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Bully increases the holder's damage by an additional 30% while the number of conscious Temtem on the holder's team outnumber the number of conscious Temtem on the rival's team.
Camaraderie reduces the damage the holder takes from attacks by 50% if both the holder and their ally are part of the same evolutionary line.
Determined protects the holder's stats from being lowered by any number of stages.
Energy Reserves, once per battle, gifts the holder with ATK and Vigorized Condition for 2 turns as soon as the holder's HP drops below 40%.
Escapist protects the holder and their ally from the Trapped Condition and cures their ally of the Trapped Condition when the holder enters the battlefield.
Furor increases the damage of holder's techniques by 33% while their HP is below 33%.
Going Away Gift
Gotta Go Fast
Hover reduces the damage the holder takes from Earth techniques by 50%.
Hydrologist increases the damage of the holder's Water techniques by 15%.
Mithridatism protects the holder from being inflicted with the Poisoned Condition.
Mucous reduces the damage the holder takes from Electric and Toxic techniques by 30% and protects them from receiving the Cold Condition and the Burned Condition.
Patient restores 10% of the holder's maximum STA when they use a technique that has any amount of Hold.
Plethoric increases the holder's SPD by 30% so long as their HP is 70% or higher.
Resistant reduces the duration of negative status conditions on the holder by 1 turn. The status conditions affected include: the Cold Condition, the Asleep Condition, the Trapped Condition, the Seized Condition, the Poisoned Condition, the Burned Condition, and the Exhausted Condition.
Sentinel protects the holder and their ally from the Asleep Condition and cures their ally of the Asleep Condition when the holder enters the battlefield.
Strong Liver causes the holder to restore HP instead of taking damage from Toxic techniques. The healing is equal to the amount of damage they would have received.
Tardy Rush increases the holder's SPD by 100% and ATK by 10% after being on the battlefield for 3 turns in a row. The effect lasts until the holder leaves the battlefield. If the holder is swapped in, the turn they enter the battlefield counts as turn 1.
Toxic Affinity increases the base damage of the holder's Toxic techniques by x1.5, as if they had STAB. This stacks with actual STAB if the holder is also Toxic, resulting in a total multiple of x2.25 (1.5 x 1.5).
Trance, once per battle, will inflict the holder with the Asleep Condition for 2 turns but gifts them with the the Regenerated Condition for 4 turns, SPATK and SPDEF so long as their their current HP is below 30% and they are targeted by a technique.
Water Affinity increases the base damage of the holder's Water techniques by x1.5, as if they had STAB. This stacks with actual STAB if the holder is also Water, resulting in a total multiple of x2.25 (1.5 x 1.5).