More Temtem Guides:
- How to Make Money.
- Comprehensive Breeding Guide.
- How to Rename or Delete Character.
- Chart of the Types (Defend / Attack).
- Guide to Single, Training Values and Base Stats.
- Starters Overview Guide.
A quick guide for better understanding Temtem traits and conditions.
The species of Temtem possess a characteristic called “Traits” which effect somehow their battle. Most Temtem can have one of two different Traits, while some only have one. These traits can only be positive or negative and usually they are selected randomly upon the birth of a Temtem. When evolving, many Temtem acquire a new set of Traits. The trait of the evolved Temtem will be the one placed in the same Tempedia's slot as the trait of the unevolved Temtem.
While normally selected by random when a Temtem is born via Breeding, certain gear items can force a parent to pass down its trait to an offspring.
Below are all the traits used in Temtem and who can have the trait:
Increases Special Attack and Speed by 1 stage once an ally is down.
+15% damage with Wind techniques.
Saku, Barnshe, Zephyruff
When attacked with a Water technique, increases SPD by 1 stage.
Fomu, Saipat, Crystle, Platypet, Bigu
When attacking with toxicToxic, gets SPDEF+ and SPATK-.
When attacking with a special technique, the target gets Poisoned Poisoned Condition Status condition for 1 turn if it's a rival or Regenerate Regenerated Condition Status condition for 1 turn if it's an ally.
Regenerated max HP by 10%, once an ally is damaged.
Adds extra 15% damage with Nature techniques.
Loali, Hidody, Saku, Spriole
Increases 50% damage once attacked with a Nature technique.
20% additional damage is received by physical techniques.
Techniques cause 30% more damage when allies outnumber opponents.
Granpah, Skunch, Mastione, Blooze
Stops the Asleep Status condition.
Paharac, Kaku, Magmis, Umishi, Vulvir, Bunbun
Increases Defense by1 stage once attacked by a physical technique.
If both the partners are of the relative evolutionary line then it reduces damage by 50% upon attack.
Paharac, Raiber, Spriole, Vulvir
Increases 25% damage caused by Special Techniques.
Temtem Freezes instead of getting cold.
The speed of the opponent team is decreased by 1 stage upon entering the battlefield.
Stop alterations in negative stat stage.
Platimous, Valash, Tuvine
Upon an Electric Technique attack, recovers HP instead of preventing damage received.
Hidody, Nessla, Lapinite
Gets vigorized for 2 turns once the HP drops below 25% at the end of a turn.
Attackers receives a 40% decrease in max HP when knocked-out.
Receives 2 times additional speed upon the entry of a digital ally.
Increases attack by 1 stage once receives a status condition.
Increases 50% damage when attacked by a Mental, Toxic, or Electric Technique.
Immortal to offensive techniques of the ally.
Paharo, Pigepic, Smazee
Techniques causes 33% more damage once the HP drops below 33%.
Stop cold, burned, poisoned and doomed Status condition on the ally.
Decreases 50% damage after receiving an Earth technique attack.
Adds 15% more damage with Water techniques.
Fomu, Pewki, Ukama, Oceara, Nessla, Kalazu
Withstands damage caused by Toxic techniques.
Causes failure in Techniques targeting the ally.
Being the last Temtem (ally) standing, maximizes attack, special attack and speed by 50%.
Granpah, Capyre, Sparzy
Synergies won’t work on both allies.
If an ally is Mental, it increases Special Attack by 15%
Attacker received 20% damage once attacked with a special technique.
Sherald, Hocus, Azuroc, Gyalis
Prevents the Poisoned Status condition.
Swali, Kaku, Deendre, Oceara, Kalazu
Allies regain STA by 10% the beginning of the turn.
Resists Electric technique Type damages and stops the clod and burned Status condition.
Prevents all Status Conditions.
Decreases 30% damage received by physical techniques.
When using a hold technique, regains max STA by 10%.
When HP is maxed, Temtem has extra 30% Speed.
Regains 15% max HP of an Asleep Temtem, at the beginning of a turn
If the target gets knocked-out during attack, receives an increase in attack, Special attack and speed
Ally receives an increase in defense and special defense when entering the battlefield.
Increases special defense by 10 stage upon getting attacked by a Fire, Earth, or Melee technique
Damaged caused by melee technique is decreased by 30%
Rival technique gets re-directed to the ally once the HP drops down to 40% or less.
Adds 15% more damage with Fire techniques.
Banapi, Vulor, Mastione
Increases one turn when receiving a favorable status condition.
Mudrid, Gazuma, Tuvine, Vulcrane
Recovers max HP up to 15% when attacking by a physical technique.
Prevents getting knocked-out due to overexertion.
Tateru, Taifu, Capyre, Tuwai, Platox, Bunbun, Mushi
Reduces 1 turn when receiving a negative status condition.
Platox, Mudrid, Gyalis, Mushi
When the Temtem is on the battlefield during the first two turns, it increases 30% attack and special attack.
Raiber, Pewki, Crystle
If a different Temtem is knocked-out then it regains 15% max HP.
Skail, Lapinite, Valash, Occlura
For every turn the Temtem stays on the battlefield, it increases 8% attack.
Banapi, Deendre, Cerneaf
The technique gets redirected to the ally, when back to back attacks are received in the same turn.
The target won’t wake up if it’s attacked in an asleep status condition.
Adds 25% more damage with multi-target techniques.
Upon getting attacked by a toxic technique, recovers HP in place of damage received.
Increase 25% damage done with synergy techniques while the Temtem participate in the synergy.
Decreases 50% damage once attacked by a fire technique.
Overexertion turn penalization is stopped.
Toxic techniques get a damage boost of the same type.
Saipat, Platypet, Orphyll, Zephyruff
The attacker receives Poisoned Status condition for 3 turns, if knocked-out.
Loali, Taifu, Nidrasil, Toxolotl
The attacker receives Poisoned Status condition for 2 turns, if attacked by physical technique.
Noxolotl, Blooze, Adoroboros
If HP drops below 30%, receives asleep Status condition for 2 turns, SPATK +2 and SPDEF +2 if attacked.
If hit by a physical technique it reduces 1 stage of defense. Once hit by a special technique it reduces 1 stage of special defense.
Upon a special technique attack, the rival target gets poisoned for three turn and the ally target gets regenerated for three turns.
Increases 50% damage causes by overexerting.
Prevents the cold Status condition.
Bigu, Occlura, Baboong
Water techniques get a damage boost of the same type.
Regains max HP by 15% and removes the asleep status condition while resting.
Each Temtem loses 25% of max HP once knocked-out by overexerting damage.
Receives an increase in defense and special defense upon getting the asleep status condition.
All the conditions or status effects that can affect a Temtem in battle.
With this effect you can’t attack and can only wakeup upon receiving damage.
This effect removes Cold/Frozen Conditions and decreases Attack/Special Attack by 30%
This effect removes Burnt condition and freezes when afflicted more than once.
Once the counter drops down to zero, you faint.
STA costs increased by 50%.
Sinergies dont work.
Burnt condition is removed and attacking is not possible.
This effect is not affected by new Status conditions.
This effect avoids any type of resistance and weakness.
Lose 12.5% HP every turn.
Recover 10% HP every turn.
Gear effects are ignored.
swapping out can’t be performed.
STA costs decreased by 50%.