Adaptive
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One per battle, before being attacked, changes the Temtem's second type to the type of the received technique and gets SPATK. |
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Aerobic
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After attacking with an offensive Wind techniques, gets SPDEF and SPD. |
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Aggressor
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When entering the battlefield, gets ATK and DEF. |
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Air Specialist
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Damage done with Wind techniques is increased by 15%. |
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Amphibian
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When attacked with a Water technique, increases SPD and ATK. |
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Anaerobic
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When attacking with an offensive Toxic techniques, gets SPDEF and SPATK. |
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Apothecary
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When attacking with a special technique, the target gets poisoned for 1 turn if it's a rival or regenerating for 1 turn if it's an ally. |
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Arcane Wrap
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Damage taken from special techniques is reduced by 20%. |
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Attack <T>
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Attack <T> changes the Temtem's second type to the type of the technique it’s about to use. |
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Autotomy
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Once per battle, when entering the battlefield, gets Evading for 2 turns. |
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Avenger
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When an ally is knocked-out, increases SPATK and SPD. |
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Backhanded
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When attacking with a Status Technique, gets Regenerating for 2 turns. |
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Benefactor
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When an ally is damaged, restores 8% of max HP. |
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Bird Season
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Damage dealt with Wind techniques is increased by 100% on targets with the Wind type. |
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Body Stretch
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When resting, gets Regenerating for 1 turn and heal 10% HP. |
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Book Lungs
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Damage taken from Water techniques is reduced by 50%. |
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Botanist
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+15% damage with Nature techniques. |
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Botanophobia
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When attacked with a Nature technique, increases damage by 50%. |
No information... |
Brawny
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Physical techniques do 20% more damage. |
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Bruiser
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Damage done with Melee techniques is increased by 15%. |
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Brumation
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When resting, gets DEF and -1 Hold. |
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Bully
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When the holder uses a technique on a Temtem with a Status Condition, the damage of the technique is multiplied by 30%. |
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Burglar
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When attacking an Asleep or Exhausted Temtem, disables its gear. |
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Caffeinated
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Prevents the Asleep status condition. |
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Callosity
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When attacked by a physical technique, increases DEF. |
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Camaraderie
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When attacked, reduces 50% damage if both allies are part of the same evolutionary line. |
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Camouflage
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When attacked with a physical technique, gets evading for 2 turns. |
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Channeler
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Damage done with special techniques is increased by 25%. |
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Cobweb
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When Poisoning or attacking a poisoned Temtem, the target also gets trapped for 2 turns. |
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Cold-Blooded
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Instead of getting the Cold or Frozen status condition, the Temtem Regenerates for 1 turn. |
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Cold-Natured
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Instead of getting Cold, the Temtem gets Frozen. |
No information... |
Comebacker
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When damaged by a technique, damage done to the attacker is increased by 32% during the same turn. |
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Common Factor
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When entering the battlefield, all Temtem get Nullified for 1 turn. |
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Confined
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When getting an Trapped status condition, gets DEF and SPDEF. |
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Contagious
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When a rival exits the battlefield, they get poisoned for 1 turn. |
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Contemplation
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When resting, gets ATK and SPD. Only once per battle. |
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Cowards Rest
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When resting, gets Evading and Invigorated for 2 turns. |
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Deceit Aura
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The priority if techniques from Very Low to Very Hight is inverted, with Very Low being fastest. |
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Defuser
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After attacking with physical technique, the target gets Seized for 2 turns. |
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Demoralize
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When entering the battlefield, decreases enemy team by SPD. |
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Determined
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Prevents negative stat stage changes. |
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Digi-Protection
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When an ally is damaged by a Digital technique, damage is reduced by 30%. When the Temtem is damaged by a Digital technique, damage is reduced by 75%. |
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Disgrace
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When a rival exits the battlefield, they get DEF and SPDEF. |
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Dispersion
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+20% damage inflicted with offensives damaging, multi-target Techniques and inflict SPDEF to both targets. |
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Dozing Hit
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After using an effective or super-effective technique, the target gets asleep for 1 turn. |
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Dreaded Alarm
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Every time a rival gets the Alert Status, they lose 8% of their max HP. |
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Earthbound
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Earthbound gives the user DEF whenever they use an Earth technique. |
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Effective Denial
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Damage taken from effective tecniques is reduced by 30%. |
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Efficient
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When attacking, STA cost is reduced by 30%. |
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Electric Custodian
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Electric techniques targeting the ally will target the Temtem instead and damage reduced to 15%. |
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Electric Synthesize
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When attacked with an Electric technique, restores HP instead of receiving damage. |
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Energy Reserves
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If HP is below 45% , gets ATK and Vigorized for 2 turns. |
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Enraged
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When HP is below 30%, techniques do 30% more damage. |
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Escapist
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When entering the battlefield, removes Trapped status condition on the ally. Prevents it on the ally and itself. |
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Fainted Curse
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When knocked-out, the attacker loses 30% of max HP. |
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Fast Charge
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Once per battle, when a Digital ally enters the battlefield, gets SPD. |
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Fever Rush
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When getting a status condition, gets ATK. |
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Flawed Crystal
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When attacked by a Mental, Toxic, or Electric Technique, increases damage taken by 50%. |
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Friendship
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If both allies attack the same rival with offensive techniques, damage done with the second technique is increased by 15%. |
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Frightening
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Gears from the battlefield don't have any effect during the first 3 turns the Temtem is on the battlefield. |
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Furor
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When HP is below 33%, techniques do 33% more damage. |
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Going Away Gift
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When knocked-out, adds the Temtem positive stat stage changes to the ally. |
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Good Friend
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After the ally receives a rival attack, the next one during the same turn gets redirected to the Temtem. |
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Gotta Go Fast
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Changes the Temtem's , et priority techniques Hold techniques to priority. |
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Guardian
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Prevents negative stat stage changes and the Cold, Frozen, Burned, Poisoned and Dommed status conditions on the ally. |
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Haka
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When an enemy is knocked out, both Maoala and its ally gain ATK and SPATK. |
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Half Full
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Once per battle and while HP is full, when entering the battlefield, loses 50% of max HP and gets ATK, SPATK, DEF and SPDEF. |
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Heat Discharge
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If knocks out, opponents will be Burned for 2 turns. |
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Heater
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Once per battle, when entering the battlefield, all Tems get Burned for 1 turn. |
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Hostile
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Once per battle, when entering the battlefield, gets ATK and SPATK. |
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Hover
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When attacked with an Earth technique, reduces damage by 50%. |
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Hurry-wart
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When entering the battlefield, the Temtem gets -1 Hold. |
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Hydrologist
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Damage done with Water techniques is increased by 15%. |
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Hypnotist
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One per battle, when the Temtem has spent 2 turns on the battlefield, rivals get asleep for 1 turn. |
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Ignis Fatuus
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When another Temtem is knocked-out, gets evaging for 1 turn. |
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Ignite Protection
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One per battle, when attacked by an offensive single-target technique, the attacker gets burned for 2 turns. |
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Immunity
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Immunity to Toxic damage techniques and prevents poisoned. |
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Individualist
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Techniques targeting the ally will fail. |
No information... |
Inductor
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After attacking with a Electric technique, restores 8% of max HP. |
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Infectious
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Prevents any healing effect on all Temtem. |
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Inhibiter
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Once per battle, when attacking a Temtem, disables its trait. |
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Inner Shield
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Prevents allies from enemies status techniques. |
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Intimidator
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Traits from the rivals and the ally don't have any effect during the first 3 turns the Temtem is on the battlefield. |
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Iridescence
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Ignores all type resistances while in battle: all techniques deal x1 damage to this Temtem, but in exchange all techniques will cause 10% more damage. |
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Jack of all Trades
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When attacking with a Physical Technique, gets SPATK, and when attacking with a Special Technique, gets ATK. |
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Kinetic Transfer
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When attacking a Temtem, recovers 15% of the damage done as STA. |
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Landing Transmog
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When entering the battlefield, Mimit transforms into the next Temtem in clockwise order. |
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Last Rush
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While rivals outnumber allies, techniques inflict +33% damage. |
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Loneliness
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Synergies won't work on both allies. |
No information... |
Marathonist
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When attacking, gets SPD, and STA cost is reduced by 50%. |
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Meditation
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When resting, heals all negative Status Conditions, and gets regenerating for 1 turn. |
No information... |
Mental Alliance
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Increases SPATK by 15% if an ally is Mental. |
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Mirroring
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When attacked with a Special technique, the attacker gets 25% knockback damage. |
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Mithridatism
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Prevents the Poisoned Status condition and reduced toxic damages by 22%. |
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Motivator
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At the start of the turn, allies restore 15% of STA. |
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Mucous
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Damage taken from Electric or Toxic techniques is reduced by 30% and prevents the Cold, Freeze and Burned status condition. |
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Natural Conversion
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While using any other non-Nature type technique, deal 25% more damage. |
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Neurotoxins
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While on the board, any Temtem that receives the Poisoned Status condition also gets inflicted by DEF and SPDEF. |
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Neutrality
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Prevents all Status Conditions. |
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Parrier
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Damage taken from physical techniques is reduced by 25%. |
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Patient
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Restores 15% of max STA when using a Hold technique. |
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Physgulp
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When attacked with a Physical technique, restores 12% of max HP. |
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Physmaster
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Damage done with physical attack is increased by 50%. |
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Pigment Inverter
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When attacking a Temtem with an ineffective technique, the target receives 3 turns of nullified. |
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Plethoric
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Increases SPD by 30% while HP is over 70%. |
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Power Nap
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At the start of the turn, restores 15% of max HP of an Asleep Temtem. |
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Prideful
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When attacking, ATK, SPATK and SPD if the target gets knocked-out by the Temtem. |
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Protective Crystal
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When an ally is damaged by an offensive technique, damage is reduced by 10%. When an ally is damaged by an Electric, Mental or Fire technique, damage is reduced by 20%. |
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Protector
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Once per battle, when entering the battlefield, the ally gets DEF and SPDEF. |
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Protostar
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When entering the battlefield, gets doomed for 5 turns. When knocked-out due to doom, rivals lose 30% of Galios' remaining HP, revives, and Protostar changes to Supernova. |
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Provident
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When attacked by a Fire, Earth, or Melee technique, increases SPDEF. |
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Punch Bag
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Damge taken from Melee techniques is reduced by 30%. |
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Puppet Master
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While HP is below 45%, received rival techniques get redirected to the ally. |
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Pyromaniac
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+10% damage with Fire techniques. |
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Receptive
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When getting a favorable status condition, increases its turns by 1. |
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Refurbished
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Once per battle, regenerating for 3 turns after 3 consecutive turns on the battlefield. |
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Rejuvenate
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After attacking with a special technique, restores 10% of max HP. |
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Relaxed
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Restores 15% of max HP after not receiving any rival attacks during the turn. |
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Resilient
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Once per battle, when knocked-out due to technique damage, prevents getting knocked-out, gets doom for 1 turn and SPD. |
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Resistant
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When getting a negative stats condition, decreases its turns by 1. |
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Rested
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Increases ATK and SPATK by 30% during the first 2 turns the Temtem is on the battlefield. |
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Royal Jelly
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At the start of the turn, allies restores 5% of max HP. |
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Ruminant
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When hit by a Nature technique, damage is reduced by 50% and receives ATK and SPD. |
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Rusher
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When the Temtem exits the battlefield, gets SPD, and when a rival enters the battlefield, gets SPD. |
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Safe Retreat
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When leaving the battlefield, the Temtem receives 1 turn of regenerating. |
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Scavenger
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Restores 20% of max HP if another Temtem is knocked-out. |
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Seismic
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When entering the battlefield, rivals lose 10% of their max HP. This effect cannot knok out Temtem. |
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Self-Care
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When attacked with a attaquephysique:physical or attaquespecial:special technique, gets regenerating for 1 turn. |
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Self-Esteem
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Prevents getting a negative Status Condition from being attacked with a technique, and gets SPD. |
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Sensei
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When attacking with a Physical technique, uses the SPATK, and when attacking with a Special technique, uses the ATK. |
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Sentinel
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When entering the battlefield, removes the Asleep status condition for the ally and prevents it for the team. |
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Seppuku
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When the holder faints due to recoil damage or Overexertion, it applies 4 turns of Doom to the rival Tems. |
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Settling
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Increases ATK and SPATK for every 2 turns the Temtem remains on the battlefield. |
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Shaolin
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Damage done with special techniques is increased by 10%. |
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Shared Pain
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When receiving a consecutive attack in the same turn, the technique gets redirected to the ally. |
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Shinobi Tactics
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High priority techniques deal 10% more damage. |
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Short Circuit
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Prevents all stat changes on all Temtem. |
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Skull Helmet
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Damage taken from Mental or Melee techniques is reduced by 25%. The Temtem is immune to the Exhaust Status Condition. |
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Snowstorm
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Once per battle, when entering the battlefield, rivals and the ally get Cold for 2 turns if they aren't Cold already. |
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Soft Touch
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When attacking an Asleep status condition target, it won't wake up and 12% more damage. |
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Solidifier
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When attacking with a Water special technique, uses the ATK. |
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Source Replicator
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When getting a positive status condition, adds the change to the ally too. |
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Specgulp
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When attacked with a special technique, restores 12% of max HP. |
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Specmaster
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Damage done with special attack is increased by 50%. |
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Spiritual
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When entering the battlefield, gets SPATK and SPDEF. |
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Splitter
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When attacked, prevents all negative status conditions inflict by a technique and receive 2 turns of Invigorated. |
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Spoilsport
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+25% damage with multi-target techniques. |
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Spreader
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If there are multiple rivals, single-target Special techniques become multi-target and damage done with them is reduced by 15%. |
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Stabmaster
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Damage done with matching type techniques is increased by 35%. |
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Striking Transmog
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When attacking an individual Temtem with a physical technique, Mimit transforms into the target. After triggering this trait, the holder multiplies their DEF and SPDEF by 30% for the duration of that turn. Works once per battle. |
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Strong Liver
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When attacked with a Toxic technique, restores HP instead of receiving damage. |
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Superconductivity
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When an ally uses a technique, the Temtem counts as all types for its synergy. |
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Supernova
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When entering the battlefield, gets doomed for 5 turns. When knocked-out due to doom, rivals lose 30% of Galios' lost HP, revives, and Supernova changes to Protostar. |
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Synergy Adept
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Damage done with synergy techniques is increased by 15% while the Temtem participate in the synergy. |
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Synergy Master
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Damage done with synergy techniques is increased by 25% while the Temtem participate in the synergy. |
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Synertyper
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Damage done with techniques is increased by 25 % if both allies share a type. |
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Tactical Strike
|
Damage done with Hold techniques is increased by 12%. |
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Tag Team
|
Damage taken from techniques is reduced by 15% if both allies share a type. |
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Tardy Rush
|
Gives ATK and SPD for every 3 turns the Temtem remains on the battlefield. |
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Target Replicator
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When the ally gets a positive status condition, adds then change to the Temtem too. |
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Team Elusive
|
Prevents any offensive multi-target technique. |
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Thick Skin
|
When attacked by a Vent technique, reduces damage by 50%. |
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Tireless
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When overexerted, prevents the turn penalization, reduces damage taken by overexertion by 50%, and gets ATK. |
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Toxic Affinity
|
Toxic techniques get a damage boost of the same type. |
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Toxic Farewell
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When knocked-out, the attacker loses 7% of his HP and and opponents get Poisoned for 1 turn. |
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Toxic Skin
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When attacked with a physical or special technique, the attacker gets poisoned for 2 turns. Only once per battle. |
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Toxifier
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When attacking with a :attaquephysical:physical Toxic technique, uses the SPATK and damage is increased by 10%. |
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Trance
|
Once per battle, if the Temtem is attacked and HP is below 30%, gets Asleep for 2 turns and Regenerating for 3 turns, SPATK and defsp:. |
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Trauma
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Decreases DEF if hit by a physical technique, and decreases SPDEF if hit by a special technique. |
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Tri-Apothecary
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When attacking with a special technique, the target gets poisoned for 3 turns if it's a rival or regenerating for 3 turns if it's an ally. |
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Tri-Phytologist
|
After attacking with a Physical Technique, the target gets Exhausted for 2 turns if it’s a rival or Invigorated for 2 turns if it’s an ally or itself. |
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Unnoticed
|
Gets SPD after not receiving any rival attacks during the turn. |
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Vigorous
|
Damage done when overexerting is increased by 50%. |
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Viral Combustion
|
When getting a poison status condition, the attacker gets burned for 4 turns. |
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Voltaic Charge
|
The caster heals 20% of the damage it has done with any offensive technique. |
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Voodoo
|
When the holder applies a negative Status Condition or Stage change to a rival, the effects of those are applied to the rival’s partner too. |
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Warm Gift
|
When a rival exits the battlefield, they get burned for 3 turns. |
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Warm-Blooded
|
Prevents the Cold and status condition. |
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Water Affinity
|
Water techniques get a 50% damage boost. |
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Water Custodian
|
Water techniques targeting the ally get redirected to the Temtem, who gets SPATK. |
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Water Synthesizer
|
When attacked with a Water technique, instead of receiving damage, restores HP by 125% of that damage. |
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Wax Bath
|
Damage taken from Fire techniques is reduced by 25%, and the effects of the burn status condition are invalidated. |
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Welcomer
|
Each time an ally enters the board, that ally gets healed by 10% of its max HP. |
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Withdrawal
|
When resting, restores 20% of max HP and removes Asleep and Poisoned status conditions. |
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Wrecked Farewell
|
The rival loses 10% of its max STA and gets ATK and SPATK when it knocks the holder out. In case the holder is self knocked-out, both rivals receive the effects of Wrecked Farewell. |
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Zen
|
When getting the Asleep status condition, gets DEF and SPDEF. |
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