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When a Temtem with this trait uses a Wind Technique, they get SPDEF and SPD .
Air Specialist increases the damage of the user's Wind Techniques by an additional 15%.
Whenever a Temtem with Amphibian is attacked by a Water Technique, it gets SPD .
Whenever a Temtem with Anaerobic uses a Toxic Technique, it gets SPDEF and SPATK .
Whenever a Temtem with Apothecary attacks with a Special Technique, if the target is an enemy, it inflicts the Poisoned Condition for 1 turn, or if the target is an ally or itself, it inflicts the Regenerated Condition for 1 turn.
Currently, Attack T is unavailable, so it is unknown what its description is.
Autotomy causes the user to get the Evading Condition for 2 turns upon its first entry onto the battlefield.
A Temtem with Avenger gets SPATK and SPD whenever its ally is knocked out.
Whenever the ally of the Temtem with Benefactor takes damage from a technique (no matter the target), they are healed by 10% of their max HP. This effect has no minimum value, meaning it can heal the ally for more HP than they lost due to getting attacked. It will only trigger if they take damage from the technique.
Whenever a Temtem with Body Stretch rests, it gains the Regenerated Condition for 2 turns.
Whenever a Temtem with Book Lungs takes damage from a Water technique, the damage is reduced by 30%.
Botanist increases the damage of the user's Nature Techniques by an additional 15%.
Whenever a Temtem with Botanophobia is attacked by a Nature Technique, the damage is increased by 50%.
A Temtem with Brawny has all damage done by Physical Techniques boosted by an additional 20%.
If the number of allies conscious is greater than the number of enemies conscious, including Temtem not on the battlefield for both totals, then Temtem with Bully deal an additional 30% more damage.
When a Temtem with Burglar attacks another Temtem that has the Asleep Condition or the Exhausted Condition, the defender's gear will be disabled for the remainder of the combat.
Temtem with Caffeinated will never receive the Asleep Condition.
Whenever a Temtem with Callosity gets attacked by a Physical Technique, it then gets DEF .
When a Temtem with Camaraderie is attacked, if its ally is part of its evolutionary line, then it takes 50% less damage.
Special Techniques used by a Temtem with Channeler do 25% more damage.
Whenever a Temtem with Cobweb causes another Temtem to get the Poisoned Condition, or when it attacks a target that already has the Poisoned Condition, it also causes it to get the Trapped Condition for 2 turns.
Instead of getting Cold, Temtem regenerates for 2 turns.
Whenever a Temtem with Cold-Natured would get the Cold Condition, they instead get the Frozen Condition for the same amount of turns.
When a Temtem with Confined uses a technique that causes it to give itself the Trapped Condition, it also gets DEF and SPDEF .
Whenever a Temtem with Coward's Rest rests, it gains the Evading Condition for 2 turns.
At any turn in which a Temtem with Deceit Aura is present, the individual Temtem turn order is reversed. This reversal applies to the order in which techniques are used and the order in which Temtem are swapped. Temtem swapping and item usage still occur prior to techniques.
When a Temtem with Demoralize enters the battlefield, both enemies immediately get SPD , even if they are then immediately after swapped out.
Temtem with Determined can never have its stats decreased by any amount of stages.
Whenever the enemy of a Temtem with Dreaded Alarm rests, they lose 25% of their maximum HP.
Earthbound gives the user DEF whenever they use an Earth technique.
When a Temtem with Efficient uses an offensive technique, the technique costs 30% less stamina.
When a Temtem with Electric Synthesize is attacked with a damaging Electric Technique, it restores their HP equal to the amount of damage they would have received.
If, at the end of the turn, the HP of a Temtem with Energy Reserves is below 40% of its maximum, the Temtem gets the Vigorized Condition for 2 turns and ATK . This will only happen once per battle.
While a Temtem with Escapist is on the battlefield, neither it nor its ally can get the Trapped Condition. Also, when it enters the battlefield, its ally loses the Trapped Condition if it has it.
When a Temtem with Fainted Curse is knocked-out by a damage dealing Technique, the attacker loses 30% of their max HP.
When a Digital Temtem enters the battlefield, it gets SPD if its ally has Fast Charge.
Whenever a Temtem with Fever Rush receives any status condition, it also gets ATK .
Whenever a Temtem with Flawed Crystal takes damage from a technique that is either Mental, Toxic, or Electric, it takes 50% increased damage.
Whenever the ally of a Temtem with Friendship uses an offensive technique that would target it, the technique instead has no effects on that Temtem. If the technique also targeted enemies, they will still be affected.
When the HP of a Temtem with Furor is below 33% of its maximum, the techniques it uses do 33% more damage.
The ally of a Temtem with Guardian cannot get the Cold Condition, Burned Condition, Poisoned Condition, or Doomed Condition, nor can it receive any negative stage changes to its stats.
When a Temtem knocks out another Temtem with Heat Discharge, it gets the Burned Condition for 3 turns.
Temtem with Hover take 50% less damage from Earth techniques.
When a Temtem with Hurry-wart enters the battlefield, all its techniques with a Hold lose 1 Hold.
Hydrologist increases the damage of the user's Water Techniques by an additional 15%.
Toxic Techniques deal no damage to a Temtem with Immunity, and cannot be inflicted with the Poisoned Condition.
Temtem with Individualist cannot affect their ally with offensive techniques. If the technique also targets enemies, they will still be affected.
Any time an Electric type Technique is used, all Temtem with Inductor on the field will restore 8% of their maximum HP.
The damage multipliers based on technique types are reversed. (Very) effective matchups become (very) ineffective and vice versa.
Currently, Kinetic Transfer is unobtainable, so it's unknown what its description is.
Temtem with Last Rush get 50% increased ATK, SPATK, and SPD if all their allies are knocked-out.
Temtem with Loneliness can't use Synergies with its ally and the ally can't use synergies with it.
Marathonist causes the user to get SPD when attacking, but the stamina cost of the attack is reduced by 50%.
Temtem with Mental Alliance get a 15% increase to their SPATK if their ally is Mental.
Whenever a Temtem with Mirroring receives damage from a Special technique, the attacker receives 25% of the damage as well if the Temtem wasn't knocked out.
Temtem with Mithridatism never receive the Poisoned Condition.
At the start of the turn, if a Temtem with Motivator is on the battlefield, all its allies, including those not on the battlefield, restore 10% of their maximum STA.
Temtem with Mucous never receive the Cold Condition nor the Burned Condition. Additionally, they take 30% less damage from Techniques.
Temtem with Neutrality never receive any status conditions, including positive ones.
Whenever a Temtem with Parrier is attacked by a Physical Technique, it takes 30% less damage.
Whenever a Temtem with Patient uses a technique with a Hold, it restores 10% of its maximum STA.
If a Temtem with Plethoric's HP is full, and it has not taken any damage, its SPD is increased by 30%.
At the start of the turn, if a Temtem with Power Nap has the Asleep Condition, it restores 15% of its maximum HP.
When a Temtem with Prideful attacks another Temtem and knocks it out, it gets ATK , SPATK , and SPD .
When a Temtem with Protector enters the battlefield, it loses 10% of its maximum HP and its ally gets DEF and SPDEF , even if the ally is immediately then swapped out.
Whenever a Temtem with Provident is attacked by a technique that is either , , or , it gets SPDEF .
If a Temtem with Punching Bag is attacked by a Technique, it takes 30% less damage.
If a Temtem with Puppet Master becomes the target of a single-target attack while its HP is below 40%, its ally becomes the target instead.
Pyromaniac increases the damage of the user's Fire Techniques by an additional 15%.
Temtem with Receptive have the duration of the Vigorized Condition, the Immune Condition, the Regenerated Condition, the Evading Condition, and the Alerted Condition increased by 1 turn.
After attacking with a Physical Technique, if the attacking Temtem has Rejuvenate, it restores 20% of its maximum HP.
If a Temtem with Resilient is to knock itself out due to overexertion, it will instead survive with 1 HP.
Temtem with Resistant have the duration of the Cold Condition, the Asleep Condition, the Trapped Condition, the Seized Condition, the Poisoned Condition, the Burned Condition, and the Exhausted Condition decreased by 1 turn.
Temtem with Rested gets an increase of 30% to its ATK and SPATK for the first 2 turns it is present on the battlefield.
Whenever another Temtem, ally or enemy, is knocked out, the Temtem with Scavenger restores 20% of their maximum HP.
When a Temtem with Self-Esteem attacks and knocks out a Temtem and is affected by the Cold Condition, the Trapped Condition, the Seized Condition, the Poisoned Condition, the Burned Condition, the Doomed Condition, the Isolated Condition, or the Exhausted Condition, the condition is removed.
Whenever a Temtem with Sensei attacks with a Physical Technique, SPATK is used instead of ATK. Similarly, if it is a Special Technique, it uses ATK instead of SPATK.
While a Temtem with Sentinel is on the battlefield, neither it nor the ally can get the Asleep Condition. Also, when it enters the battlefield, if the ally has the Asleep Condition, it loses it.
Each turn a Temtem with Settling is on the battlefield, its ATK increases by 8%. However, if it leaves the battlefield, this cumulative bonus is reset.
If a Temtem with Shared Pain is attacked twice in the same turn, the second attack gets redirected to the ally.
Temtem with Skull Helmet take 25% less damage from techniques that are either Mental or Melee.
When entering the battlefield for the first time, rivals and the ally get cold for 2 turns if they aren't cold already.
When a Temtem with Soft Touch attacks a target afflicted with the Asleep Condition with a damage dealing technique, the condition will not be removed.
Whenever a Temtem with Spoilsport uses a Technique that can hit multiple targets, it does 25% more damage.
Whenever a Temtem with Spreader attacks with a Special Technique, the attack affects the entire target team instead but only deals ~66% damage.
Damage done with matching type techniques is increased by 50%.
When a Temtem with Strong Liver is attacked with a damaging Technique, it restores their HP equal to the amount of damage they would have recieved.
Whenever a Temtem with Synergy Master or its ally uses a Synergy Technique, it does 25% more damage.
Whenever a Temtem with Tactical Strike attacks with a technique with a hold of 1 or more, it deals 15% more damage.
After a Temtem with Tardy Rush has been on the battlefield for 3 turns in a row, its SPD increases by 100% and its ATK by 10% until it leaves the battlefield. If it is swapped in, the turn it enters the battlefield counts as turn 1.
When a Temtem, whether enemy or ally, uses a multi-target technique that would hit a Temtem with Team Elusive, instead, it isn't affected. If Puppet Master would cause a Temtem with Team Elusive to be the target of an attack, it will. Puppet Master does not trigger Team Elusive.
Temtem with Thick Skin take 50% less damage from Wind Techniques.
When a Temtem with Tireless overexerts, it doesn't lose its next turn. It will still be able to use a Technique.
Toxic Affinity multiplies the base damage of the user's Toxic Techniques by x1.5, as if the user had STAB (Same-Type Attack Bonus). This stacks with actual STAB if the user is also a Toxic Temtem, resulting in a total multiple of x2.25 (1.5 x 1.5).
When a Temtem knocks out a target with Toxic Farewell, it receives the Poisoned Condition for 3 turns.
When a Temtem uses a Physical Technique on a target with Toxic Skin, the attacker gets the Poisoned Condition for 2 turns.
If a Temtem with Trance is the target of a technique, and afterwards its HP is 30% or less of its maximum, it gets the Asleep Condition for 2 turns and the Regenerated Condition for 3 turns, and also gets SPATK and SPDEF . This is regardless of if the technique did damage, but Trance only can ever trigger once per battle.
When a Temtem with Trauma takes damage from a Physical Technique, it gets DEF . When it is takes damage from a Special Technique, it gets SPDEF .
Whenever a Temtem with Tri-Apothecary attacks using a Special Technique, if the target is an enemy, it inflicts the Poisoned Condition for 3 turns, or if the target is an ally or itself, it inflicts the Regenerated Condition for 3 turns.
When a Temtem with Unnoticed lasts a whole turn without being targeted by any rival attacks, it gets SPD .
When Temtem with Vigorous use a technique that causes it to overexert, the damage is increased 50%.
Temtem with Warm-Blooded will never receive the Cold Condition.
Water Affinity multiplies the base damage of the user's Water techniques by x1.5, as if the user had STAB (Same-Type Attack Bonus). This stacks with actual STAB if the user is also a Water type, resulting in a total multiple of x2.25 (1.5 x 1.5).
While a Temtem with Water Custodian is on the battlefield, any Water techniques that target the ally will target this Temtem instead.
Whenever a Temtem with Withdrawal rests for their turn, they recover 15% of their maximum HP and if they had the Asleep Condition, they lose it.
Whenever a Temtem with Wrecked Farewell is knocked out by itself, such as by self-damaging techniques or by overexerting, all other Temtem, including allies, lose 25% of their maximum HP.
Whenever a Temtem with Zen gets the Asleep Condition, it also gets DEF and SPDEF .