Electric
Defending Matchup
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Attacking Matchup
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Temtem
Techniques
Ampere Outburst
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.
Electric
Status
Bright Beam
Beam me up! This technique makes you alert and able to evade for 2 turns.
Electric
Special
Crystal
- damage: +45 Damage
Chain Lightning
This miracle of Electric manipulation bounces 3 times clockwise for as long as it deals damage, dealing decreasing damage with each hit.
Electric
Special
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.
Electric
Physical
DC Beam
Lightning, an elemental force; not extremely powerful, but always reliable.
Electric
Special
Defibrillate
Quick, give me another shock! This technique inflicts moderate damage and isolates it for 2 turns.
Electric
Physical
Electric Storm
True Electric storm like the monsoon over Cipanku. Damages whole team.
Electric
Special
Electric Stream
This Koish subspecies can deliver a short Electric discharge to inflict moderate damage.
Electric
Physical
Electric Torrent
"Chromeon, give them a shocking experience!" This technique inflicts moderate damage.
Electric
Special
Electromagnetism
Electromagnetically bound, attacker and target are trapped for 3 turns, while target gets SPD .
Electric
Status
Electropunch
Disco might be dead, but electro still packs A LOT of punch...
Electric
Physical
Digital
Hasty Lunge
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.
Electric
Physical
Nature
- unknown: User won't be overexerted
Piezoelectric Blow
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.
Electric
Physical
Earth
- condition: 2 turns Seized
- damage: +155 Damage
Sparkling Bullet
All flash and no bang - this sparkly Electric technique does little damage.
Electric
Physical
Neutral
- damage: +105 Damage
Sparks
Nothing perks you up like a spark-up! SPATK .
Electric
Status
Tesla Prison
An electromagnetic trap that does light damage and slows down the target: SPD .
Electric
Special
Thunder Strike
Hear it roar! The sound and fury of this technique inflict heavy damage but Exhaust the attacker for 2 turns.
Electric
Special
Turbo Charge
Turn it to eleven! Decreases the Hold level of our whole team.
Electric
Status
Voltopuncture
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.
Electric
Physical
Synergizing Techniques
Earthbreaker
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.
Earth
Physical
Electric
- Becomes Electric 2 Turns Seized
- +150 Damage
Gust
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.
Wind
Special
Electric
- 1 Turn Trapped
- +75 Damage
Laundry
Look, nobody likes doing laundry, but it has to be done, OK? It cleans all statuses, naturally! (And does some damage to boot.).
Water
Physical
Electric
- Restore 10% of the user's maximum HP
Rotten Goo
Eww, what's that stink? This gross, sticky mess damages the target and seizes it for 2 turns.
Toxic
Special
Electric
Wrenching Massage
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.
Melee
Physical
Electric
- 2 Turn Exhausted
- +116 Damage