Understanding Temtem Conditions, Traits and Stat Modifiers

If you are struggling with all the information overload in early hours of Temtem, read this guide for better Understanding Temtem Conditions, Traits and Stat Modifiers.

Understanding Temtem Conditions, Traits and Stat Modifiers

Be sure to read the entire guide if you’re looking for detailed explanation of the game.

Stat Modifiers

When in a battle, Techniques/Traits such as Nimble and Amphibian respectively modify your stats. Just keep in mind that these modifiers only work during a battle.

Once the battle is over, they go back to their original form. Stat modifiers depend upon a stage of sliding scale.

How does this work? Well, once a positive/negative modifier is used, the stage can increase or decrease according to the value given. The alteration applies to the stat total and can be modified maximally up to +5 and minimally down to –5.

Experience plays a very important role in providing the Temtem extra levels that range from 1-100 which eventually grant a Temtem’s Stats extra points. The most accurate experience required depends upon the Species of Temtem.

Also, there are seven values in Temtem Stats that result in an overall strength during combat. Greater the value of the stat, more reliable the Temtem is in the battle. Stats such as:

Health
The moment health drops down to zero, a Temtem is defeated. A Temtem can’t recover its health without using a particular item, ability or move.

Stamina
Stamina allows the Temtem to perform certain Techniques while in a combat. The cost of a stamina depends upon the strength of the ability. Stronger the ability, more the cost of stamina.

Stamina is fully regained once the battle is over and if a Temtem has stamina lower than the used Technique cost than it would get damaged easily.

Speed
Speed decides how fast can a Temtem perform actions and moves in a battle. Higher the rate of speed, more the performance in a battle.

Physical Attack
Physical Attacks deals with the damage caused on an enemy by a Physical Technique. Again, greater the value, more the damage dealt.

Physical Defense
deals with the damaged cause by an enemy with a Physical Technique. Again, greater the value, more the damage received.

Special Attack
It affects damage dealt by using Special Techniques on an adversary.  greater the value, more the special damage dealt.

Special Defense
It affects damage received by a Temtem through a Special Technique.   greater the value, more the special damage received.

Traits

The species of Temtem possess a characteristic called “Traits” which effect their battle. Traits depend upon the species of Temtem, as most Temtem have maximum two different traits and some only have one.

These traits can only be positive or negative and usually they are selected randomly upon the birth of a Temtem. Below are all the traits used in Temtem.

Aerobic
Upon attacking with wind, receives a decrease in Special Defense and an increase in Speed.

Air Specialist
With wind techniques receives additional 15% damage.

Amphibian
Speed is increased by 1 stage once Water technique is executed.

Anaerobic
Receives an increase in Special Defense and a decrease in Special Attack when attacking with Toxic.

Apothecary
Upon attack with a special technique, if the target is a rival then it gets Poisoned Status condition for one turn, and receives a Regenerate Status condition for one turn if it’s an ally for

Avenger
Increases Special Attack and Speed by 1 stage once an ally is down.

Benefactor
Regenerated max HP by 10%, once an ally is damaged.

Botanist
Adds extra 15% damage with Nature techniques.

Botanophobia
Increases 50% damage once attacked with a Nature technique.

Brawny
20% additional damage is received by physical techniques.

Bully
Techniques cause 30% more damage when allies outnumber opponents.

Caffeinated
Stops the Asleep Status condition.

Callosity
Increases Defense by1 stage once attacked by a physical technique.

Camaraderie
If both the partners are of the relative evolutionary line then it reduces damage by 50% upon attack.

Channeler
Increases 25% damage caused by Special Techniques.

Cold-Natured
Temtem Freezes instead of getting cold.

Demoralize
The speed of the opponent team is decreased by 1 stage upon entering the battlefield.

Determined
Stop alterations in negative stat stage.

Electric Synthesize
Upon an Electric Technique attack, recovers HP instead of preventing damage received.

Energy Reserve
Gets vigorized for 2 turns once the HP drops below 25% at the end of a turn.

Fainted Curse
Attackers receives a 40% decrease in max HP when knocked-out.

Fast Charge
Receives 2 times additional speed upon the entry of a digital ally.

Fever Rush
Increases attack by 1 stage once receives a status condition.

Flawed Crystal
Increases 50% damage when attacked by a Mental, Toxic, or Electric Technique.

Friendship
Immortal to offensive techniques of the ally.

Furor
Techniques causes 33% more damage once the HP drops below 33%.

Guardian
Stop cold, burned, poisoned and doomed Status condition on the ally.

Hover
Decreases 50% damage after receiving an Earth technique attack.

Hydrologist
Adds 15% more damage with Water techniques.

Immunity
Withstands damage caused by Toxic techniques.

Individualist
Causes failure in Techniques targeting the ally.

Last Rush
Being the last Temtem (ally) standing, maximizes attack, special attack and speed by 50%.

Loneliness
Synergies won’t work on both allies.

Mental Alliance
If an ally is Mental, it increases Special Attack by 15%

Mirroring
Attacker received 20% damage once attacked with a special technique.

Mithridatism
Prevents the Poisoned Status condition.

Motivator
Allies regain STA by 10% the beginning of the turn.

Mucous
Resists Electric technique Type damages and stops the clod and burned Status condition.

Neutrality
Prevents all Status Conditions.

Parrier
Decreases 30% damage received by physical techniques.

Patient
When using a hold technique, regains max STA by 10%.

Plethoric
When HP is maxed, Temtem has extra 30% Speed.

Power Nap
Regains 15% max HP of an Asleep Temtem, at the beginning of a turn.

Prideful
If the target gets knocked-out during attack, receives an increase in attack, Special attack and speed

Protector
Ally receives an increase in defense and special defense when entering the battlefield.

Provident
Increases special defense by 10 stage upon getting attacked by a Fire, Earth, or Melee technique

Punching Bag
Damaged caused by melee technique is decreased by 30%

Puppet Master
Rival technique gets re-directed to the ally once the HP drops down to 40% or less.

Pyromaniac
Adds 15% more damage with Fire techniques.

Receptive
Increases one turn when receiving a favorable status condition.

Rejuvenate
Recovers max HP up to 15% when attacking by a physical technique.

Resilient
Prevents getting knocked-out due to overexertion.

Resistant
Reduces 1 turn when receiving a negative status condition.

Rested
When the Temtem is on the battlefield during the first two turns, it increases 30% attack and special attack.

Scavenger
If a different Temtem is knocked-out then it regains 15% max HP.

Settling
For every turn the Temtem stays on the battlefield, it increases 8% attack.

Shared Pain
The technique gets redirected to the ally, when back to back attacks are received in the same turn.

Soft Touch
The target won’t wake up if it’s attacked in an asleep status condition.

Spoilsport
Adds 25% more damage with multi-target techniques.

Strong Liver
Upon getting attacked by a toxic technique, recovers HP in place of damage received.

Synergy Master
Increase 25% damage done with synergy techniques while the Temtem participate in the synergy.

Thick Skin
Decreases 50% damage once attacked by a fire technique.

Tireless
Overexertion turn penalization is stopped.

Toxic Affinity
Toxic techniques get a damage boost of the same type.

Toxic Farewell
The attacker receives Poisoned Status condition for 3 turns, if knocked-out.

Toxic Skin
The attacker receives Poisoned Status condition for 2 turns, if attacked by physical technique.

Trance
If HP drops below 30%, receives asleep Status condition for 2 turns, SPATK +2 and SPDEF +2 if attacked.

Trauma
If hit by a physical technique it reduces 1 stage of defense. Once hit by a special technique it reduces 1 stage of special defense.

Tri-Apothecary
Upon a special technique attack, the rival target gets poisoned for three turn and the ally target gets regenerated for three turns.

Vigorous
Increases 50% damage causes by overexerting.

Warm-Blooded
Prevents the cold Status condition.

Water Affinity
Water techniques get a damage boost of the same type.

Withdrawal
Regains max HP by 15% and removes the asleep status condition while resting.

Wrecked Farewell
Each Temtem loses 25% of max HP once knocked-out by overexerting damage.

Zen
Receives an increase in defense and special defense upon getting the asleep status condition.

Conditions / Status Effects

Coming down to the main part, understanding all the conditions or status effects that can affect a Temtem in battle

Asleep
With this effect you can’t attack and can only wakeup upon receiving damage.

Burnt
This effect removes Cold/Frozen Conditions and decreases Attack/Special Attack by 30%

Cold
This effect removes Burnt condition and freezes when afflicted more than once.

Doomed
Once the counter drops down to zero, you faint.

Exhausted
STA costs increased by 50%.

Frozen
Burnt condition is removed and attacking is not possible.

Immune
This effect is not affected by new Status conditions.

Neutralized
This effect avoids any type of resistance and weakness.

Poisoned
Lose 12.5% HP every turn.

Regenerated
Recover 10% HP every turn.

Seized
Gear effects are ignored.

Trapped
swapping out can’t be performed.

Vigorized
STA costs decreased by 50%.

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