Temtem Techniques List - Search & Compare
By striking the five vital points, the Miyako priests teach advanced tamers how to doom and immunize a target for 5 turns.
Toxolotl draws from the Toxic essence of Xolot, moderately damaging and Poisoning the whole team for 2 turns.
A burst of allergen spores that inflicts damage on the whole team.
Volgon's Heavenly Might unleashes a wave of power that sweeps the battleground, affecting everyone except the user, overextending them and vigorizing you for 2 turns.
Advanced antitoxins that cure poison on the inoculated target and invigorate them for 2 turns.
Aqua Bullet Hell
A devastating Water technique developed by legendary tamer Dan Maku.
"An ingenious application of hydraulic pressure for ballistic purposes" - Sophia d'Arissola.
- +104 Damage
This Water technique is faster than an angry Kalabyss.
Let's press the big red button with the danger signs! The Digital attacker inflicts massive damage and self-destructs in the process.
Ninety-nine Temesseeeence viaaaals! This horrible Tucmani drinking song does considerable damage... especially to reputations, inflicting isolation for 3 turns.Used in combination with a Neutral ally, the Awful Song inflicts damage on the whole team.
- Other Team or Ally
Give'em the old razzle dazzle! The target evades for 2 turns.
This Tem's bark is much worse than its bite - it gives the enemy DEF and SPDEF .
Omninenesian Temtem use pieces of Banyan bark as shields, giving the whole team DEF .
It's not the jump that hurts, it's the landing - and it hurts the target A LOT.
A primal charge, like the stampede on the Kisiwa plains! It inflicts damage on the whole team.
A mighty beta-wave surge that bombards the target with a subatomic barrage.
It's either 1 or 0. And it's not 0... This technique inflicts moderate damage on the whole team.
Gravity in the Middle Sphere is capricious and mild - but this technique still causes a great deal of damage and wipes all statuses from the target.Used in combination with an Earth ally, Blackhole also wipes all stage changes.
- Removes the target'sStat Stage Changes.
Cold and furious like the mistral winds in the Thalassian Cliffs.
Thou shall not pass! A Melee technique that confers DEF .
Feel that shiver down your spine when you see that screen? It inflicts 2 turns of frozen... and considerable frustration.
Originated as an Omninesian technique to reach hanging fruit in the jungle canopy.
Survival is often the greatest of victories. Only effective if the Temtem is already alerted; removes it, gives evading for 2 turns and heals 10%.
Beam me up! This technique makes you alert and able to evade for 2 turns.
- +45 Damage
Bubbles! <3 This weakens the target by means of extreme cuteness.
"In a hole in the ground there lived a Temtem..." which allowed it to evade for 4 turns.
When in doubt, run and shout! This fast Nature technique helps your Temtem regenerate and evade for 1 turn.No more beating around the bush! Used in combination with a Earth ally, this technique gives SPDEF .
In you go, Nick! Everyone on the battlefield gets Trapped for 2 turns.
Healing is a collective process - in clockwise order, 3 Temtem recover 20% health.
This miracle of Electric manipulation bounces 3 times clockwise for as long as it deals damage, dealing decreasing damage with each hit.
A fire technique that whips the opponent with heavy chains and them for 2 turns.
The blackest of barriers, blunts even the fiercest of attacks. It increases the user's SPDEF .
There's a time for cunning strategy, and there's a time for charging head-on. This one is for the latter case.
Charged Iron Filings
Do NOT let your 'Tem eat these. This technique inflicts moderate damage on the whole team and nullifies it for 2 turns.
Lifts the spirits of the target and gives -1 Hold.
Mudslinging to see what sticks? It won't do much damage, but it slows them down... Inflicts moderate damage and SPD
Give me a hug, bro! Ouch... but... not... like... thaaat...
A shivery draft that deals light damage and chills the target with Cold for 3 turns.
A icy stream from the depths, this soaker inflicts moderate Water damage and leaves you cold for 2 turns.
Gimme all your stuff! The target is Seized for 3 turns.
Team equality! This equalizes all team members' STA with the team average and the whole team recovers 7% HP.
Arachnyte are adept weavers, and their webs look so temptingly soft... This technique traps a target and makes it fall asleep for 3 turns.Used in combination with a Nature ally, Cozy net also regenerates the user for 3 turns.
- 3 Turns Regenerated to User
What do Crystal Temtem eat? Surely not other Temtem... but they can still take a vicious bite.
It's raining 'Tems, hallelujah! This special Crystal technique inflicts moderate damage and isolates it for 3 turns.Used in combination with a Mental ally, Crystal Deluge makes you asleep for 2 turns and increases priority.
- 2 Turns Asleep
A miniature version of the "star-rain" that is said to have spawned the Archipelago.
- +80 Damage
Crystal Plume Gatling
What's more damaging than a feather gatling? Well, a * Crystal shard* gatling! Worse than a broken mirror!
This nano-Anak analogue tectonic effect causes crystal shards to extrude from the ground and do damage.
Thought to have originated in unexplored submarine caves, these Koish are capable of inflicting moderate Crystal damage.
"Chromeon, make our victory Crystal clear!" This technique inflicts moderate damage.
Inspired by the ruins of the Amethyst Barrens, this crystal crust provides protection at the expense of speed: DEF but SPD .
You think the cyber world can't reach you here. Think again. This technique is fast and inflicts moderate damage.
Where is everybody!? All Temtem in the battlefield are Isolated for 2 turns, negating any synergies.
Data input overflow! This sensory overload causes moderate damage.
Hacking your opponent's database takes some time, but it's worth it. This technique weakens SPDEF .
Lightning, an elemental force; not extremely powerful, but always reliable.
A good brute-force technique if you don't mind tidying up later.
- +95 Damage
Quick, give me another shock! This technique inflicts moderate damage and isolates it for 2 turns.
Sticks and stones... but this mental humiliation hurts too. It inflicts damage on the whole team.
Aren't we all? Just take another nap. This technique inflicts exactly 120 damage without waking up the target.
Harder than the hardest Crystal Temtem! It confers DEF and SPDEF .
It is a complete mystery how some Koish have developed Digital attacks, but this one is capable of moderate damage.
"Chromeon, cancel all their downloads and log 'em out!" This technique inflicts moderate damage.
Like being slapped with a snippet of code - its bark is much worse than its byte! This technique does little damage.
Just like trash-posting, this technique is a slow way of inflicting damage to the mind...All those trash-posts are messing with your head... Used in combination with a Mental ally. Digithreat dooms the target for 3 turns.
- 3 turns Doomed
An accurate strike at the target's main pressure point, ignoring its defenses to deal exactly 100 damage without waking it up.
All hail our lord and savior, Pigepic! This technique increases the team's SPDEF and heals the whole team by 15%
The needle-prick doesn't inflict much damage, but Mimit uses the DNA sample to adapt its defense, bestowing SPD .
Cuts both ways, in true Neutral fashion - inflicts moderate damage to the target, but also gives it DEF and SPDEF .
- +1 Damage
"'Tis but a scratch! Or two!". This Melee Technique is nothing to write home about.
An effective and cool-looking double kick inspired by Cipanki action movies.
Nothing does armor piercing damage like a drill to the head.
Babawa leaves this sticky mucus everywhere, which reputedly has healing properties... it regenerates the target for 3 turns and grants it immunity for 4 turns.
A bone-dry technique that leaves every Temtem on the battlefield except the user Exhausted and Seized for 2 turns, and the attacker overextended next turn.
This technique buffets the enemy with the fury of the fiercest Kisiwan sandstorm.
This brown-water Koish subspecies has developed the skill to inflict moderate Earth damage.
"Chromeon, run them into the ground!" This technique inflicts moderate damage.
Feel the Earth shake under your feet, rising with Anak-like force: slow, but devastating for the whole team.
Myrisles engineers hate this odd trick! Make the Earth shake and deal massive damage to the target.Used in combination with a Electric ally, it changes the technique type to Electric and the target is Seized for 2 turns.
- Becomes Electric 2 Turns Seized
- +150 Damage
True Electric storm like the monsoon over Cipanku. Damages whole team.
This Koish subspecies can deliver a short Electric discharge to inflict moderate damage.
"Chromeon, give them a shocking experience!" This technique inflicts moderate damage.
Electromagnetically bound, attacker and target are trapped for 3 turns, while target gets SPD .
Disco might be dead, but electro still packs A LOT of punch...
Shower your opponent in burning embers. Fire technique that burns for 1 turn.
A simple yet quick Mental attack that exhausts the target for 1 turn.Used in combination with a Nature ally, Energy Manipulation does additional damage and exhausts for 2 turns.
- 2 Turns Exhausted
- +60 Damage
"Omnes vulnerant, postuma necat". Slowly the hour creeps onwards... it does only slight damage, but if that leaves the Temtem under 35% of their total HP... it's over for them.
"Look up! See that cool meteorite... Extinction gives 4 turns of Doomed to everyone on the battlefield."
Extra Energy Slam
A simple truth about Temtem fighting - the stronger you are, the harder you hit. This Neutral technique inflicts variable damage depending on the launcher's STA.
This classic science experiment, weaponized. This technique inflicts decent damage and exiles the target for 3 turns."...and then he drank the battery liquid!" Used in combination with a Toxic ally, Faraday Cage poisons the target for 2 turns.
- 2 Turns Poisoned
- +100 Damage
"Even the softest feather becomes a sword if the hand is true." - Miyako proverb.
Raw as untamed Temtem and unstoppable as a Kisiwan stampede.
Put your hands up, this 'Tem's too hot to handle! This technique seizes and burns for 2 turns.Used in combination with an ally, Fiery Heist seizes and burns for 4 turns.
- 4 Turns Seized 4 Turns Burned
An alter ego of flames, channeled directly from the Anak spirit, which inflicts moderate damage and burns the enemy for 1 turn.
Also known as "siren slap". Hurts your pride more than anything else.
Blazing like the depths of Anak, this flame geyser scorches your enemies.
Smoke on the water! Many novice tamers are surprised to see Koish use a Fire attack, with moderate effects.
Unleash a mighty Fire storm against your opponents. Try not to wear anything flammable...
"Chromeon, burn 'em to a crispy crisp!" This technique inflicts moderate damage.
Effective protection against hackers and hostile Temtem... it bestows 4 immunity for 4 turns.
Some Temtem can call on Highabove forces to bring down a fiery Fire inferno on one enemy.
Watch the opponent get all bogged down. The whole team gets SPD .A mess of Mudshire proportions. Used in combination with an Earth ally, gives the enemy team SPD .
- 22 STA Cost
Real protection is not about unmovable strength, but dynamic defense. This technique gives the target immunity for 3 turns and SPDEF .
Advanced balance training developed by Tucmani rockhoppers: it confers SPD .
Feel the true force of Nature, unleashed as a savage lash of the whip!
Invoke the ancient spirit of the Omninesian jungle to recover 100% STA and 20% of the user's max HP.
The shorter the wavelength, the higher the damage. This mighty technique costs a lot of stamina but leaves the target even more exhausted.
Anything is better than generic. This technique nullifies you for 2 turns.Even more generic? Used in combination with a Neutral ally, Generify nullifies and lets you evade for 2 turns.
- 2 Turns Evading
Like death by a thousand cuts... but this is just one of them.
You mess with the horns, you get the... No, wait! This fast, Neutral technique does serious damage.
Sometimes, a single sigh is enough to topple a weakened enemy - and they'd better be, for this fast technique inflicts very minor damage.Every sigh contributes, until it's a gale storm... Used in combination with an ally, damage increases and traps the enemy for 1 turn.
- 1 Turn Trapped
- +75 Damage
A slashing open-hand strike in the Cipanki martial arts tradition. Inflicts Physical damage and leaves them Asleep the same turn.
Suggestive and Toxic visions that exhaust the mind and tire and trap the target for 2 turns.Used in combination with a Mental ally, the Hallucination does Special damage.
- +100 Damage
Some Temtem lick you to signify affection... and some use it as a powerful attack! Eww!
Make your enemies feel like reheated coffee does! This technique inflicts moderate damage.
- 14 STA Cost
An all-out attack, no time or thought for defense! It's fast, inflicts moderate damage but also overextends the user during their next turn.Used in combination with a ally, Hasty Lunge doesn't overextend the user.
- User won't be overexerted
There are many clever uses for a large skull. This is not one of them, but it's effective.
Use your head, non-metaphorically.
Hey, I'm still warming up! ATK .
Effective and unsubtle, like a Tucmani mine drill.
All that suppressed rage keeps building up... until it bursts in a nova of wrath.
Created by the legendary sensei Shunlee Bandamme, this spectacular technique inflicts damage upon the whole enemy squad.
Hell hath no fury like a tamer scorned - and this one does serious Fire damage to a whole team.Used in combination with a Fire ally, this technique inflicts extra damage and burns the rival team for 2 turns.
- 2 Turns Burned
- +100 Damage
Just a little nap while it's cold outside... The target is Frozen for 3 turns but recovers 35% of health and stamina.
An industrial-grade water jet that packs real punch.Used in combination with a Fire ally, it produced boiling water that inflicts Burn for 3 turns.
- 3 Turns Burned
Let them attack your digital ghost while you evade them for 1 turn.
A quick lunge for that unprotected jaw. This technique doesn't do much damage, but gives the attacker ATK .
Very few Temtem are still kicking after receiving this kick!
Unspeakable nightmares! Obviously, they can only hurt an asleep target, but they do massive damage to the sleeper.
A bruised ego hurts more than a wounded body. This is just the thing! DEF .
This technique is named after a former Dojo Master who was once a contender for the title of Champion of the Archipelago... It damages the whole enemy team.Used in combination with a Digital ally, Hurricane also increases the user's SPD
When you gotta hit hard and fast - the faster, the harder. Inflicts extra damage depending on the Temtem's SPD.
A brain hack developed by Arburian Mind specialists that makes the target Asleep for 2 turns.
Watch your enemies choke as you turn around and... take their breath away.
An extreme version of the ice water bucket challenge that does real damage.
- 9 STA Cost
An obscure technique created by the secretive Iwaba clan, deep in the Cipanki hills, which inflicts Cold for 2 turns.
Cold *does* bother you anyway... This giant icicle inflicts damage and also Cold for 3 turns.
It is said this technique channels the spirit of a long-lost, draconic variety of Temtem, for massive damage.
That "don't mess with me" look makes the target team exhausted for 2 turns. Also grants the user evading for 1 turn.
Temtem with powerful jaws always know how to use them...
Shh! Shut up, you're jinxing your chances! The target falls asleep for 2 turns, but the user gets overextended on the next turn.
One of the best-known and most useful Miyako floor techniques, it pins down a target for SPD .
Primal and instinctive, sometimes a good kick is all you need.
When the king roars, the rest run away. Decreases SPD , ATK and SPATK of the other team.
What goes around comes around! This mighty attack inflicts massive damage, but the user gets 30% knockback damage.
The first cut is the deepest, but the last one hurts like Downbelow. This Neutral Technique only works on trapped enemies and inflicts 180 damage.
Look, nobody likes doing laundry, but it has to be done, OK? It cleans all statuses, naturally! (And does some damage to boot.).
- Restore 10% of the user's maximum HP
Some Temtem like a hot batch, and some like it PIPING hot. This technique inflicts moderate damage.Love me a streamin' bath! Used in combination with a Water ally, Lava Wave seizes for 3 turns and increases priority.
- 3 Turns Seized
Normally Taifu prefer cookies... but if there's nothing else available, they'll inflict 25% damage and heal themselves 25%, without even waking up the target.
- 20 STA Cost
The sap of life, from the living heart of the Giant Banyan. Heals 10% HP for 5 turns.
This Temtem has (metaphorical) eyes on the back of its head. This hyperalert state makes it alerted for 5 turns and removes the Asleep status condition.
Twinkle twinkle little Tem / Whole opponent team falls Asleep for 2 turns.
There is an edge to this madness - those willing to take 30% Damage will get SPDEF and SPATK .
Like a surge of Anak lava to the face! Fire technique that burns for 3 turns.
This blow targets the enemy's weak spot for massive damage.
Many Melee Temtem are trained to perform this basic but effective technique.
Feels like being disintegrated into molecules - not nice. This Mental technique inflicts heavy damage.
Every moving part generates residual heat - and this is a way to weaponize it and inflict moderate damage.
Sync your breathing, become more aware of the space around you, feel your body and mind get Vigorized for 3 turns...
With strong muscles developed by swimming against the current, some Koish can do moderate Melee damage.
"Chromeon, show them your wrestling moves!" This technique inflicts moderate damage.
Related to ancient Cipanku river kami, this Koish has Mental powers that deliver moderate damage.
"Chromeon, mess with their heads!" This technique inflicts moderate damage.
This metabolic enhancement reacts to poison in the target's body by purging it and recovers 15% of health.Used in combination with a Nature ally, improved assimilation of nutrients regenerates the Temtem for 2 turns.
- 2 Turns Regenerated
Death from above... A barrage of flaming meteorites that inflicts Fire damage on the whole team.It's raining fire! Inflicts burns on the whole team.
- 2 Turns Burned
- +90 Damage
Imagine a Crystal storm in the darkest depths of Mictlan... Now just watch the enemy team.
"Mirror, mirror in my hand, who's the best tamer in the Archipelago?" "No idea, but you get SPDEF ".
The monks of Miyako developed this technique to eliminate all altered states on the Temtem.Using this waterfall meditation with a Water ally, you become immune for 3 turns.
- 3 Turns Immune
Some of the larger Temtem of the savannah love this Earth technique, as messy as it is fun!
A rapid-fire flurry of furious beaks.
lä, lä! Nagaise is calling some Water friends from the deeps... The whole enemy team will regret this.Used in combination with a Mental ally, Nagaise's Fury inflicts extra damage.
- +135 Damage
A potent attack that exhausts the attacker's psyche, making it fall Asleep for 2 turns.
Koish that live in dense brackish waters can channel the power of Nature to inflict moderate damage.
"Chromeon, hit them with the power of Nature!" This technique inflicts moderate damage.
Cute but still fight-savvy, Koish know how to inflict moderate Neutral damage.
"Chromeon, shower them with torrential power!" This technique inflicts moderate damage.
Many Temtem have this habit of gently chewing plants and furniture. This is a little less gentle.
This basic strike for sai delivers a powerful Melee technique.
Nothing creepier than feeding on a sleeping victim... Inflicts 30% damage to a sleeping enemy and heals the user by 30%.
Through rigorous training, Temtem can become extra fast and gain SPD .
The secret arts of the Cipanku shinobi! This technique lets you backstab enemies in the blink of an eye.
Derived from Cipanki martial traditions, this technique deals a powerful Melee strike and gives them DEF .
Just one step above a slap, but everybody's got to start somewhere.Used in combination with a Melee ally, it changes the technique type to Melee and becomes a more powerful punch.
- Becomes Melee
- +51 Damage
This nasty stinker inflicts Toxic damage... Just don't use it in an elevator...
Going for the ring out can be a dangerous Melee move in the smallest islands...
Behold Tyranak's complete mastery over everything that grows and thrives in their realm! Damages the whole enemy team, decreases their Stamina by 20%, and traps them for 2 turns.
Unrecommended for longer periods, this technique makes your 'Tems go way faster, bestowing SPD .
This strong venom traps and poisons the target for 4 turns.Used in combination with a Toxic ally, the poisoning lasts for 6 turns.
- 6 Turns Poisoned
All beaked Temtems like to playfully peck their tamers. This is the less friendly version.
Blood magic requires blood sacrifice - will you pay the price? Loatle can inflict 20% of damage on itself to boost the ATK and SPATK of the target.
Strike smarter, not harder. Weak, but enemy get DEF .
Have a heart... of stone. It doesn't hurt much, but it leaves enemies trapped for 3 turns.
Nature Temtem are unique in their use of Pan-sunlight to nourish themselves and recover 50% STA.
A dirty trick from the seedier alleys of Lochburg, uses nimble fingers (or claws) to Seize the target for 2 turns.
Zizare's signature technique - a fast attack that terrifies enemies DEF and lifts your spirits, giving you Vigor for 2 turns.
This Temtem can compress a part of its body to unleash an electric shock - fast and damaging.Oh, and you have an earthing electrode? Used in combination with an Earth ally, Piezoelectric Blow inflicts additional damage and seizes for 2 turns.
- 2 turns Seized
- +155 Damage
A nasty lurgy that damages the target and leaves it Exhausted for 1 turn.
A jet of superheated matter, right where it hurts. This technique does slight damage and burns a target for 1 turn.
Noxious fumes, almost unheard-of in the unspoilt Archipelago. They Poison the whole team for 2 turns and also reduces 10% of stamina from the targets.
An enhanced version of Psy that inflicts so much psychological damage that it bleeds into the somatic.
"Mens sana in corpore sano"... but the other way around.
This Mental technique does a meagre 1 damage... It's all in your mind, after all.
- +170 Damage
Never take a shower before checking you're really alone... It dooms the target for 4 turns.
Out with the bad, in with the good! This technique increases ATK and eliminates doomed.
Micro-fine particles designed to inflict macro-damage to a whole team. Make sure you don't inhale them!A denser cloud. Used in combination with an Earth ally, Quartz Dirt traps the targets for 2 turns.
- 2 Turns Trapped
- +80 Damage
Temtem found defensive uses for rock crystal centuries before humans did: DEF and SPDEF .
A party trick someone showed you once, involving a Fire Temtem, a log, and a bottle of Quetzaleño Reposado...
- +115 Damage
Can we all sink any lower? Every Temtem on the battlefield gets SPD .Used in combination with a Wind ally, only the enemy team gets SPD .
- Only affects rival team
The red mist makes a Temtem brutal but also careless, getting ATK and DEF .
En garde! This technique makes you immune for 2 turns and makes you evade attacks for 1 turn.
Temtem might be cute... but when they go on a Rampage, they inflict damage on the whole team.
- +85 Damage
- 28 STA Cost
About time you took a little breather! This technique increases SPATK and heals 6% Health.
A breath of fresh air to relax and heal you. This quick technique cures all statuses and decreases SPDEF .Used in combination with a Nature ally, Refreshing Breeze increases SPDEF instead of decreasing it.
Time for a little siesta! Everyone on the battlefield gets Asleep for 2 turns.
While this technique does only moderate damage, it nullifies the target for 4 turns, buying you some precious time...
Sometimes, you just need a reset and a fresh start - it wipes all stages and statuses from the target in the blink of an eye.
Like a mosquito in amber, this technique damages an enemy and leaves it trapped for 2 turns.
It's always good to have a backup... This quick technique restores 40% of the target's STA.Used in combination with a Water ally, Resotre also restores 20% STA to the user.
- Restore 20% of user's maximum STA
Antiseptic and a couple of bandages. Target recovers 20% HP.Antibiotics and a proper bandage. Target recovers 20% HP and Temtem 10%.
- Restore 10% of user's maximum HP
- 15 STA Cost
A mighty roar at a crucial moment, to intimidate rivals for ATK and SPATK .
Avalanche! The whole enemy team is bombarded with rocky debris for massive damage.Feel the burn! Used in combination with a Fire ally, the enemy team gets burns for 2 turns.
- 2 Turns Burned
Legends tell of the Omninesian tamers who would root rivals in place, inflicting SPD .
Eww, what's that stink? This gross, sticky mess damages the target and seizes it for 2 turns.
Hard or weak, what really matters is striking first. This superfast technique does exactly 40 damage but overextends the user for the next turn.
A Temtem may pay the ultimate price to heal the target of all Status conditions and give them DEF and SPDEF .
Known as "the blessing rains of Kisiwa", this shamanic technique heals 15% of every Temtem on the battlefield..Used in combination with a Wind ally, Sanative Rain heals allied Temtem by 20% but enemies by only 10%.
- Restore 20% of allies maximum HP Restore 10% of rival's maximum HP
A fistful of humble sand becomes a face full of dirty fighting.
Developed by the legendary tamer Da-Rud in ancient times, this Earth technique inflicts decent damage on the whole team.
In classic Temtem wresting showbiz style, this Neutral technique damages and exhausts the target for 2 turns.
Almost any claw or nail can scratch the surface. Sometimes that's enough.
Seismunch has exactly the balls to deal with the whole enemy team... Earth balls, that is.
- +120 Damage
Only Oceara can tap into the mythical power of the serbatiyo to give itself SPATK and unleash a devastating Water attack on the whole enemy team.
Evolution has armed Nature Temtem with advanced defenses against herbivores.
Rather like snow, if snow was razor-sharp ice needles instead of gentle flakes.
Like winter in the Kilima peaks, this blizzard of sharp shards is as fast as piercing.
Sharpen those claws, it's time to tear through the opposition! This technique bestows increased ATK and SPD .
Take cover! This slow technique gives DEF and SPDEF at the expense of leaving you Overexerted on the next turn.
A good Melee fighter is a always a good showman: ATK .Used in combination with a Melee ally, it also bestows Vigor for 3 turns.
- 3 Turns Invigorated
Widely used by Accademia teachers, this Neutral attack deafens the whole class... eh, team.
Some Temtem are naturally introverted and keep to themselves, obtaining DEF .
Nothing slows you down like being swamped in sticky goo... Traps for 2 turns and gives SPD .
Time to chill and take it slow... The target gets SPD Used in combination with a Mental ally, Slow Down also causes the target to fall asleep for 2 turns.
- 2 Turns Asleep
An extremely weak Earth technique... but you don't look a sludge gift in the rock, right?
Ah, the crazy Fire of passion! The target gets just a little scorched, but the kisser is invigorated for 2 turns.
Feels just like walking barefoot through the Tasa Desert at noon! It inflicts massive damage on the enemy!
A mighty scream, powered by the Temtem's very soul, inflicting considerable damage on an enemy.
All flash and no bang - this sparkly Electric technique does little damage.
- +105 Damage
Nothing perks you up like a spark-up! SPATK .
One of the most basic Nature attacks, based on allergenic spores.
A stampede worth of the Kisiwan savanna. Damages the whole team.Used in combination with an Earth ally, inflicts extra damage and seizes for 3 turns.
- 3 Turns Seized
- +125 Damage
This intimidating stare gives the Temtem Alert for 2 turns, and makes rivals feel more vulnerable: DEF .
A tiny prick only hurts a little... until they notice they're Poisoned for 2 turns.
The bane of exploring archaeologists, this is a mighty Earth technique.Used in combination with a Fire ally, that flaming ball Burns for 2 turns.
- 2 Turns Burned
Get to cover! This technique inflicts medium damage on the target team and you get evading for 2 turns.
The best way to stonewall a Temtem, giving DEF and SPDEF .
Strangler and strangled, united in a deadly embrace. Both attacker and target get overextended next turn.
Every little sting stings and each of them sucks a little blood... It steals 10% health from the enemy team and leaves them exhausted for 1 turn.Used in combination with an Earth ally, Swarm Aid is faster and steals 15% of health.
- Targets lose 15% of maximum HP Restore 15% of users maximum HP
Sweep the board at one fell swoop.
Reportedly feels "like combing your brain with concertina wire."
Really? Are you going to attack something *this* cute? Inflicts ATK .
Tentacles. Why did it have to be tentacles?
An electromagnetic trap that does light damage and slows down the target: SPD .
Hear it roar! The sound and fury of this technique inflict heavy damage but Exhaust the attacker for 2 turns.
Twist the fabric of time-space to your advantage, gaining SPD and giving the enemy SPD .
Launch token attacks, get token results. This technique does little damage.
A powerful wind technique, illegal to use near all airship terminals of the Archipelago.
Lil' Tort just wanted to play in its garden... but it won't suffer intruders! You heal 10% while the target is Doomed for 4 turns.Used in combination with a Crystal ally, Tortenite's Garden heals 20% and inflicts Doomed for 3 turns instead of 4.
- Restore 20% of user's maximum HP 3 Turns Doomed
When the going gets tough, the tough get going - and DEF !
A quick nibble that doesn't look like much... until you notice the Poison for 1 turn.
Hold your nose when you unleash this Toxic attack on the whole team.
The victim will have time to regret getting this tattoo... While it's Poisoned for 2 turns.
Like a faulty airship engine, this Temtem can leave a trail of toxic gas that gives Poison to the whole team for 1 turn.Used in combination with a Crystal ally, Toxic Plume saves you STA and the target gets ATK .
- 18 STA Cost
This takes the form of a repulsive wave of slime that hurts the body... and your self-esteem.
Toxin-carrying spores that inoculate with Poisoned for 3 turns.
Condensing waterborne toxins, Koish can use a stream of Toxic fluid that inflicts moderate damage.
"Chromeon, show me your Toxic side!" This technique inflicts moderate damage.
Soak everyone in nasty toxins - but don't splash yourself! Inflicts moderate damage on everyone but you, and lets you evade for 2 turns.
Summon a rarely seen tidal wave that damages a whole team.Uses in combination with a Wind ally, damage boost and Cold for 3 Turns.
- 3 Turns Cold
- +80 Damage
Swift as the wind and as harsh and razor sharp as a wintery gale. This technique is fast and inflicts decent damage.
Time to supercharge your attack - like nitro, but for Temtem!
Turn it to eleven! Decreases the Hold level of our whole team.
The ancestral dance of Deniz is a powerful ritual that bestows protection, SPD to the whole team.Wind allies boost the effect of Turbo Choreography to the whole team SPD .
If you can hear it, you've already been hit. This hyper-fast technique exhausts the whole target team for 1 turn.
Leave your opponent heavily damaged and treading on very thin ice, giving it SPATK .
Nothing hurts like the blow you didn't see coming! This technique inflicts heavy damage.
With a few swift movement, this techniques Untraps the target from any tangle. If trapped is removed successfully, the target gets DEF and SPDEF .
Melee Temtem are all about raw strength. This technique is its sincerest expression.
The substance known as Urushiol is a virulent toxic agent.Urushiol's synergy with a Toxic ally Poisons the enemy for 4 turns.
- 4 Turns Poisoned
This technique only works on already poisoned enemies - but in that case, the toxin rush inflicts 150 damage.
When the look of your claws doesn't prevent the fight, the poison finishes it.
Don't you know that you're toxic? This technique does moderate damage.Can you feel me now? Used in combination with a Water ally, Virulent Gust inflcits damage on the whole enemy team.
- Other Team or Ally
Sometimes a little shock is all you need to gain an edge. This fast technique inflicts slight damage but seizes the target for 1 turn.
Wake up and smell the coffee! Inflicts minimal damage but wakes up the target instantly.
Some Temtem are so warm and cuddly that they can weaponize that love as a Fire technique.
Like raw sewage raining on you, without the "like". It inflicts moderate Toxic damage and poisons for 1 turn.
Whipping seawater, like the stormy Sillaro whipping the rocks.
The strongest Sillaro current has nothing on this unstoppable jet.Used in combination with a Toxic ally, it produces a stream of Poison for 2 turns.
- 2 Turns Poisoned
- +100 Damage
Water Cutting Lily
As pretty than Denizan Water lilies... but much deadlier.
- +134 Damage
Like many Water Temtem, Koish can use jets of water to inflict moderate damage.
"Chromeon, it's time to hose 'em down!" This technique inflicts moderate damage.
About time your enemies took a shower! This pressurized jet inflicts considerable damage and leaves the target Cold for 2 turns.
Sapping the very will to fight from an enemy's mind, this quick Neutral technique steals 23 Stamina points.
Lashing gales, like the frozen tramontane wind howling over the Loch.
A terrifying gust of wind, capable of throwing a small airship off course.
This Koish variety, probably from Deniz, can inflict moderate Wind damage.
"Chromeon, make sure they are well ventilated!" This technique inflicts moderate damage.
A wintry sonata that leaves all Temtem in the battlefield as Cold as the Kilima snows.
The masseurs of Onsenshima don't usually want to hurt you. This technique is the exception - slow, moderate-damage technique.Now, this really pummels your deep tissues. Used in combination with a Electric ally, damage is increased and the enemy is exhausted for 2 turns.
- 2 Turn Exhausted
- +116 Damage
Focus on your breathing. Remember, no effort, no resistance... The technique consumes 0 Stamina and boosts your ATK and SPATK .