Temtem (Switch): all the updates (Latest: Server-side update / Next: Ver. 1.3.1)

On this page, you will find all there is to know about the various updates for Temtem on Nintendo Switch (originally released on September 6th 2022 in North America and Europe, and September 7th 2022 in Japan)!

Click here for more updates!

Temtem – Ver. 1.3.1

  • Release date: TBA
  • Patch notes:

No patch notes available yet. This update brings the following to the game:

  • adds an indicator to Nuzlocke and Randomlocke modes to make it easier for players to know whether they’ve exhausted their capture chances for that route.
  • Additional notes: none.
  • Source: Crema Games (Twitter)

Temtem – Server-side update

  • Release date: March 17th 2023 (North America, Europe, Japan)
  • Patch notes:
  • Additional notes: none.
  • Source: Crema Games (Twitter)

Temtem – Ver. 1.3.0

  • Release date: March 13th 2023 (North America, Europe, Japan)
  • Patch notes:
New Stuff
  • The new Challenge Modes are in.
    • Experience Temtem like never before with three new challenges delimited by extreme rules:
      • Nuzlocke Mode: You only get to catch the first 2 Temtem you see per route (1 Temtem each if you’re playing Co-op!). Each and every Temtem knocked out during battle will be released automatically.
      • Randomlocke Mode: Same rules as the Nuzlocke mode, but with randomized Tems, move sets and items.
      • Speedrun Mode: You must complete the story in as little time as possible. A clock will be timing each island and the general progress, and you’ll need to beat a mark set by Crema to consider the run a success.
    • You will be able to start a Challenge mode once you’ve completed the campaign story, or by unlocking it anytime through a very well-known videogame code (use your left thumbstick!). You can only have one Challenge run at a time, but you can end one and start the next with no restrictions. You will always start from zero.
    • The Challenge Mode runs have their own server, and a different save slot between the three of them. You’ll interact with other people attempting a Challenge run, including being able to co-op. This effectively means you’ll be able to have both your normal save and usual account, and a challenge save with a Challenge run at the same time.
    • You cannot trade during a Challenge run. You won’t be able to earn Tamer Pass experience during a Challenge run, due to technical limitations. You can PvP during a Challenge run, and your Tems won’t die, so you can safely enjoy it still. Saipark will exist and be open, but only the resident Tems will ever appear.
    • You can co-op in the Challenge Modes, but there are limitations:
      • For all modes, you can only co-op with someone who is playing the same Challenge mode as you; there can’t be a Tamer Level difference of more than 5 levels between both partners.
      • For Nuzlocke and Randomlocke, you’ll need to choose whether you’re playing solo or co-op at the beginning of the run: if you choose Co-op, you’ll only be able to tame one Tem per route instead of two; if you choose solo, you won’t be able to co-op during the run. This setting will continue for the duration of your run.
    • Challenge Modes have exclusive rewards for each of them, and you’ll only be able to obtain them if you conquer the challenge.
    • We’ve added some spicy new Kudos in relation to conquering the Challenge Modes, good luck!
  • The doors of Nanto Labs are open!
      • Exchange your Lumas for Luma Drops, a new currency. You’ll be rewarded more or less Luma Drops depending on the species, whether you’re the OT or not, and whether they’re Soulbound or not.
      • You’ll be use your Luma Drops in a new shop where you’ll be able to buy previously unavailable dyes, items like the TemCard X, and more goodies coming in the future.
  • Of course, a new Season begins today!
      • Clash of Tamers is a Season centered around the spirit and fierceness of competition, of working hard to be better, and other epic themes.
      • We’ve added a new set of cosmetic items to the Daily Shop pool, and in the Weekly Premium Shop as well!
  • We’ve added all the 15 Backer characters for Backers with tiers Villager and Dojo Disciple. Some of them have been placed as non-mandatory NPC Tamers in some Dojos.
Improvements
  • We’ve improved the loading time when exiting a battle on the Switch a bit more.
    • In our ongoing effort to improve the game’s performance on Switch, for this patch we put our focus on the loading times, which since 1.2.2 have been one of the main points of dissatisfaction.
    • Due to the other improvements carried out in the previous patch, the game was taking longer when exiting a battle because it was loading and unloading assets that weren’t needed. With the current change, repeating battles in the same environment should feel faster and the game will try to maintain the reused assets between battles in memory in order to optimize loading times.
    • Like we mentioned in patch 1.2.2, we’re going to continue working on improving memory performance on the platforms that require so.
  • We’ve made a full rework to the untamed Tems spawn system:
    • The idea behind this change is to make encounter frequency more consistent and constant.
    • There should now be a bit more space between combat and combat, and you shouldn’t get an encounter right after a battle.
    • However, the longer you walk without an encounter, the higher the possibilities you find and encounter will get, so you won’t end up walking too long without an encounter.
    • In short, the range of variability has been reduced, so encounters should feel more constant and steady, and less dry or overwhelming.
    • Items related to spawn rates have also been tweaked to adapt to this rework; in practice this means they’ll work nicely, like before, in the optimal scenario, and way better than before in the worst case scenario.
  • Likewise, we’ve also made some changes to the way the PvP timer works when a player gets disconnected:
    • If you disconnect from a competitive match, it will now use the extra time instead of the current turn time. This applies to both the pick&ban phase and the actual battle.
    • Also, turns will now last the same as they would for a connected player, instead of discounting time and rushing them.
  • The duration of all Scent items has been doubled! Their price has also been reduced, check down below for the full list.
  • Some previously alert NPCs will now be distracted and won’t stop to battle you as you walk by, only when you talk to them.
  • The last encounter from the Finding Aina quest will now have the “Dojo Master” music track.
Balance

Economy

  • All ETCs will now have the same chance to appear as a reward in all applicable loot pools.
  • The Anak Sanctum and Highbelow Sanctum Lairs have gotten some buffs:
    • All runs of the Mythical Lairs will provide the rewards as if it were the first run of the week, Mythical egg included.
    • They will now reward 30% more Feathers upon completion.
    • The price of entry for these Lairs has been reduced from 2500 ⇒ 2000 Pansuns. The price of Lair Tickets has been reduced too.
    • Lair rewards now have a 118% increased chance of having an ETC, and a 37% reduced chance of having a Trait Hack.
  • Similarly, Tamer’s Paradise activities have gotten some review:
    • The GritArena, DraftArena and TemSafari activities will now reward 30% more Feathers upon completion.
    • The Evershifting Tower activity will now reward 20% more Feathers upon completion.
    • The price of the Evershifting Tower, DraftArena, GritArena and DigiLair activities (the tries beyond the initial free Token) has been reduced by 1000 Pansuns.
    • The price of the TemSafari activity (the tries beyond the initial free Token) has been reduced by 2000 Pansuns, so from from 7000 ⇒ 5000 Pansuns.
  • PvP activity required a little tweaking:
    • All Weekly and Daily PvP Challenges will now reward 30% more Pansuns and Feathers. Tamer Pass experience won’t be affected.
    • PvP battles’ will now reward 30% less Pansuns and Feathers. Tamer Pass experience won’t be affected.
    • PvP battles were way above any other activity in the game, and although this is something we want to perpetuate and agree with, the distance to other activities shouldn’t be that abysmal. Improving the Weeklies will make people more interested into and drawn to PvP, even if just to complete the Challenges, and will appeal to a different, more casual sector of the PvP players.
  • All the cosmetic items available in Boutiques across the Archipelago have experienced a 25% price reduction. They will now be cheaper.
  • Balms’ price has been reduced from 80 ⇒ 64.
  • Balm+’s price has been reduced from 325 ⇒ 280.
  • Revives’ price has been reduced from 500 ⇒ 400.
  • Smoke Bombs’ price has been reduced from 120 ⇒ 70.
  • Scents’ price has been reduced from 60 ⇒ 20.
  • Super Scents’ price has been reduced from 320 ⇒ 150.
  • Max Scents’ price has been reduced from 1200 ⇒ 500.
  • TemCard+’s price has been reduced from 80 ⇒ 65.
  • TemCard++’s price has been reduced from 325 ⇒ 275.

PvE

  • We’ve adjusted some endgame Elite Kudos so that they’re a tad bit easier and more affordable to achieve, without them losing their Elite essence.
  • The Weekly Challenge that was “Defeat 6 Tamers in the GritArena” has been changed to 5 Tamers.
  • Naolin no longer has a Temtem with the Hypnotic Peg-Top Gear in their Archtamer pool.
  • Yareni’s Volarend now has all 500 TVs on its spread.
  • Percival’s Aohi now has all 500 TVs on its spread.

Temtem

Season 3 is here! The changelog for balance this patch could be one of the biggest we have ever had, so there’s a lot of stuff to unpack. There are many things we wanted to tackle, and some we just wanted to start work on, so there’ll be a bit of everything and some changes are going to be more meaningful than others.

We have reviewed almost every Temtem in game and made changes to its stats, Techs or Traits. Our main objective has been to dethrone the top tier Temtem, but not bury them, all while pushing new faces into the group of frequently-seen Temtem. You will discover 3 new Traits and a brand new Tech that were created to support this intention.

On top of that, we analyzed some mechanics that felt unfair to a majority of players and we have started taking action to test and measure the impact they really have in the game. The principal mechanics we have adjusted are Freeze and Healing. Both are going to be a little less free to abuse: Freeze has been capped at 2 turns, and healing has been reduced in a handful of techniques. We are going to keep an eye on them and, if needed, we’ll make adjustments on following seasons.

To close this intro, we’re already working on season 4! Our objective for Season 4 is to revisit Stall and its lack of interaction.

  • #003 – Zaobian
    • SPD has been increased 51 ⇒ 63.
  • #006 – Molgu
    • HP has been increased 79 ⇒ 82.
    • STA has been increased 47 ⇒ 55.
    • SPDEF has been increased 58 ⇒ 66.
    • Molgu has a lot of potential, but its typing was not helping its bulky design much. We hope that Molgu can stay in battle a bit more with the proposed changes and that it can use its tools more freely thanks to its new STA values and the changes to Splitter.
  • #007 – Platypet
    • Water Blade has been removed from its movepool.
  • #007 – Platimous
    • SPD has been increased 78 ⇒ 82.
    • After testing the changes done to Water Blade and the SPD of Platimous during the previous patch cycle, we want to bring back its lost SPD but we’ll still keep Water Blade from it as a fee.
  • #011 – Loali
    • STA has been reduced 81 ⇒ 74.
    • SPD has been reduced 80 ⇒ 77.
    • SPDEF has been reduced 90 ⇒ 81.
    • Toxic Farewell has been removed from its traits.
    • Backhanded has been added to its traits: When attacking with a Status Technique, gets Invigorated for 2 turns.
    • Loali is one of those Temtem that have been performing really well, a bit too well. We had to adjust it a tad, but we’ll give it something in return: a new trait that could offer a different playstyle from what we’re used to with it.
  • #012 – Tateru
    • Now learns Tenderness at level 3.
    • Now learns Scratch at level 1.
    • Even though there’s no substantial change to Tateru, the main Gears it takes advantage of have been hit this patch, so we think these changes should be enough to bring this Temtem closer to balance.
  • #015 – Magmut
    • STA has been increased 53 ⇒ 58.
  • #016 – Paharo
    • Tornado has been added to its move pool as an Egg Technique.
  • #017 – Paharac
    • Hyperkinetic Strike has been removed from its move pool.
    • Grandpah has been a staple in Turbo teams for this past season. It will continue to do so, but more as a support rather than a multitasking Temtem with high impact. We have reworked Bully to help it and Skunch take advantages of new situations.
  • #020 – Amphatyr
    • STA has been increased 42 ⇒ 57.
    • Amphatyr was one of those Temtem that looked like one thing and ended up being a completely different role. We wanted to give Amphatyr more time to support its allies and at the same time, we have improved Infectious so it can also support their teammates by negating opportunities to their rivals.
  • #028 – Skunch
    • STA has been increased 62 ⇒ 67.
  • #030 – Mouflank
    • STA has been increased 65 ⇒ 73.
  • #033 – Tental
    • Madness Buff has been removed from its move pool.
    • These changes affect Nagaise, so we are going to talk about them as if they were for it. Madness Buff offers way too many tools to Nagaise, specially its Deceit Aura build. This change along with some adjustments to its signature tech and trait should make Nagaise feel a bit more decent than before but not as annoying as it was when it was released.
  • #036 – Nidrasil
    • SPD has been increased 61 ⇒ 66.
    • ATK has been reduced 88 ⇒ 84.
    • DEF has been reduced 80 ⇒ 77.
    • Toxic Farewell has been removed from its traits.
    • Tri-Phytologist has been added to its traits: After attacking with a Physical Technique, the target gets Exhausted for 1 turn if it’s a rival or Invigorated for 2 turns if it’s an ally or itself.
    • Nidrasil has become one of the Temtem we could consider flexible and almost perfect for our idea of a balanced Temtem. The introduction of this new trait and some changes to its stats aims to round up an already interesting Temtem.
  • #038 – Capyre
    • HP has been increased 55 ⇒ 65.
    • STA has been increased 55 ⇒ 61.
    • ATK has been increased 71 ⇒ 76.
    • SPDEF has been increased 47 ⇒ 49.
    • Capyre has a 0.04% winrate (wink wink) so it was clear it needed some love. Its main problem was that it was lacking in almost every stat, so these changes should give Capyre a much better chance to perform in battle.
  • #041 – Zenoreth
    • STA has been increased 45 ⇒ 46.
    • Knockback has been added to its movepool.
    • Zenoreth now has more tools to go boom! We have changed Wrecked Farewell too, so going boom! should feel more rewarding.
  • #049 – Saku
    • ATK has been increased 66 ⇒ 71.
      DEF has been increased 62 ⇒ 68.
  • #050 – Valash
    • DEF has been increased 56 ⇒ 62.
    • SPDEF has been increased 56 ⇒ 62.
    • Determined has been removed from its traits.
    • Jack of all Trades has been added to its traits: When attacking with a Physical Technique, gets two stages of increased SPATK, and when attacking with a Special Technique, gets two stages of increased ATK.
    • Valash is a raid boss, that’s a fact. Determined was not helping Valash in any way, so we decided to give it a brand new trait so the players can unlock its raid boss potential from different angles.
  • #051 – Towly
    • Hook Kick has been removed from its movepool.
      Oshi-Dashi has been added to its movepool as an Egg Technique.
  • #052 – Owlhe
    • SPD has been increased 78 ⇒ 80.
    • Boomerang has been removed from its movepool.
    • Feather Gatling has been added to its movepool.
    • Owlhe was one of those Temtem that didn’t have many tools to excel in their role. We’ve adjusted some things here and there to make it feel as powerful as its mental counterpart.
  • #053 – Barnshe
    • HP has been increased 50 ⇒ 57.
  • #054 – Gyalis
    • HP has been reduced 79 ⇒ 74.
    • ATK has been increased 77 ⇒ 81.
    • Helicopter Kick has been removed from its movepool.
    • Gyalis was everywhere, and it will remain as one of the top Temtem, but Helicopter Kick was doing way too much work for this Temtem.
  • #059 – Raican
    • HP has been increased 77 ⇒ 79.
    • STA has been increased 49 ⇒ 55.
    • SPDEF has been increased 50 ⇒ 54.
    • A lot of Fire Tems were seen this past season but Raican was not very frequent in those comps. Giving it more bulk and improving its signature technique should position this Temtem on a much healthier spot, and we could start seeing it some more.
  • #063 – Scaravolt
    • ATK has been increased 57 ⇒ 60.
    • Embers has been added to its move pool.
    • Physical Scaravolt is a reality, embrace the truth.
  • #065 – Hedgine
    • STA has been increased 43 ⇒ 48.
  • #068 – Osukai
    • STA has been increased 48 ⇒ 54.
      ATK has been reduced 95 ⇒ 92.
      SPDEF has been increased 46 ⇒ 51.
  • #069 – Saipat
    • STA has been increased 42 ⇒ 46.
    • DEF has been increased 55 ⇒ 60.
    • SPDEF has been increased 50 ⇒ 67.
    • Noxious Bomb has been added to its move pool.
    • Saipat is seeing some play as a bulky offense Temtem, so we would like to help this playstyle for it. We are going to keep an eye on this Tem to see how it performs after the changes, but we might have some plans in mind for its future.
  • #074 – Tortenite
    • STA has been increased 52 ⇒ 55.
  • #077 – Shaolant
    • SPATK has been increased 64 ⇒ 70.
  • #080 – Pocus
    • DEF has been increased 40 ⇒ 45.
    • SPDEF has been increased 51 ⇒ 55.
    • Pocus should be able to weather the storm better now thanks to its brand new values on stats and a small buff to Rejuvenate, and we are opening a brand new horizon for it with the rework of Dreaded Alarm.
  • #083 – Golzy
    • HP has been reduced 76 ⇒ 71.
    • ATK has been reduced 84 ⇒ 80.
    • Another top 3 usual suspect. These changes, along with some adjustments on its Techs and traits, should make Golzy a more manageable Temtem to face.
  • #085 – Mushook
    • HP has been increased 67 ⇒ 71.
    • ATK has been increased 76 ⇒ 80.
    • SPDEF has been increased 43 ⇒ 48.
    • With the increasing population of Wind Temtem in the meta, Mushook was relegated to the background. Some tweaks on its stats should help the Tem deal with the birds.
  • #086 – Magmis
    • Tenderness is now learned at level 5.
    • Fire Flame is now learned at level 1.
  • #087 – Mastione
    • HP has been increased 76 ⇒ 80.
    • STA has been increased 62 ⇒ 68.
  • #096 – Gorong
    • HP has been reduced 86 ⇒ 81.
    • DEF has been reduced 100 ⇒ 96.
    • Gorong has been one of the key hypercarries on Stall teams. We would like for it to continue being there for their chonky partner, but in a fairer way to their opponents.
  • #098 – Sanbi
    • HP has been increased 71 ⇒ 75.
    • SPDEF has been increased 61 ⇒ 64.
    • Transient Echo has been added to its move pool: This Mental Physical Tech has one hold, high priority, costs 20 STA, inflicts 80 damage and reduces the number of Holds on the caster by one.
    • High Priority Techs for Mentals have been a very mentioned topic this past season. We are introducing Transient Echo to cover this for Sanbi, and making some tweaks to its stats to help its bulky offense role.
  • #100 – Kuri
    • Clay Ball has been added to its move pool.
  • #101 – Kauren
    • STA has been increased 45 ⇒ 54.
    • SPDEF has been increased 51 ⇒ 57.
    • Roar has been added to its move pool.
  • #104 – Cerneaf
    • STA has been increased 52 ⇒ 56.
    • SPDEF has been increased 46 ⇒ 50.
  • #110 – Volarend
    • SPDEF has been reduced 96 ⇒ 92.
    • Cold Breeze has been removed from its move pool.
    • Volarend was a frustrating Temtem to play against for many reasons: its combos with Freeze, the synergy it had with Slingshot and its Aerobic trait, its high SPDEF and the high impact Toxic Plume was having on games. All of these threats have been alleviated or removed to get a more fair fight against this Temtem.
  • #112 – Grumper
    • STA has been increased 43 ⇒ 50.
  • #121 – Broccolem
    • HP has been increased 74 ⇒ 79.
    • STA has been increased 63 ⇒ 67.
    • Gaia has been added to its move pool.
  • #124 – Valiar
    • HP has been increased 56 ⇒ 60.
    • SPD has been increased 69 ⇒ 72.
    • ATK has been reduced 79 ⇒ 75.
    • Sanbi vs Valiar has been a topic for quite sometime within the community. With the revision done to both Temtem Sanbi should do the job of a bulky offense Temtem, while Valiar should feel more like a speedy support. This way the identity of them doesn’t overlap anymore and they can coexist in the meta.
  • #126 – Loatle
    • SPD has been increased 61 ⇒ 65.
    • ATK has been reduced 79 ⇒ 75.
    • SPDEF has been increased 54 ⇒ 57.
    • Loatle is getting a second chance. It will continue doing good in Doom teams, even better, you could say, but we have added a new layer to its supportive kit with some changes to Voodoo. We hope to see this fella more often this new season.
  • #131 – Tukai
    • Aqua Bullet Hell has been added to its move pool.
  • #132 – Tulcan
    • HP has been reduced 62 ⇒ 59.
    • SPATK has been reduced 79 ⇒ 75.
    • Tulcan will remain as one of the top dogs of the game due to the utility it brings to the table, but we at least had to reduce a bit the offensive power it had, so the combination of both utility and damage doesn’t feel too much to handle.
  • #133 – Tuvine
    • STA has been increased 47 ⇒ 49.
    • SPDEF has been increased 47 ⇒ 50.
  • #135 – Tuwire
    • Reset has been added to its move pool.
  • #141 – Pigepic
    • ATK has been increased 60 ⇒ 65.
    • DEF has been reduced 72 ⇒ 69.
    • SPDEF has been reduced 72 ⇒ 69.
    • Chain Heal has been removed from its move pool.
    • Pigepic is one of those Temtem we label as uninteractive. Having 4 non-damaging moves on its move pool should not be a thing. It has very powerful tools to keep helping as a support Temtem, but now the excessive healing potential should be gone. All of this along with a revamp of Friendship should bring Pigepic closer to a more interactive gameplay.
  • #144 – Vulffy
    • HP has been increased 50 ⇒ 56.
    • STA has been increased 70 ⇒ 74.
    • We are hoping to see Vulffy more in the meta this next season and, fingers crossed, we hope we see Burglar builds more frequently after the changes implemented.
  • #153 – Maoala
    • Transient Echo has been added to its move pool.
  • #154 – Venx
    • ATK has been reduced 81 ⇒ 78.
    • DEF has been reduced 81 ⇒ 78.
    • SPATK has been reduced 81 ⇒ 78.
    • SPDEF has been reduced 81 ⇒ 78.
    • The pre-evo who lived. Venx feels more powerful and useful than its evolutions, to a point that it’s even more powerful than so many Temtem in the roster. We have done some small tweaks to its stats to position it on a healthier spot in the new meta.
  • #156 – Vental
    • HP has been increased 55 ⇒ 60.
    • Psy Wave has been added to its move pool.
  • #157 – Chimurian
    • STA has been increased 54 ⇒ 61.
    • ATK has been increased 62 ⇒ 65.
    • Although Chimurian was perceived as very strong after releasing it, the different nerfs it has received have left the Tem feeling underpowered at times. We are giving it some potential back and we’re providing it with new tools with the buffs to Glass Blade.
  • #163 – Tyranak
    • HP has been reduced 78 ⇒ 76.
    • DEF has been reduced 74 ⇒ 71.
    • SPDEF has been reduced 76 ⇒ 72.
    • Tyranak was too much to handle this past season. It was too polarizing, and that should change. Cutting down its bulk as well as reducing the oppression its trait offers will leave this Mythical Temtem on a strong but more manageable spot.

Techniques

  • DNA Extraction
    • Priority has been increased Very High ⇒ Ultra.
    • This change, combined with the ones done to Striking Transmog could balance a tad the usage difference between Striking and Landing Transmog we are seeing in the meta right now.
  • Turbo Attack
    • Damage has been increased 115 ⇒ 130.
    • STA Cost has been reduced 32 ⇒ 30.
    • Physical Digital Temtem were missing some damage on many Techniques. We have tackled this for a few Techs, starting with Turbo Attack.
  • Hologram
    • STA Cost has been reduced 14 ⇒ 10.
  • Cyberclaw
    • Damage has been increased 80 ⇒ 90.
  • Cage
    • STA Cost has been reduced 27 ⇒ 21.
  • Autodestruction
    • Now it uses the DEF of the caster as a multiplier for the total damage of the Technique.
  • Token
    • Damage has been increased 35 ⇒ 40.
    • STA Cost has been increased 9 ⇒ 12.
    • Priority has been increased Normal ⇒ High.
    • New effect: It applies 1 turn of Isolated.
  • Misogi
    • STA Cost has been increased 18 ⇒ 25.
    • Target changed from Self ⇒ Any target.
    • New effect: It also removes all Stages on the target.
  • Misogi (Synergy)
    • STA Cost has been increased 18 ⇒ 25.
    • Target changed from Self ⇒ Any target.
    • New effect: It also removes all Stages on the target.
    • New effect: Adds 2 turns of Regenerating to the target.
  • Shy Shield
    • STA Cost has been increased 8 ⇒ 11.
  • Allergic Spread
    • Damage has been increased 58 ⇒ 80.
    • STA Cost has been reduced 21 ⇒ 20.
  • Tenderness
    • Hold turns increased 0 ⇒ 1.
    • STA Cost has been increased 8 ⇒ 13.
    • ATK Stage reduction has been increased 1 ⇒ 2.
    • Tenderness was a mere reflection of what it used to be. These modifications should bring some memories of the past back, but this time it will be a bit more contained.
  • Heavy Blow
    • STA Cost has been reduced 12 ⇒ 9.
  • Wind Blade
    • Damage has been increased 40 ⇒ 67.
  • Spores
    • STA Cost has been reduced 6 ⇒ 5.
  • Refresh
    • STA Cost has been reduced 16 ⇒ 14.
  • Gust
    • STA Cost has been reduced 28 ⇒ 19.
  • Gust (Synergy)
    • STA Cost has been reduced 28 ⇒ 19.
    • Trapped turns have been increased from 1 ⇒ 2.
    • Priority has been reduced Ultra ⇒ Very High.
    • This Synergy was way too impactful and it generated a lot of frustration among players. It should still feel effective, but less frustrating.
  • Lullaby
    • STA Cost has been reduced 32 ⇒ 18.
  • Inner Spirit
    • Damage has been reduced 170 ⇒ 165.
    • STA Cost has been increased 27 ⇒ 32.
  • Perfect Jab
    • STA Cost has been reduced 23 ⇒ 19.
  • Rage
    • STA Cost has been increased 11 ⇒ 15.
  • Darkness
    • Hold turns reduced 1 ⇒ 0.
    • STA Cost has been reduced 18 ⇒ 13.
  • Shelter
    • STA Cost has been reduced 14 ⇒ 10.
  • Venomous Claws
    • Damage has been increased 40 ⇒ 50.
    • STA Cost has been reduced 9 ⇒ 7.
  • Charcoal Wall
    • STA Cost has been increased 18 ⇒ 23.
  • Stampede
    • Damage has been increased 100 ⇒ 110.
  • Stampede (Synergy)
    • Damage has been increased 125 ⇒ 130.
  • Meteor Swarm
    • Damage has been increased 80 ⇒ 85.
  • Warm Cuddle
    • Damage has been increased 53 ⇒ 70.
  • Soul Shout
    • STA Cost has been reduced 34 ⇒ 27.
    • Melee Special Temtem were struggling to impact the game due to STA management. Reducing the STA cost for Soul Shout should help its users alleviate this issue.
  • Block
    • STA Cost has been increased 18 ⇒ 23.
  • Madness Buff
    • STA Cost has been reduced 22 ⇒ 15.
  • Hyperkinetic Strike
    • SPD multiplier has been reduced.
    • The synergy this technique has in Turbo teams is great, so great that we felt that it could be too much. We are adjusting its power so it doesn’t get out of hand on the late game.
  • Kick
    • STA Cost has been reduced 8 ⇒ 5.
  • Head Ram
    • Damage has been reduced 100 ⇒ 90.
  • Roots
    • Priority has been increased Normal ⇒ High.
  • Mud Shower
    • Damage has been increased 70 ⇒ 80.
  • Diamond Fort
    • STA Cost has been reduced 25 ⇒ 17.
  • Sharpening
    • STA Cost has been reduced 20 ⇒ 16.
  • Sanative Rain
    • Hold turns increased 1 ⇒ 2.
    • STA Cost has been reduced 20 ⇒ 18.
  • Sanative Rain (Synergy)
    • Hold turns increased 1 ⇒ 2.
    • STA Cost has been reduced 20 ⇒ 18.
  • Martial Strike
    • STA Cost has been increased 8 ⇒ 11.
  • Double Kick
    • STA Cost has been reduced 26 ⇒ 23.
  • Pickpocket
    • STA Cost has been reduced 20 ⇒ 13.
  • Knockback
    • Damage has been reduced 160 ⇒ 150.
    • STA Cost has been increased 23 ⇒ 28.
  • Bestial Charge
    • Damage has been increased 55 ⇒ 75.
    • STA Cost has been reduced 23 ⇒ 18.
  • Rush
    • STA Cost has been reduced 21 ⇒ 18.
  • Savage Suplex
    • STA Cost has been increased 28 ⇒ 29.
  • Energy Manipulation
    • STA Cost has been increased 12 ⇒ 15.
  • Energy Manipulation (Synergy)
    • STA Cost has been increased 12 ⇒ 15.
  • Nagaise’s Fury
    • Damage has been reduced 105 ⇒ 100.
  • Nagaise’s Fury (Synergy)
    • Damage has been reduced 135 ⇒ 130.
  • Strangle
    • Damage has been increased 35 ⇒ 44.
    • STA Cost has been increased 12 ⇒ 15.
  • Narcoleptic Hit
    • Damage has been reduced 150 ⇒ 145.
    • STA Cost has been increased 17 ⇒ 20.
  • Glass Blade
    • Damage has been increased 32 ⇒ 45.
    • STA Cost has been increased 5 ⇒ 6.
    • Priority has been increased Normal ⇒ High.
  • Mineral Hail
    • Damage has been increased 100 ⇒ 110.
  • Chain Heal
    • HP recovery has been reduced 20% ⇒ 15%.
  • Drool
    • Regenerating turns have been reduced 3 ⇒ 2.
    • Immune turns have been reduced 4 ⇒ 3.
  • Slime
    • STA Cost has been reduced 14 ⇒ 10.
  • Toxic Slime
    • Damage has been increased 50 ⇒ 80.
  • Chain Lightning
    • Damage has been increased 48 ⇒ 60.
      STA Cost has been reduced 17 ⇒ 15.
  • Binary Flood
    • Damage has been increased 60 ⇒ 75.
      STA Cost has been reduced 28 ⇒ 21.
      New effect: It applies 2 turns of Seized.
  • Double Gash
    • Damage has been increased 55 ⇒ 60.
      STA Cost has been increased 7 ⇒ 9.
  • Turbo Choreography (Synergy)
    • STA Cost has been increased 20 ⇒ 24.
    • We think we can all agree that Turbo is one of those Techs that build team. Even though this change doesn’t seem that relevant, it will punish running several Wind Temtem to activate this Synergy.
  • Gaia
    • It no longers heals 20% of HP.
    • New effect: It applies 2 turns of Regenerating.
  • Lifeful Sap
    • STA Cost has been increased 23 ⇒ 26.
  • Crystallize
    • STA Cost has been reduced 21 ⇒ 18.
    • New effect: It applies 2 turns of Immune.
  • Denigrate
    • Damage has been increased 73 ⇒ 80.
    • STA Cost has been reduced 33 ⇒ 25.
  • King’s Roar
    • STA Cost has been reduced 25 ⇒ 10.
    • SPD Stage reduction has been increased 1 ⇒ 2.
  • Fluid Barrier
    • STA Cost has been increased 18 ⇒ 20.
    • Immune turns have been reduced 3 ⇒ 2.
  • Ultrasound
    • Exhausted turns have been increased 1 ⇒ 2.
  • Toughen
    • STA Cost has been increased 17 ⇒ 22.
  • Generify
    • STA Cost has been increased 11 ⇒ 17.
  • Generify (Synergy)
    • STA Cost has been increased 11 ⇒ 17.
  • Hook
    • Damage has been reduced 46 ⇒ 40.
    • STA Cost has been increased 21 ⇒ 26.
  • Petrify
    • Damage has been increased 50 ⇒ 60.
    • STA Cost has been reduced 17 ⇒ 12.
  • Clinch
    • Damage has been increased 85 ⇒ 90.
    • STA Cost has been reduced 16 ⇒ 15.
  • Sand Storm
    • Damage has been increased 69 ⇒ 80.
    • STA Cost has been reduced 27 ⇒ 23.
  • Lava Wave
    • Damage has been increased 90 ⇒ 95.
    • STA Cost has been reduced 31 ⇒ 27.
  • Lava Wave (Synergy)
    • Damage has been increased 90 ⇒ 95.
    • STA Cost has been reduced 31 ⇒ 27.
  • Shrill Voice
    • Damage has been increased 42 ⇒ 55.
  • Hasty Lunge
    • Damage has been reduced 90 ⇒ 80.
    • STA Cost has been reduced 28 ⇒ 25.
  • Hasty Lunge (Synergy)
    • Damage has been reduced 90 ⇒ 80.
    • STA Cost has been reduced 28 ⇒ 25.
  • Tsunami
    • STA Cost has been reduced 29 ⇒ 24.
  • Tsunami (Synergy)
    • STA Cost has been reduced 29 ⇒ 24.
    • Cold turns have been reduced 3 ⇒ 1.
  • Cold Breeze
    • Damage has been increased 10 ⇒ 51.
    • Cold turns have been reduced 3 ⇒ 1.
  • Iced Stalactite
    • Cold turns have been reduced 3 ⇒ 2.
  • Toxic Plume
    • Damage has been increased 50 ⇒ 60.
    • STA Cost has been reduced 28 ⇒ 23.
    • Hold turns have been increased 1 ⇒ 2.
  • Toxic Plume (Synergy)
    • Damage has been increased 50 ⇒ 60.
    • Hold turns have been increased 1 ⇒ 2.
  • Clay Ball
    • STA Cost has been increased 12 ⇒ 14.
    • Hold turns have been reduced 1 ⇒ 0.
  • Psychic Collaborator
    • STA Cost has been reduced 29 ⇒ 20.
  • Psychic Collaborator (Synergy)
    • Damage has been reduced 170 ⇒ 165.
    • STA Cost has been reduced 29 ⇒ 26.
  • Stone Trench
    • Evasion turns have been reduced from 2 to 1.
    • Vulcrane was feeling unfair with the effects this technique brought to the table. Now it should be fairer for the Tamer on the other side of the equation.
  • Sludge Gift
    • Damage has been increased 40 ⇒ 60.
    • STA Cost has been increased 4 ⇒ 9.
    • Priority has been increased Normal ⇒ High.
  • Bark
    • STA Cost has been reduced 23 ⇒ 21.
  • Digital Whip
    • Damage has been increased 20 ⇒ 50.
    • Priority has been increased Low ⇒ Normal.
  • Rainbow Guard
    • STA Cost has been reduced 23 ⇒ 15.
    • Immune turns have been increased 2 ⇒ 3.
  • Slow Down
    • STA Cost has been increased 12 ⇒ 15.
  • Slow Down (Synergy)
    • STA Cost has been increased 12 ⇒ 15.
  • Pollution
    • STA Cost has been reduced 26 ⇒ 22.
  • Ampere Outburst
    • STA Cost has been reduced 15 ⇒ 14.
  • Time Split
    • Damage has been increased 45 ⇒ 55.
    • STA Cost has been reduced 23 ⇒ 18.
    • SPD Stage reduction has been increased 1 ⇒ 2.
    • SPD Stage increase has been increased 1 ⇒ 2.

 

Traits

  • Striking Transmog
    • Now it works once per battle.
    • After triggering this trait, the holder multiplies their DEF and SPDEF by 1.5 for the duration of that turn.
  • Splitter
    • New effect: When the holder is about to receive a Negative Status Condition via technique ( Poisoned, Burned, Asleep, Cold, Exhausted, Isolated, Seized, or Trapped) they receive 2 turns of Invigorated.
  • Soft Touch
    • Damage increase has been reduced 20% ⇒ 12%.
  • Bully
    • The previous effects no longer works.
    • New effect: When the holder uses a technique on a Temtem with a Status Condition, the damage of the technique is multiplied by 25%.
  • Deceit Aura
    • The holder no longer loses 50% of their max HP upon entering the battlefield.
    • New effect: At the start of the turn, the holder loses 15% of their max HP.
  • Wrecked Farewell
    • Its previous effects no longer work.
    • New effect: When this Temtem faints, the Temtem that defeated them loses 10% of their max STA and they receive a 2 Stage reduction of their ATK and SPATK.
  • Infectious
    • Its previous effects no longer work.
    • New effect: This trait prevents the Regenerating Status Condition from being applied on the Rivals and it removes that same Status on the Rival upon entering the battlefield.
  • Rejuvenate
    • HP recovery has been increased 8% ⇒ 10%.
  • Voodoo
    • Its previous effects no longer work.
    • New effect: 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.
  • Seppuku
    • Its previous effects no longer work.
    • New effect: When the holder faints due to recoil damage or Overexertion, it applies 4 turns of Doom to the rival Tems.
  • Stabmaster
    • Damage increase has been reduced 40% ⇒ 35%.
    • Momo wasn’t being a good Temtem. Bad Temtem! Stabmaster is now nerfed.
  • Mithridatism
    • Damage reduction has been increased 20% ⇒ 22%.
    • New effect: Adds 1 turn of Regenerating after being the target of a Toxic Technique.
    • We are testing the waters with this one. We will review the Trait mid-patch to see if the changes have improved something at all, and we will see what we do with its users in the future.
  • Ruminant
    • Its previous effects no longer work.
      New effect: When a Nature technique is used, the holder of this trait restores 15% of its max STA.
  • Burglar
    • Now it also triggers when the technique used applies the Asleep or Exhausted status condition.
    • Now it triggers only once per battle.
  • Friendship
    • Its previous effects no longer work
    • New effect: When the holder and the ally attack the same rival with an offensive technique, the damage of the second technique is increased by 15%.
  • Dreaded Alarm
    • Its previous effects no longer work
    • New effect: Every time a rival gets the Alert Status, they lose 8% of their max HP.
  • Defuser
    • Seized turns have been reduced 3 ⇒ 2.
  • Voltaic Charge
    • Its previous effects no longer work
    • New effect: The caster heals 15% of the damage it has done with any offensive technique.
  • Neurotoxins
    • Doom turns have been reduced 4 ⇒ 3.
    • Now it triggers only once per battle.
    • The previous version of Neurotoxins was not only frustrating, but at the same time it didn’t make any sense with Cycrox’s current playstyle. It will still fit on Doom compositions but it will require a bit more thought to use and it won’t be as scary as before.
  • Snowstorm
    • Cold turns have been reduced 3 ⇒ 2.
  • Toxic Skin
    • Poison turns have been reduced 2 ⇒ 1.
    • New effect: Now it also triggers with Special Techniques.
  • Protective Crystal
    • New effect: The ally now has a 10% base damage reduction off every offensive Technique received, whatever its type.
    • New effect: The holder of the trait also receives 20% less damage from Mental, Electric and Crystal Techniques.
  • Intimidator
    • Turn limit has been reduced from 5 ⇒ 3.
  • Frightening
    • Turn limit has been reduced from 5 ⇒ 3.

Gears

  • Resistance Badge
    • Damage increase has been reduced 13% ⇒ 10%.
    • Neutral Temtem have been performing greatly these past seasons. This nerf should keep some of the main threats this type of Temtem offered at bay.
  • Nutrition Bar
    • HP recovery reduced 6% ⇒ 5%.
  • Sensei Robe
    • Damage increase has been reduced 20% ⇒ 15%.
  • Slingshot
    • Technique’s base power needed has been reduced 55 ⇒ 50.
  • Mom’s Lunch
    • New effect: The holder now receives 4 turns of Seized.
    • Mom’s Lunch has been one of the most hated gears inside the community for quite some time. It will still be very impactful to tempo, but it won’t be as spammable as before.
  • First Aid Kit
    • HP recovery reduced 25% ⇒ 20%.
Fixes

All platforms

  • Fixed a hardlock caused by a ranked match starting while on the entrance’s runaway from the Quetzal Dojo.
  • Fixed a softlock that occurs when defeating the 2 Temtem rivals with the trait Vodoo twice in a row.
  • Fixed a softlock if Scent’s effects run out right when the cinematic at the bottom of Iwaba starts.
  • Fixed getting stuck between Studious Yamabushi and Zealous Yamabushi after defeating them.
  • Fixed getting stuck when completing a kudo at the same time that a new tutorial gets triggered.
  • Fixed getting stuck inside a collision when entering the game in the same spot of a seasonal event prop.
  • Fixed an edge case scenario that caused players to lose furniture after placing it in the Dojo Housing.
  • Fixed not having a chest in the latest floor of the Roguelite on some runs.
  • Fixed not seeing the minimap at the chest room of the Roguelite on some runs.
  • Fixed some edge cases where the Tempedia Temtem status was not same as number of the captured Temtem on the Tamer’s Info card.
  • Fixed that completing the Premium Weekly Challenge about finishing  a lair with only three players was not granting any reward (Xp and Novas).
  • Fixed a case where players were not able to claim the Fisher kudo.
  • Fixed more cases where some kudos rewards could not be claimed
  • Fixed the Speed Arrow not being displayed.
  • Fixed esports competitive code not being correctly deleted when unlocking a squad.
  • Fixed that some items (spray, loading screen, competitive cosmetics…) could not be retrieved from the vault.
  • Fixed the emote Hear Ye not playing when being used.
  • Fixed seeing the Event button active while no seasonal event is active.
  • Fixed system messages were not being displayed if they appeared while the player is exiting a building.
  • Fixed losing focus when trying to erase a Club while participating in a Dojo War.
  • Fixed club members’ scroll resetting after inspecting one of the club players.
  • Fixed current quantity of an item being capped at 99 when trying to place an item with over 99 units in the Vault/Club Vault.
  • Fixed the Fruit Blender was consuming TV items and not giving TVs to the Temtem when surpassing the TV limit and then adding items to reduce TVs.
  • Fixed Piraniant and Mimit being in the “Defeat untamed Temtem” Weekly Challenge.
  • Fixed Mirroring not dealing the correct amount of damage after receiving the technique Hyperkinetic Strike.
  • Fixed DNA Extraction not showing the x2/x4 multiplier after being used on a Temtem weak to Digital type.
  • Fixed Fainted Curse triggering after receiving damage from the Voodoo trait.
  • Fixed Fire Temtem not removing the Cold Status Condition client-side when this Status Condition was removed by the Heater trait effects.
  • Fixed Target Replicator not working when the ally used the tech Toxins Shower.
  • Fixed a case where the trait Inductor seemed to recover more HP than it should.
  • Fixed Regenerating status was disappearing when using the gear Pillow with a Noxolotl with the trait Trance.
  • Fixed rival Temtem alive were not counting towards the “Defeated Temtem in ranked” Weekly Challenge when the rival conceded the match.
  • Fixed not being able to open the battle log during the turn animations while spectating a battle.
  • Fixed Refreshing Diabolo was triggering a turn before it should if the Temtem that wears the gear enters the battle after a Temtem KO.
  • Fixed after finishing the Evershifting Tower the player visually keeps the squad used at the activity
  • Fixed Guardian Trait not working if the holder was on the first Slot of the Player’s team and it faints with the tech that applies a negative Status Condition or decreases some Stat to their partner
  • Fixed Scavenger not working correctly client-side if a Temtem with the Trait Fainted Curse fainted and the Temtem that defeated them fainted due to the effects of Fainted Curse.
  • Fixed Reactive Vial gear not activating if Arachnyte with the trait Adaptive is the holder.
  • Fixed the Nutrition Bar gear was lasting 5 turns instead of 4 when the holder entered the battlefield in the middle of a turn with a swap.
  • Fixed that Techniques dealing fixed damage were not activating the Benefactor trait.
  • Fixed Arachnyte, Zaobian and Oree losing their Showdown-equipped gear when they trigger their respective traits that change their second type.
  • Fixed TemDeck locked tutorial was being shown after using the Fruit Blender.
  • Fixed not appearing riding a mount after using the Matter-Transfer Drone from an exterior zone to another exterior zone while on a mount.
  • Fixed character playing the running animation after leaving a competitive battle when entering a ranked match using a mount.
  • Fixed a case where the luma trail of the following Temtem was appearing inside buildings.
  • Fixed the idle animation for the Grumvel mount.  He’s back to being perfect.
  • Fixed that the Mouflank mount didn’t blink. It’s like that one Doctor Who episode…
  • Fixed a Temtem slightly rotated to its left after receiving the technique Unseen Blow from the rival Temtem in front of them and using the technique Plasma Beam against the other rival Temtem right after.
  • Fixed the tints’ UI showing the wrong Tint as equipped if a player hovered over one tint and then equipped another one.
  • Fixed some elements used during the VFX for the tech Tortenite’s Garden not disappearing right after the end of said VFX when using the Luma version of Tortenite
  • Fixed the Co-op Emote preview was playing the wrong audio track.
  • Fixed music would stop playing after resetting the character from the Lobby.
  • Fixed music was not playing if the player start the game in a combat inside the DigiLair.
  • Fixed using Voice 2 by default when riding a mount despite whatever the voice of the character was.
  • Fixed hearing footsteps’ eco inside a building while checking the Store or Tamer Pass menus..
  • Fixed flying mounts’ audio bug when moving between ground and water terrain.
  • Fixed a missing texture in the disappearing VFX of the seasonal event props.
  • Fixed a narrative error in a dialogue from two Belsoto at the sewers of Properton
  • Fixed a minor bug in Akranox’s in-game 3d model.
  • Fixed trainers popping in battle after the use of the tech Rockfall.
  • Fixed Settings menu headers were not being highlighted when selected in Japanese, Korean, Chinese and Traditional Chinese languages
  • Fixed the ranked seasonal reward text position because it was overlapping with other text in some languages.

Temtem – Ver. 1.2.2

  • Release date: February 2nd 2023 (North America, Europe, Japan)
  • Patch notes:
Important notice
  • We’ve taken this chance to re-synchronize the status of the Tempedia and the Kudos. This should improve, and hopefully eradicate, any discrepancy between the Kudos that involve capturing Tems and Lumas, and your actual Tempedia number. This is an issue we’ve been after for a while, so please let us know if you still experience any bug with it.
Improvements
  • We’ve improved the issue with crashes on the Switch.
    • Most of the crashes on Switch were happening due to memory issues. The game would use up all the memory available in the console (the amount varies depending on the console), and then it’d crash. We’ve implemented a series of optimization changes that will substantially ameliorate the current issues.
    • Crashes will still happen from time to time, but now that we’ve dived deep into the issue we will be carrying out more optimization in future patches, so as to improve performance even more.
  • We have made some improvements and changes to the dye system:
    • We’ve added a confirmation pop-up when trying to apply a dye to a cosmetic.
    • We have added a confirmation pop-up when trying to remove a dye from a cosmetic.
    • Players cannot use the same dye twice in the same slot of a cosmetic; the game will now show a pop-up error when attempting to do so.
    • A preview of the dyes will now be shown at the Tamer Pass UI and the Premium Store UI.
    • We have added a new label to dyes in the Tamer Pass UI and Premium Store UI to clarify they’re a one-time use item.
    • Dyes were the source of a lot of community feedback and unrest. With these changes we hope to make the experience better and easier to navigate. This doesn’t mean dyes are coming back to the Premium Store, as we’re still deciding whether that’s the right place form them or not.
  • We have reworked Skail’s animations so they look better and our little dude has more prep in its step.
  • The Dulcimer instrument now has a new texture.
Balance
  • Stowaway no longer has a Temtem with the Straw Shield gear in their Archtamer pool.
  • We have reduced the Co-op bonus experience from 20% to 15%.
    • Since launch we’ve been monitoring the experience gained by playing alone and the experience gained by playing in Co-op, and we’ve come to realize the initial bonus we implemented was a bit too strong, and was causing an imbalance between the two. Tamers playing in Co-op were over-leveled and had an advantage over Tamers playing solo. We want to offer all playstyles a balanced and fair experience, so we’ve tweaked the percentage a little bit.
  • Wild Umishi and Ukama no longer have Water Blade in their move pool, following the changes made to these Tems in 1.2.1.
Fixes
  • Fixed a softlock when defeating the Digilair boss.
  • Fixed a case where players could get stuck in a black screen after a battle in some places, for example at The Highbelow.
  • Fixed the chat automatically swapping to the Local tab when entering buildings or leaving combat.
  • Fixed the Tamer Pass’ Weekly Challenge about buying or selling at the Trade House for a value of 10k Pansuns, that could not be completed by buying before the fix.
  • Fixed that Temtem on the fourth, fifth and sixth slot of a player’s Squad were receiving EXP and TVs through the Co-op Bonus even when that Temtem had the Ignoramus Cloak equipped.
  • Fixed not being able to clear the notifications that were sent manually by using the “Clear all notifications” button.
  • Fixed the scroll in the Cosmetics’ menu not working properly if there was an empty row at the end.
  • Fixed Tihani having two Temtem with the Sweatband gear.
  • Fixed the props of some emotes not being displayed in the Shop preview.
  • Fixed the Settings’ UI overlapping with the Ranked UI that appears after a Ranked match if the Player had Settings opened while their opponent conceded.
  • Fixed that the Club Banner colors were being changed just by hovering over their icons instead of by clicking the buttons.
  • Fixed that, when changing cosmetics, the new one was keeping the old one’s dye colors for a few frames.
  • Fixed the description of the technique Lifeful Sap to better explain that it gives 5 turns of regeneration.
  • Fixed the description of the technique Hallucination showing the wrong status condition in the description.
  • Changed the name of the Magma Eruption seal to something that better reflects the seal animation.
  • Fixed the Subscribe prompt appearing in sections of the Trade House where it doesn’t have functionality.
  • Fixed a typo in the title Surferfolk in English.
  • Fixed some localization bugs in dialogues with NPCs in Portuguese
  • Fixed level numbers overlapping the “Lv.” text when playing in French or Chinese.
  • Fixed that the “Ready for Picnic” table furniture was not localized in English.

Temtem – Ver. 1.2.1

  • Release date: January 9th 2023 (North America, Europe, Japan)
  • Patch notes:
Important notice
  • We’ve had to delete all the Showdown codes, except the eSports ones, due to a data conflict. Your teams haven’t been affected, you’ll just need to generate a new code, and, if you were using or posting it somewhere, replace that with the new one.
  • Aqua Bullet Hell has accidentally been removed from your Umishi and Ukama, but you’ll have an empty technique slot and ABH will be in your learned techniques, so you can re-learn it immediately. We apologize for the inconveniences!
New stuff
  • We have added chat to battles.
    •  You’ll see a new menu during battles from now on, with new icons for the Details, Battle Log, and the Chat with their assigned hotkey.
    • Chat will be hidden by default, and you can make it pop out by pressing the associated hotkey, just how the Battle Log works. Chat in battle is disabled for Ranked matches, in-game tournaments, and Dojo Wars, and available for friendly competitive matches and PvE.
  • We’ve added the new music variations per island, this time to the competitive battle theme.
  • The Egg Technique icon now appears in Techniques that are Egg Techs in the details of a Tem in Showdown.
  • We’ve implemented a new icon that will notify you if there is something available to claim in events.
Improvements
  • We have tweaked the idle battle cameras following the feedback provided by the community:
    • In order to reduce motion sickness in some players, we’ve slowed all camera movement to 1/3 of its original movement speed.
    • They will also start after 12 seconds of inactivity, as opposed to the previous 5 seconds of threshold. This will make them way less prevalent.
    • In the specific case of Koish fishing, we’ve removed most of the camera angles so that only cameras that focus on the Koish patterns appear. We have also developed some new cameras for this activity in particular that will make identifying the patterns and colors easier.
    • We know idle cameras have caused issues to some our players. Before we go through with disabling them, which would imply we stop receiving feedback and iterating on the feature, we’d like to give these changes a go to improve the main problems the cameras had. We believe the idle cameras add variety and richness to the game, so we’d rather polish them until everyone is happy than disable them without giving them a chance to be good.
  • We have added some performance improvements to the Switch version. These improvements will be a huge help with the current crashes that the console is experiencing. But we’re not done yet, and we will be adding even more performance improvements for it in future patches.
  • Tem Renaming Voucher is no longer automatically used when renaming a Temtem. Players will now always have the option to pay the name change with Pansuns instead.
  • Players will now be able to use the Fruit Blender with Tems in the Temdeck too, not only the ones in the squad.
  • The Fruit Blender will now show how the stats will change based on the TVs selected.
  • Showdown Temtem will now always start with their SV value at 50 by default, instead of 0.
  • We have added rarity indicators to customization items, like emotes, loading screens, battle intros, battle outros and battle outro music.
  • The game will now show the gamepad buttons for each action when you press a modifier (a button that displays a set of hotkeys) in battle.
  • We’ve added new notifications for the Trade House: when you sell something, and when an auction ends without the item/Tem selling.
  • When you input a maximum quantity in one of the advanced options of the Temdeck and Trade House filters, it will now automatically select 0 as the minimum quantity.
  • Added more information to the Victory screen at the end of a Ranked match in the case of winning because the opponent concedes or in the case of tying.
  • Added a glowing effect to the claimable items of events, the same effect that is used in the Tamer Pass.
  • We’ve made some improvements to entering text in some UIs, so it’s easier to understand if the text is not valid for any reason.
  • We’ve made some performance improvements to the game’s UI.
Balance

PvE

  • Dojo Rematches and Archtamers teams have been revisited and modified to match the current meta.

Temtem

  • #009 – Platimous
    • SPD has been reduced 82 ⇒ 78.
  • #088 – Umishi
    • Water Blade has been removed from its move pool.
    • Now learns Aqua Bullet Hell at level 5.
  • #089 – Ukama
    • Water Blade has been removed from its move pool.
Fixes
  • Fixed a softlock when a player captures a Temtem and sends it to the squad while being in Co-op.
  • Fixed a softlock after skipping the final dialogue with the Stowaway at the mines during the main quest at Tucma.
  • Fixed several bugs involving the prison part of the Tucma main quest in Co-op.
  • Fixed getting stuck between Lyato and Ige after battling them.
  • Fixed players being demoted in ranked even if they’d won the last match.
  • Fixed that starter Temtem and Anahir were not correctly counting for the Kudos about capturing all Tems in game.
  • Fixed that ranked wins while unraked were counting towards the OP Kudo.
  • Fixed players were getting the I’m in Danger Kudo automatically the first time they opened the game.
  • Fixed being able to move while having a tutorial on-screen when entering a building.
  • Fixed a case where idle battle cameras were being reproduced in the Swap menu during a battle.
  • Fixed the titles of this year’s first in-game tournament winners. It will now accurately represent the year of the tournament.
  • Fixed Hopeless Tonic’s Doom status condition not lasting 4 turns as it was stated in patch 0.7.3.
  • Fixed that Gyalis could learn the technique Footwork twice.
  • Fixed seeing a placeholder lock number in the Battle Log in a match against NPCs.
  • Fixed that triggering an NPC battle at the Arissolan Dojo in Co-op while the Co-op partner is mid-air would make the partner fly to the player’s position.
  • Fixed that the Events menu was not automatically activating if the game was open when the event started.
  • Fixed the page indicator of the Events menu that was not working correctly.
  • Fixed that Egg Techniques were not displaying the Egg Technique icon in the details of Showdown Temtem.
  • Fixed Tempedia “Sort by name” setting was not working correctly at the Tempedia Showdown menu.
  • Fixed the incorrect finishing date of the Winterfest event.
  • Fixed that the disappearing effect of the Winterfest trees prop would sometimes spawn without texture.
  • Fixed completing the “Taking a Photo” Tamer Pass weekly challenge was completing the event quest of the same name.
  • Fixed that the player character wouldn’t swap into the Incognito Hood automatically while doing the main quest at Quetzal if the player had a cosmetic set equipped.
  • Fixed the Beauty Center’s door appearing in red even if the player could already enter the building.
  • Fixed an awkward camera angle happening at the end of some techniques like Oshi-Dashi or Hook Kick.
  • Fixed that conceding in any main story battles while an idle battle camera was moving resulted in a weird camera angle at the end of the battle.
  • Fixed Local, Global and Trade chat channels not having their name labels translated into any language.
  • Fixed that dismissing a Temtem from a Showdown squad would leave invisible empty slots in the squad.
  • Fixed that players’ equipped cosmetic sets would change color when hovering over a top or bottom cosmetic in the Customization menu.
  • Fixed the icon of the Siege Engine Carrier mount.
  • Fixed that some exterior housing items were not showing the rarity in the item portrait.
  • Fixed that some interior housing items were not showing the rarity in the item portrait under specific circumstances.
  • Fixed Neoedo’s teleport sounds attenuating the instance music.
  • Fixed seals not having sound in the Preview windows of the Temtem’s details if they were equipped before its SFX was played in the preview of the Backpack.
  • Fixed the offset of some icons inside text.

Temtem – Ver. 1.2

  • Release date: December 5th 2022 (North America, Europe) / December 6th 2022 (Japan)
  • Patch notes:
New stuff
  • A new Season begins today: Days of Yore.
    • Enjoy this medieval-themed Tamer Pass filled with imposing mounts, knights, bards, royalty, clergy and an old-timey new musical instrument.
    • A new set of items has entered the shop rotation, so keep an eye out for interesting new things!
    • Your Pass has returned to level 0. Remember you can check the resting duration of your Pass on the upper right corner.
    • Items in Season 1 Tamer Pass will join the regular rotation of the store in about a year.
  • Ranked v2 has been implemented.
    • Ranked will now be determined by Seasons, the same ones that determine the Tamer Pass.
    • TMR has been hidden. You will instead see a new system of ranks and leagues: Bronze, Silver, Gold, Diamond and the Legend rank.
    • Bronze, Silver, Gold and Diamond ranks also have 3 sub-ranks each (called divisions), while Legend will have a public leaderboard where you’ll see your position compared to other Legend players.
    • Even though TMR is now hidden, internally the system still uses it. We have plans to make this data available via the API.
    • In order to enter a new rank, players must reach the base TMR set for that rank. However, a rank can only be lost by losing two consecutive matches and reaching the threshold for the previous rank TMR.
    • These ranks are calculated at the beginning of each season, and the idea is to calculate them based on the current population TMR spread.
    • Rewards per match are now based on your current rank, and overall have been buffed from what they were before this patch.
    • Seasonal rewards will now start being granted at the end of each season. These are a title that displays the highest rank you achieved, a seal for each rank you achieved, and a banner for each rank you achieved. These rewards will be different each season and will remain exclusive to each ranked season.
    • The TMR lost when losing a ranked match will now be calculated with the max value between your current TMR and the TMR of your rival. This effectively means that losing against someone worse than you won’t penalize you as much as it did before.
    • Also, the factor at which TMR gains and loses are calculated has been incremented, meaning matches will give (and subtract) more TMR in general. This will allow to have a bigger TMR spread along the leaderboard.
    • We’ve reduced the TMR multiplier in placement matches so they are now less decisive.
    • We’ve made some improvements to the matchmaking timings in order to reduce them when there is not a good opponent available. It will now match faster against worse or better opponents. The idea behind this is that is better to fight against someone non-optimal that not fight at all (or having to wait 20 minutes) and since TMR loses are now capped, it shouldn’t be as punishing as before.
    • TMR decay will now happen. Each week (at the weekly activity reset), Diamond and Legend players that have been inactive for the past week will get their TMR decayed. In order to calculate the TMR lost, the system will simulate a lost match against yourself and the value will be multiplied by 2. A notification will be sent to each user that has had their TMR decayed.
    • Tournaments will now use the player’s max TMR of the season to calculate the appropriate Tournament league, instead of the current TMR.
    • We’ve included a fixed set of daily and weekly challenges that will grant further rewards to active ladder players.
  • Temtem Showdown has been added to the game.
    • Temtem Showdown is a PvP tool ingrained into the game that will allow you to create your PvP teams from scratch with no training needed. You will be able to access Showdown from the in-game menu.
    • As a result, auto-scaling has been disabled for ranked games.
    • You will now be able to edit your squads on the go, without needing to be on a Temdeck.
    • You can access Temtem Showdown from the beginning of the game.
    • Squads can now be shared and imported using short codes.
  • A new Kudo category has been added: Elite Kudos.
    • Elite Kudos are a hardcore set of Kudos for the most daring, dedicated, and challenge-seeking Tamers.
    • Some previously existing Kudos have been moved into this category, and some are brand new.
    • New rewards have been created for these Kudos.
  • Events have been implemented into the game
    • Events will consist in a set of quests and challenges that will grant you points to spend on thematic rewards, exclusive and specifically created for that event.
    • Events will have a defined duration that you will be able to check at all times on the Events menu.
    • The first Temtem event, Winterfest, will begin on December 12th.
  • We have added a new colorblind setting for Koish fishing.
    • Koish all throughout the game will now display patterns apart from their usual colors.
    • Each pattern will be unique to a color+section of the tail, so you will be able to easily identify each color by the pattern and the tail where it’s placed.
  • A new building opens its doors in Neoedo: the Beauty Center.
    • You’ll be able to change your character’s appearance in exchange for Feathers.
    • You will also be able to change your running and idle animations, and you’ll get 4 new ones to pick from, completely exclusive to the Beauty Center.
  • Players can now change their name at the Citizen’s Bureau Central Offices in Neoedo in exchange for Feathers. The OT on Tems will update following said change.
  • A new furniture item has been added: the Fruit Blender.
    • This item will allow you to change all the TVs of a Temtem in one single UI from the comfort of your home.
    • You will need to own the fruits to create a concoction that will immediately add or subtract the Temtem’s TVs according to your selection.
    • This furniture is given as a reward from the Fruiterer Kudo. Players that already obtained this Kudo should have the item in their inventories now.
  • We have added 6 new competitive battlezones representing each of the 6 Archipelagic islands. These are randomly chosen each time the player enters a ranked match. Dojo Wars will still show the battlezone of that Dojo’s island, and PvE matches will still show the environment of the route. We’re also currently working on new battle music variations to go along these new battlezones.
  • The previous competitive battlezone has also been tweaked and improved.
  • We have added idle battle camera animations to Temtem. Enjoy different shots and angles while you wait or think your next move.
  • You can now mark cosmetic items and dyes asfavorites and they will show up at the top of your customization list.
Improvements
  • We’ve made some improvements to Koish fishing.
    • We’ve reduced the number of Koish color possibilities at the Nuru Lodge to make easier to complete the Weekly Koish Fishing activity. The number of possible colors remain the same at other wild places.
    • We’ve also reduced the number of minimum encounters required to ensure the 4/5 and 5/5 Koish for the Weekly Koish Fishing activity.
  • We’ve turned Seals into a unique item.
    • Players will only be able to buy one copy of each Seal, and can equip the same Seal to any number of Temtem.
    • Extra number of copies of the same Seal have been refunded to the players that had them.
  • Club vault items are now sorted like they are on the personal Tamer vault.
  • Pro squads (previously known simply as competitive squads) can now be edited anywhere, even if you are not in a Temporium.
  • We have added the Legend rank icon to the text displayed on the top 3 ranked player holograms at Tamer’s Paradise.
  • When you move between Temtem entries on the Tempedia, the selector will now automatically skip the ones you have no information on.
  • We’ve added “Victory” and “Defeat” labels when a player concedes on a Ranked match, and in battles versus NPCs that employ competitive ruling, like Dojo Rematches.
  • We’ve added a fade in and a fade out effect to most of the UIs in the game.
  • We’ve added a new animation for receiving rewards from a loot pool.
  • We have changed some tutorials and System messages to reflect the new Ranked/Showdown feature instead of the previous system.
  • We have balanced the audio levels for Temtem techniques and NPC dialogue expressions.
  • We have polished and improved the audio ambience transitions between zones.
Balance

PvE

  • We have added Telomere Hotfix – Trait Swaps to the Dojo Park loot pools.
  • We have added Telomere Hotfix – Trait Swap and Telomere Hack – Trait Swap to the Tamer’s Paradise Feather shop.
  • We have doubled the amount of Novas that premium Weekly Tamer Pass Challenges provided.
  • Tamer Pass’ free Weekly Challenges will now also give Pansuns as reward.
  • We have reduced the XP needed to advance through each level of the Tamer Pass, from 3300 ⇒ 2500. We’ve also incremented the Tamer Pass level boundary until which the player can get TP XP from defeating trainers, from level 20 ⇒ 25.
  • Evershifting Tower now gives 9% more Feathers upon completion.
  • All Evershifting Tower initial rooms will now grant an extra Growth Enhancer+.
  • Defeating a floor boss in the Evershifting Tower now revives and heal 20% HP of all Temtem in your squad.
  • Archtamers’ Sanctum now gives 20% more Feathers upon completion.
  • We have reviewed the builds for some of the Tems in Tamers’ Paradise activities that we’re correctly set up.

Temtem

Time for change: Rhoulder, Gyalis, Golzy, Minothor, Ukama and Tulcan had their fun, now it’s time for other Temtem to shine. Special Temtem will be seen more, and the era of Purgation domination is coming to an end, we hope. Electric Temtem will be electrifying once more.

  • #013 – Gharunder
    • Defibrillate has been added to its movepool.
  • #015 – Magmut
    • STA has been increased 45 ⇒ 53.
  • #026 – Wiplump
    • SPATK has been reduced 95 ⇒ 88.
  • #028 – Skunch
    •  ATK has been reduced 70 ⇒ 66.
  • #031 – Rhoulder
    • HP has been reduced 90 ⇒ 83.
    • DEF has been reduced 91 ⇒ 86.
    • Rhoulder has been the absolute king of the last meta. Its base stats, the synergy with Reactive Vial and its trait Tardy Rush have made this Temtem one of the regulars. The changes to all of these things, as well as some changes to the techs it uses regularly, should leave Rhoulder on a healthier spot. It will still have its place on this meta where Electric Temtem are expected to be seen more often than before.
  • #035 – Orphyll
    • Noxious Bomb is learnable as a Technique Course.
  • #036 – Nidrasil
    • Noxious Bomb is learnable as a Technique Course.
  •  #052 – Owlhe
    • STA has been increased 46 ⇒ 51.
    • Nito Seiho has been added to its movepool.
    • Owlhe is just in the opposite spot of Rhoulder: it has been the least picked Temtem this past meta. This Temtem was in need of some love and we are going to give it to them. We will keep an eye on it as we are aware of the similarities between Owlhe and Tutsu, but we felt that it was too rushed to make a big shift and split both Temtem into two completely different archetypes, plus we’re still lacking valuable data on Owhle.
  • #054 – Gyalis
    • ATK has been reduced 85 ⇒ 77.
    • The most successful Temtem in the last meta is getting hit too. This Temtem has been too effective on both its offensive and its defensive playstyles. Even though it’s not going to be as oppressive as before offensively, it will still play a important role in this new meta as Electric Temtem are going to be more prevalent.
  • #061 – Piraniant
    • Fluid Barrier has been added to its move pool.
    • STA increased 50 ⇒ 52.
    • We hope this Temtem earns its deserved spot on Stall compositions. There are not many Temtem that can buff SPDEF, so the addition of Fluid Barrier alone should give Piraniant a bit more time in the spotlight.
  • #075 – Innki
    • SPD has been increased 73 ⇒ 80.
  • #078 – Cycrox
    • Virulent Gust has been added to its move pool.
  • #080 – Pocus
    • SPD has been increased 78 ⇒ 85.
  • #085 – Mushook
    • SPDEF has been increased 41 ⇒ 43.
  • #087 – Mastione
    • SPD has been reduced 52 ⇒ 50.
    • SPDEF has been increased 45 ⇒ 52.
    • Mastione has also been one of the least picked Temtem. We are still aiming at them becoming a bulky-offensive Temtem, so the changes made to their stats and the techs should reinforce a bit more this identity, specially on Solidifier builds.
  • #089 – Ukama
    • SPATK has been reduced 76 ⇒ 72.
    • Come on mate, the other Water Temtem want to play too. Your parents say it’s their turn on the meta.
  • #094 – Seismunch
    • ATK has been reduced 89 ⇒ 83.
  • #112 – Grumper
    • STA has been increased 41 ⇒ 43.
    • Sparks has been added to its move pool.
  • #116 – Yowlar
    • ATK has been reduced 80 ⇒ 74.
    • DEF has been reduced 82 ⇒ 77.
    • Yowlar still has an impressive win rate even with all the changes it has received in the past. This Temtem has been extremely oppressive since its birth, and we want to re-focus it as a bulk-offensive Temtem. They might not be seen as much as before, but we think players won’t miss them much if it’s just a short bit while we explore new options for it.
  • #121 – Broccolem
    • Inner Spirit has been added to its move pool.
  • #123 – Nessla
    • DEF has been increased 50 ⇒ 56.
    • STA has been increased 58 ⇒ 62.
    • HP has been increased 58 ⇒ 60.
  • #129 – Adoroboros
    • HP has been increased 65 ⇒ 68.
    • DEF has been increased 42 ⇒ 47.
  • #133 – Tuvine
    • Turbine has been added to its move pool.
  • #135 – Tuwire
    • Turbine has been added to its move pool.
  • #136 – Tutsu
    • ATK has been reduced 74 ⇒ 69.
  • #157 – Chimurian
    • ATK has been reduced 67 ⇒ 62.

Techniques

  • Time Split
    • Damage has been increased 30 ⇒ 45.
  • Defibrillate
    • Isolated turns have been increased 2 ⇒ 3.
  • Magma Cannon
    • Priority has been increased Low ⇒ Normal.
  • Pollution
    • STA Drain has been increased 10% ⇒ 25%.
  • Willpower Drain
    • STA Drain has been increased 23 ⇒ 25 points.
  • Rampage
    • STA Cost has been reduced 31 ⇒ 27.
  • Rampage (Synergy)
    • STA Cost has been reduced 28 ⇒ 25.
    • Priority has been increased Low ⇒ Normal.
  • Confiscate
    • Priority has been increased Normal ⇒ High.
  • High-pressure Water
    • Damage has been increased 60 ⇒ 75.
  • High-pressure Water (Synergy)
    • Damage has been increased 60 ⇒ 75.
  • Toxic Fang
    • Damage has been increased 62 ⇒ 80.
    • STA Cost has been increased 14 ⇒ 16.
  • Psy Wave
    • SPDEF Stage reduction has been increased 1 ⇒ 2.
    • STA Cost increased 10 ⇒ 11.
  • Earth Wave
    • Damage increased 100 ⇒ 120.
    • STA Cost reduced 33 ⇒ 28.
  • DC Beam
    • Damage increased 35 ⇒ 42.
  • Humiliating Slap
    • Damage increased 90 ⇒ 97.
  • Kesa Gatame
    • Priority increased Low ⇒ Very High.
  • Hurricane (Synergy)
    • Damage increased 67 ⇒ 77.
  • Firewall
    • STA Cost increased 17 ⇒ 18.
    • It will now grant +1 DEF and +1 SPDEF.
  • Denigrate
    • It will now apply -1 SPATK to the target.
  •  Psychic Collaborator
    • STA Cost increased 22 ⇒ 29.
    • Now the target gets +2 SPATK.
    • Along with some other changes, we wanted to offer more tools in this meta to have control over the SPATK. This past meta had more focus on Physical Temtem, it was time to leave a bit of space for Special ones.
  • Psychic Collaborator (Synergy)
    • STA Cost increased 22 ⇒ 29.
  • Drought
    • The order of the Status Conditions has been inverted. It will now first apply Seized, and then Exhausted.
  • Cooperation
    • Healing has been increased 7% ⇒ 10%.
  • Earthbreaker
    • Damage has been increased 120 ⇒ 130.
  • Earthbreaker (Synergy)
    • Damage has been increased 150 ⇒ 175.
  • Stare
    • STA Cost has been increased 9 ⇒ 12.
  • Metabolize
    • It now applies 1 turn of Regenerating to the target.
    • Healing has been increased 15% ⇒ 20%.
  • Metabolize (Synergy)
    • Healing has been increased 15% ⇒ 20%.
  • Major Slash
    • STA Cost has been increased 29 ⇒ 33.
  • Held Anger
    • STA Cost has been increased 14 ⇒ 16.
  • Oshi-Dashi
    • Damage has been reduced 150 ⇒ 142.
  • Piezoelectric Blow
    • STA Cost has been increased 36 ⇒ 39.
  • Piezoelectric Blow (Synergy)
    • STA Cost has been increased 36 ⇒ 39.
  • Sparkling Bullet (Synergy)
    • Damage has been reduced 105 ⇒ 98.
  • Frond Whip: 
    • Damage has been increased 146 ⇒ 153.
  • Aqua Bullet Hell
    • Damage has been increased 67 ⇒ 89.
  • Electric Storm
    • Damage has been increased 76 ⇒ 85.
  • Wrenching Massage
    • Damage has been increased 89 ⇒ 92.
  • Wrenching Massage (Synergy)
    • Damage has been increased 116 ⇒ 120.
  • Water Blade
    • Damage has been increased 64 ⇒ 75.
    • Priority has been increased Normal ⇒ High.
  • Goring
    • Damage has been reduced 120 ⇒ 95.
    • STA Cost has been increased 18 ⇒ 20.
  •  Thunder Strike
    • Damage has been reduced 115 ⇒ 107.
    • The 2 turns of Exhausting on the caster have been removed.
    • This might be one of the biggest changes for this new meta. Electric Temtem are going to be relevant aside from Golzy and Minothor.
  • Bright Beam
    • The order of the Status Conditions has been inverted. First it applies Alert, and then Evading.
  • Virulent Gust
    • Damage has been increased 60 ⇒ 80.
  • Virulent Gust (Synergy)
    • Damage has been increased 60 ⇒ 80.
  • Double Gash
    • Damage has been increased 49 ⇒ 55.
  •  Tornado
    • Damage has been reduced 135 ⇒ 125.
    • This tech has given Tulcan and Wiplump a lot of power during this past meta. Also, thanks to the rise of Electric Temtem, the users of this tech should feel more balanced.
  • Blizzard
    • Damage has been increased 120 ⇒ 123.
  • Martial Strike
    • It’s now a Physical Technique.
    • STA Cost increased 5 ⇒ 8.
    • Hold turns reduced 1 ⇒ 0.
    • It now grants +1 SPATK to the caster.
  •  Purgation
    • STA Cost increased 16 ⇒ 18.
    • Priority increased Low ⇒ Normal.
    • Hold turns increased 0 ⇒ 1.
    • Maybe the whole reason why the last meta was so focused on Physical Temtem and why Temtem like Minothor have been seen so much. This change should leave Purgation as a strong supportive technique but it should be more manageable than before.
  • Sparks
    • STA Cost increased 9 ⇒ 13.
    • It now grants 1 turn of  Invigorated.
    • Special Temtem fell off after the Stages rework, with these changes to Sparks we expect more presence of this type of Temtem.
  • Wind Burst
    • Damage has been reduced 90 ⇒ 80.
  • Tesla Prison
    • Damage has been increased 50 ⇒ 70.
  • Refreshing Breeze (Synergy)
    • Now the caster can also be a target for this technique.
  • Cozy Net
    • Sleep turns have been reduced 3 ⇒ 2.
    • Cozy Net: STA Cost has been increased 21 ⇒ 25.
  • Cozy Net (Synergy)
    • Sleep turns have been reduced 3 ⇒ 2.
    • Cozy Net (Synergy): STA Cost has been increased 21 ⇒ 25.
  • Stone Wall
    • STA Cost has been reduced 25 ⇒ 18.
  • Turbo Choreography
    • STA Cost has been increased 23 ⇒ 29.
  • Turbo Choreography (Synergy)
    • STA Cost has been reduced 23 ⇒ 20.
  • Harmful Microwaves
    • Priority has been increased Low ⇒ Normal
    • STA Cost has been reduced 28 ⇒ 25
    • Digital Temtem were played only under one playstyle, and we wanted to see them outside this Digi-Core compositions to analyze their strengths and weaknesses for future changes. We will still keep an eye on this tech after the buffs to its damage.
  • Harmful Microwaves (Synergy)
    • Damage has been increased 86 ⇒ 95.
    • STA Cost has been increased 14 ⇒ 18.
    • Type needed to activate its Synergy has been changed Digital ⇒ Electric.
  • Quartz Shield
    • STA Cost has been increased 9 ⇒ 15.

Traits

  • Tardy Rush
    • SPD increase has been reduced 100% ⇒ 85%.
  • Comebacker
    • Damage increase has been reduced 35% ⇒ 32%.
  • Coward’s Rest
    • It now applies 2 turns of  Invigorated.
  • Contemplation
    • It now works once per battle.
    • It now grants +1 SPD.
  • Body Stretch
    • Regenerated turns have been reduced 2 ⇒ 1.
    • It now heals 10% of the Temtem’s max HP.

Gears

  • Reactive Vial
    • Nullified turns have been reduced 3 ⇒ 2.
    • Healing has been reduced 15% ⇒ 8%.
  • Bait
    • Immune and  Invigorated turns have been reduced 3 ⇒ 2.
    • Along with Reactive Vial and Fake Beard, this Gear was one of the most valuable ones during this past meta. We hope this change will leave Bait at a more balanced spot.
  •  
  • Tucma Mask
    • Damage reduction has been reduced 20% ⇒ 8%.
    • It now reduces the effects of the Poison Status Condition by 1 turn.
  • Pillow
    • Healing has been increased 10% ⇒ 15%.
    • It now triggers when the Asleep Status Condition is applied.
Fixes

All platforms

  • Fixed a hardlock at the Anak Volcano Lair after picking the first Temtem node.
  • Fixed a soft-lock when displaying a tutorial after receiving a reward in a Lair.
  • Fixed a soft-lock when receiving two rewards in a row in the game lobby after opening the game.
  • Fixed not being able to buy dyes for feathers in Tamer’s Paradise Mall.
  • Fixed some Evershifting Tower maps were generating without a ladder to the upper floor.
  • Fixed that the Tamer Pass Weekly Challenge about capturing/hatching a Temtem with perfect stats was resetting after completing it.
  • Fixed Tamer Pass XP sound playing twice after finishing a 2 wild Temtem encounter.
  • Fixed an interactable invisible object near the Evershifting Tower final chest that teleports the player out of the activity.
  • Fixed some not tradeable Dyes not being saved in the Vault after resetting character.
  • Fixed broken Co-op when finishing a NPC fight at Digilar while Co-op partner is disconnected. This was provoking several bugs with Synstars, inventory and final boss fight.
  • Fixed Temtem that come from eggs opened with an Incubator Ticket not being counted for the kudos related to collecting Temtem.
  • Fixed Temtem experience desyncing if one of players capture a Temtem and then defeated or captured the other Temtem while in a 2v2 battle in Co-op.
  • Fixed a case where some players could not be able to claim the rewards of the Champion Kudo.
  • Fixed not getting the amount shown in the UI after claiming the Novas for the Premium Weekly Challenges.
  • Fixed the Trait Wax Bath increasing DEF instead of SPDEF.
  • Fixed Naolin having two Double Screen in his pool of Temtem for the Archtamers battle.
  • Fixed Stowaway having the same technique twice on Amphatyr in their pool for the Archtamers activity.
  • Fixed Nalla’s Temtem having duplicated Gears in their pool for the Archtamers activity.
  • Fixed a series of NPCs that didn’t enter their battle if the Quest Progresses met a specific set of requirements.
  • Fixed not being able to deliver a postal service package to the DigiLair responsible.
  • Fixed player’s Tamer banner not loading correctly in the battle log of a Lair combat.
  • Fixed Sorting not resetting when changing sections in the Trade House.
  • Fixed not being to place the furniture Uncovered Basket at the player’s house.
  • Fixed being able to buy a Unique item twice when the player had lag.
  • Fixed furniture and cosmetic were not being displayed at the FreeTem reward board.
  • Fixed the text of the Ready button for Dojo Wars was being displaying “button” instead of “Ready”.
  • Fixed getting stuck when entering at the Smith’s Guild in Quetzal while doing the quest Breached Narwhal in Co-op.
  • Fixed Items UI in Temtem Details menu can be reopened if the player presses again the Items button.
  • Fixed that while in co-op, the speed arrow was not showing the correct player that triggered it.
  • Fixed seeing an empty section when selling items at the Temporium after scrolling down a large number of items and then moving to another section.
  • Fixed enemy Rhoulder being in camera while the player’s Temtem on the right used Piezoelectric Blow against the enemy Temtem placed on the left.
  • Fixed ally Amphatyr’s horns getting in the middle of the shot while using certain techniques if they were on the right Slot during a battle.
  • Fixed seeing all units of the same cosmetics having the same dyes in the sell UI from the Temporium.
  • Fixed default battle outro is not being shown correctly after creating a new character.
  • Fixed Titles weren’t sorted alphabetically in the Customization Menu.
  • Fixed that tournament titles were not displaying correctly.
  • Fixed not showing the Rewards UI after losing against the final Tamer in the DigiLair and not getting the Feathers client-side.
  • Fixed seeing the props of the emotes for a few frames if a player changed the focus from the emote list to the emote wheel list and back again while the animation of the emote with props was almost ending.
  • Fixed a collision inside a house in Properton.
  • Fixed a hole between two rocks at the north of Neoedo.
  • Fixed Arburian Dojo Club entrance banners were not displaying correctly.
  • Fixed Wishing Well sound attenuating the music for all players within the same server instance.

Switch

  • Fixed excessive loading times in the Properton’s Sewers on Switch.
  • Fixed not being able to see the preview of a seal item if the following Temtem of the player it is not in scene like while inside a building.
  • Fixed some textures on different walls of Mac Aed’s Crags on Switch.
Other
  • New Dojo Warriors will need to have completed their 10 placement Ranked matches in order to be promoted to this club rank.
  • The speed arrow tie will now only show if the Battle Log is opened in combat.

How to download updates for Temtem for the Nintendo Switch?

To download the updates for Temtem, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.