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Temtem - Basics of Battle

Kiza

Apprentice
Joined
Nov 27, 2018
Messages
150
Just a small guide on the basics of battle, being simple right now, may elaborate on stuff more later.

Please tell me what to add. Or anything I got wrong.

Techniques
Each Temtem can learn up to four techniques at once. Once you learn a fifth one, you must either get rid of an old one or not learn the new one. Techniques also have types too, but types will be gone over in a later section. Stats affect Techniques, which will also be talked about in a later section. Currently there is no way to relearn any old moves that a Temtem deleted or passed over. There will be in the future, but for now it’s not implemented.

Power Value: A technique's Power Value is something that helps determine how much damage it deals. Generally, the more Power Value a technique has, the more damage it does. Power Value is denoted by a red circle with a number inside when the technique is checked for details and is on the left of the Stamina Value and above the Priority.

Stamina Value: A technique's Stamina Value is how much Stamina it takes to use it. Stamina Value is denoted by a blue circle with a number inside. It is located on the right side of the technique bar or on the right of the Damage Value and above the Priority when the technique is checked for more details.

Hold Value: A technique's Hold Value is how many turns a Temtem must be in combat for before using a technique. The Hold Value resets when the technique is used, so the user must wait that long again before using it. Hold Value is denoted by the amount of gray bars that slowly fill up to become white on the left side of the technique bar, next to the color that denotes the type of the technique.

Priority: A technique's Priority decides the modifier of speed the technique comes out with. If a technique is the same Priority as another, then the Temtem with higher speed goes first. Priority is denoted by the arrows under the Power Value and Stamina Value circle when the technique is checked for details. If there is three arrows and a plus, that’s the fastest current Priority in the game, as if there were 3 1/2 arrows.
According to testing done by VoxelHeart, these values are by which the priorities approximately modify the moves by.
> = 50% speed
>> = 100% speed
>>> = 150% speed
+>>> = 175% speed
For example, a Crystle with 25 speed will not beat a Nessla with 45 speed using Crystal Dust (+>>> priority move) and will not be faster than the Nessla using Tesla Prison, a >> priority move. However, if Crystle uses the +>>> move and Nessla uses Strangle, a > priority move, Nessla will move after Crystle.

STAB or Same Type Attack Bonus: If a technique shares the same type as the Temtem, it makes the technique do an additional 50% damage. For example, normally doing 30 damage with a move like Wind Blade on Tuwai would result in doing 45 damage.

An important thing to note is that all Techniques fall under three categories, Physical, Special, and Status.


Physical techniques are based off of Attack (Atk) and the damage it does is calculated off of the opponent's Defense (Def). Physical techniques are denoted by a star with five corners.


Special techniques are based off of Special Attack (SpA) and the damage it does is calculated off of the opponent's Special Defense (SpD). Special techniques are denoted by a star that is a diamond with four lines jutting out diagonally.


Status techniques are any kind of technique that do not do direct damage and can contain any sort of buff, debuff, status infliction, or other miscellaneous things like protecting or healing allies, etc. Status techniques are denoted with a line drawn in a vortex shape.

As a friendly tip before the Stats section, Speed (Spe) influences when a Temtem acts, HP (Health Points) influences how much damage a Temtem cant take, and Stamina (Sta) influences how much a Temtem can use techniques until it needs to Rest before hurting itself through Overexertion. Speaking of that...

Rest and Overexertion: Rest is a mechanic to regain Stamina in a battle by giving up a Temtem's turn. Overusing a Temtem's Stamina causes its HP to decrease, proportionately to how much Stamina the Temtem used over its limit causing itself to hurt itself through Overexertion. Overexertion does 2x the amount of Stamina overused in an attack. An example would be using Water Cannon at 10 Stamina and since Water Cannon costs 21 Stamina, it does 11*2=22 damage to the Temtem that used Water Cannon.

Side note on the abbreviations: In game Speed is (Spd) but since most people also like to abbreviate Special Defense, most people just do Spe and SpD.

Techniques also have something called Synergy. When these techniques are used with a certain type of Temtem alongside them, they have upgrades to their technique. For examples, Urushiol has a Synergy with Toxic types, so when there's a Toxic type as an ally on the field, it poisons the enemy for four turns. These are denoted by a little plus in the top left of the technique bar and if clicked for more details, will have an extra box listing the requirements and the effects of it.

Status Effects

Cold and Frozen: If Cold is afflicted twice, the Temtem becomes Frozen. Frozen Temtem cannot attack.

Asleep: Asleep Temtem cannot attack, but if they are damaged, they wake up. Status effects that damage also wake them up such as poison or burn.

Trapped: Trapped Temtem cannot swap out.

Doomed: Once the turn counter on the Doomed Temtem hits 0, the Temtem faints.

Seized: Seized Temtem lose their item effect.

Poisoned: Poisoned Temtem lose 1/8 of their health every turn.

Burned: Burned Temtem lose 1/16 of health every turn and it reduces attack by 30%.

Exhausted: The Stamina costs of an Exhausted Temtem increase by 50%.

Invigorated: The Stamina costs an Invigorated Temtem decrease by 50%.

Immune: The Immune Temtem is immune to new status conditions.

Regenerating: Each turn, the Regenerating Temtem heals 1/16 of their health.

Exiled: Synergies do not work with Exiled Temtem.

Neutralized: The Neutralized Temtem's strengths and weaknesses do not apply.

There can be two active statuses on a Temtem at a time. If a new one is inflicted, while it already has two, the oldest active one is removed. Statuses are all non-volatile. They will not be lost when switched out or even if combat ends.

Types

There are twelve different types in Temtem, all with their own unique traits.



Here is a chart of all the types and how they interact with one another.


Neutral
Weaknesses: Mental
Resistances: None

Strong Against: None
Resisted By: Mental

Fire
Weaknesses: Water, Earth
Resistances: Nature, Crystal, Fire


Strong Against: Nature, Crystal
Resisted By: Water, Earth, Fire


Water
Weaknesses: Toxic, Nature, Electric
Resistances: Fire, Earth, Digital, Water


Strong Against: Fire, Earth, Digital
Resisted By: Toxic, Nature, Water


Nature
Weaknesses: Fire, Toxic
Resistances: Water, Nature, Electric, Earth


Strong Against: Water, Earth
Resisted By: Fire, Toxic, Nature


Electric
Weaknesses: Earth, Crystal
Resistances: Electric, Wind


Strong Against: Water, Wind, Mental, Digital
Resisted By: Nature, Earth, Crystal, Electric


Earth
Weaknesses: Water, Nature, Wind, Melee
Resistances: Fire, Electric, Crystal, Toxic


Strong Against: Fire, Electric, Crystal
Resisted By: Water, Nature, Wind


Mental
Weaknesses: Electric, Digital, Crystal
Resistances: Neutral, Melee


Strong Against: Neutral, Melee
Resisted By: Crystal


Wind
Weaknesses: Electric
Resistances: Earth, Wind


Strong Against: Earth, Toxic
Resisted by: Electric, Wind


Digital
Weaknesses: Water, Electric, Digital
Resistances: Toxic


Strong Against: Mental, Melee
Resisted by: None


Melee
Weaknesses: Mental
Resistances: Melee


Strong Against: Earth, Crystal
Resisted by: Mental, Melee


Crystal
Weaknesses: Fire, Earth, Melee
Resistances: Electric, Mental, Toxic


Strong Against: Electric, Mental
Resisted by: Fire, Earth


Toxic
Weaknesses: Wind
Resistances: Water, Nature, Toxic


Strong Against: Water, Nature
Resisted by: Earth, Digital, Crystal, Toxic


Stats

Stats are an invaluable part of Temtem, they are the defining point, other than types, of any Temtem and how they will function in battle depending on how their stats were spread. There are seven main stats.

HP (Health Points): HP determines how much damage a Temtem can take before they are knocked out.
Attack (Atk)
: Attack determines how much damage a Temtem does with a physical technique against another Temtem.
Defense (Def): Defense determines how much damage a Temtem ignores from another Temtem's physical technique.
Special Attack (SpA): Special Attack determines how much damage a Temtem does with a special technique against another Temtem.
Special Defense (SpD): Special Defense determines how much damage a Temtem ignores from another Temtem's special technique.
Speed (Spe): Speed determines when the Temtem acts, alongside the Priority of a move.
Stamina (Sta): Stamina determines how much Stamina Value a Temtem can use before they start hurting themselves through Overexertion.

Other than natural growth through levels with a Temtem's natural base stats, there are two other things that affect those stats.

Single Values or SV: Temtem have seven stats, which are all randomly assigned a SV, numbering 1-50, at birth. These randomly generated numbers cannot be modified and grant higher stats to the stat it was assigned to.
Trained Values or TV: TVs, on the other hand, are not randomly assigned. While they also give higher stats, they are trained through combat and maybe other means. Any given stat may have up to 500 TVs and any Temtem can have a max of 1000 TVs.
 
Last edited:

Turtle

Moderator
Staff member
Joined
Nov 6, 2018
Messages
154
I would like to add that once you get a new move, the old moves aren't forgotten, but we aren't at the point where we can switch them out yet.
 

Azemethane

Rookie
Joined
Nov 29, 2018
Messages
1
I would like to add that once you get a new move, the old moves aren't forgotten, but we aren't at the point where we can switch them out yet.
So will the moves at some point be changeable and would we be able to switch out move sets before a battle?
 

Kiza

Apprentice
Joined
Nov 27, 2018
Messages
150
I would like to add that once you get a new move, the old moves aren't forgotten, but we aren't at the point where we can switch them out yet.
Oh yeah I forgot to mention that. I’m keenly and painfully aware of the fact we can’t change our moves out :( but yeah added it in.
 

Turtle

Moderator
Staff member
Joined
Nov 6, 2018
Messages
154
At some point I believe so, based on the way the screen is set up, we will be able to change what skills our temtem can use based on what it has learned.
 

VoxelHeart

Rookie
Joined
Nov 23, 2018
Messages
71
Priority: A technique's Priority decides when the technique comes out. If a technique is the same priority as another, then the Temtem with higher speed goes first. If one technique has higher priority than all others, then no matter how slow the Temtem is, it will go before the others. Priority is denoted by the arrows under the Power Value and Stamina Value circle when the technique is checked for details. There also seems to be a plus after three arrows, which I am not too sure what that's about. It either means that it was boosted up to three arrows or is faster than three arrows.
This is wrong information. Priority affects the speed of the attack. While these numbers aren't 100% accurate, they are very reasonable estimates to go off of and have been tested. (Stat numbers are so low it's hard to test some of this stuff.)

> = 50% speed
>> = 100% speed
>>> = 150% speed
+>>> = 175% speed

For example, a Crystle with 25 speed will not beat a Nessla with 45 speed using Crystal Dust (+>>> priority move) and still not move faster than the Nessla using a >> priority move.. However, if Crystle uses the +>>> move and Nessla uses Strangle, a > priority move, Nessla will move after Crystle.
 
Last edited:

Kiza

Apprentice
Joined
Nov 27, 2018
Messages
150
This is wrong information. Priority affects the speed of the attack. While these numbers aren't 100% accurate, they are very reasonable estimates to go off of and have been tested. (Stat numbers are so low it's hard to test some of this stuff.)

> = 50% speed
>> = 100% speed
>>> = 150% speed
+>>> = 175% speed

For example, a Crystle with 25 speed will not beat a Nessla with 45 speed using Crystal Dust (+>>> priority move) and still not move faster than the Nessla using a >> priority move.. However, if Crystle uses the +>>> move and Nessla uses Strangle, a > priority move, Nessla will move after Crystle.
Oh sweet finally, I’ve always something off about priority because I could’ve sworn I’ve beaten priority moves before but I never tested it. Yeah that seems about right.
 

AuranTwitch

Rookie
Joined
Nov 30, 2018
Messages
7
One issue I've discovered through test. STAB is 1.5x the final damage. Maybe it was poor wording but you stated that it would take scratch from 20 Power to 30 Power. Power very much does not translate 1:1 with final damage.
 

Kiza

Apprentice
Joined
Nov 27, 2018
Messages
150
One issue I've discovered through test. STAB is 1.5x the final damage. Maybe it was poor wording but you stated that it would take scratch from 20 Power to 30 Power. Power very much does not translate 1:1 with final damage.
Wait seriously. Ha. That’s kinda dumb.
Alright fixing then.
 

alf113

Rookie
Joined
Nov 22, 2018
Messages
8
Thank you! Can we find all status condition in alpha? Some of them sound really interesting to test!
 

Kiza

Apprentice
Joined
Nov 27, 2018
Messages
150
Thank you! Can we find all status condition in alpha? Some of them sound really interesting to test!
We can only find about five of them I believe. Cold and Freeze, Poison, Invigorate, and Sleep
 
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