2 1_Low
Lullaby mental Status - 27 2 1_Low
King's Roar neutral Status - 24 3 2_Normal
Footwork melee Status - 15 1 3_High
Sparks electric Status - 5 0 2_Normal
Extinction fire Status - 32 2 2_Normal
Slow Down mental(+mental) Status - - 0 0_VeryLow
Psychosis mental Status - - 3 0_VeryLow
Wake Up neutral Physical 1 - 0 4_VeryHigh
Psychic Collaborator mental(+mental) Special 1 19 1 2_Normal
Cold Breeze wind Special 10 9 0 2_Normal
Scratch neutral Physical 20 4 0 2_Normal
Peck neutral Physical 24 5 0 4_VeryHigh
Strangle neutral Physical 25 11 0 0_VeryLow
Bubbles water Special 27 5 0 2_Normal
Novice Punch neutral(+melee) Physical 30 3 0 2_Normal
Kick neutral Physical 32 8 0 3_High
Glass Blade crystal Physical 32 5 0 2_Normal
Finbeat neutral Physical 32 4 0 3_High
Sand Splatter earth Physical 35 7 0 2_Normal
DC Beam electric Special 35 5 0 3_High
Nibble neutral Physical 37 7 0 2_Normal
Spores nature Special 37 6 0 2_Normal
Wind Blade wind Special 40 9 0 2_Normal
Perfect Jab melee Physical 40 15 0 2_Normal
Venomous Claws toxic Physical 40 9 0 2_Normal
Urushiol toxic(+toxic) Physical 41 8 0 2_Normal
Shrill Voice neutral Special 42 12 1 2_Normal
Energy Manipulation mental(+nature) Special 45 11 0 3_High
Fire Flame fire Special 45 7 0 2_Normal
Chain Lightning electric Special 48 15 0 2_Normal
Data Burst digital Physical 48 6 0 0_VeryLow
Toxic Plume toxic(+crystal) Special 50 24 1 2_Normal
Tesla Prison electric Special 50 12 0 2_Normal
Rend neutral Special 50 22 2 2_Normal
Tail Strike neutral Physical 50 5 1 2_Normal
High-pressure Water water(+fire) Special 50 15 1 2_Normal
Martial Strike melee Special 50 5 1 2_Normal
Toxic Slime toxic Physical 50 12 0 2_Normal
Sharp Leaf nature Physical 50 7 0 2_Normal
Water Blade water Special 52 10 0 1_Low
Warm Cuddle fire Physical 53 12 0 2_Normal
Ice Cubes water(+water) Physical 54 13 0 2_Normal
Mechanical Heat fire Physical 55 7 0 2_Normal
Heavy Blow neutral Physical 58 11 0 2_Normal
Allergic Spread nature Special 58 18 1 2_Normal
Hyperkinetic Strike wind Special 59 28 1 3_High
Crystal Dust crystal(+wind) Special 60 11 0 3_High
Tentacle Whip neutral Physical 60 15 0 2_Normal
Ice Shuriken water Physical 60 14 0 2_Normal
Jaw Strike neutral Physical 60 9 0 2_Normal
Psy Wave mental Special 61 7 1 2_Normal
Toxic Fang toxic Physical 62 12 1 2_Normal
Embers fire Physical 63 15 0 2_Normal
Rampage neutral(+melee) Physical 65 26 1 1_Low
Aqua Bullet Hell water Special 67 17 0 2_Normal
Mud Shower earth Special 70 14 0 2_Normal
Magma Cannon fire Special 70 37 3 1_Low
Tsunami water(+wind) Special 70 25 1 2_Normal
Fierce Claw neutral Physical 71 13 0 2_Normal
Meteor Swarm fire(+fire) Physical 75 25 1 1_Low
Electric Storm electric Special 76 26 1 2_Normal
Sharp Stabs crystal Physical 76 15 1 3_High
Head Charge melee Physical 80 10 1 1_Low
Aqua Stone water(+earth) Physical 80 21 1 2_Normal
Telekinetic Shrapnel mental Physical 80 8 1 2_Normal
Uppercut melee Physical 80 12 0 2_Normal
Toxic Ink toxic Physical 80 16 0 2_Normal
Double Kick neutral Physical 80 22 0 3_High
Iced Stalactite water Physical 82 22 1 2_Normal
Haito Uchi melee Physical 85 21 1 2_Normal
Boomerang wind Physical 85 14 1 3_High
Clinch neutral Physical 85 14 0 1_Low
Earth Wave earth Physical 90 28 2 1_Low
Wind Burst wind Special 90 12 0 2_Normal
Humiliating Slap neutral Physical 90 20 0 2_Normal
Awful Song neutral(+neutral) Special 96 20 1 2_Normal
Beta Burst mental Special 100 23 0 2_Normal
Feather Gatling wind Physical 100 17 0 2_Normal
Noxious Bomb toxic Physical 100 20 0 2_Normal
Water Cannon water(+toxic) Special 100 21 0 2_Normal
Head Ram neutral Physical 100 17 0 1_Low
Psy Surge mental Special 100 15 1 1_Low
Chains Hit neutral Physical 110 16 0 2_Normal
Multiple Pecks neutral Physical 110 26 0 2_Normal
Crystal Spikes crystal Special 120 27 0 3_High
Hypoxia wind Special 120 30 0 2_Normal
Blizzard wind Special 120 15 1 1_Low
Drill Impact neutral Physical 120 20 0 2_Normal
Water Cutting Lily nature(+water) Physical 120 31 0 3_High
Held Anger neutral Physical 130 12 3 1_Low
Crystal Bite crystal Physical 130 22 1 2_Normal
Stone Ball earth(+fire) Physical 130 29 0 1_Low
Ninja Jutsu neutral Physical 130 27 2 4_VeryHigh
Crystal Plume Gatling crystal Physical 130 24 0 2_Normal
Aquatic Whirlwind water Special 130 29 1 3_High
Sharp Rain water Special 130 20 2 2_Normal
Dust Vortex earth Special 131 24 1 2_Normal
Nicho Sai melee Physical 135 29 1 3_High
Tornado wind Special 135 30 1 3_High
Turbo attack digital(+fire) Special 140 27 1 2_Normal
Fire Tornado fire Special 145 22 2 2_Normal
Frond Whip nature Physical 146 28 1 1_Low
Narcoleptic Hit mental Physical 150 15 1 1_Low
Harmful Lick neutral Physical 150 29 0 1_Low
Major Slash neutral Physical 150 33 1 2_Normal
Oshi-Dashi melee Physical 150 28 1 2_Normal
Gamma Burst mental Special 150 51 0 2_Normal
Inner Spirit melee Special 170 23 2 2_Normal