NindiesSoftware updatesSwitch

Temtem (Switch): all the updates (Latest: Ver. 1.7 / Next: Ver. 1.7.1)

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)!

Archives: launch to Ver. 1.5.2.

Click here for more updates!

Temtem – Ver. 1.7.1

  • Release date: June 10th 2024 (North America, Europe, Japan) at around 2AM PT / 5AM ET / 10AM BST / 11AM CEST / 6PM JST
  • Maintenance: ??? (more details)
  • Patch notes:

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

  •  fix an unexpected issue that causes console players to not be able to use Feathers to purchase items from the Store

Temtem – Ver. 1.7

  • Release date: June 10th 2024 (North America, Europe, Japan) at around 2AM PT / 5AM ET / 10AM BST / 11AM CEST / 6PM JST
  • Maintenance: Yes (more details)
  • Patch notes:
Important Notice
  • Premium monetization has been removed from the game.
    • As of this patch, you won’t be able to purchase Novas anymore. There won’t be an option for it in the Shop anymore, and the bundles are being removed from all the platforms’ stores.
    • Remaining Novas in player’s inventories won’t be removed and you’ll be able to keep using them to purchase cosmetics.
    • You won’t be able to combine both Novas and Feathers to make purchases: the game will prioritize using your available Novas over your existing Feathers.
    • We’re rounding up everyone’s Novas to a multiple of 50, to make sure any remaining amount is usable.
      • This rounding will happen to the Novas on each platform (remember: you have a common stash of them, and the ones purchased in each platform. All the info here).
    • All the loot pools that included Novas as a reward will have them swapped for Feathers.
    • The Weekly Challenges of Tamer Passes will now reward Feathers instead of Novas, and the Premium Challenges will have added Pansuns to them. Tamer Passes will now be purchasable for 2000 Feathers or 700 Novas.
    • Items will have a price of 2.5x times its price in Novas. For example, an item that costed 300 Novas will cost 750 Feathers.
    • If you don’t have enough Novas to purchase something, you’ll see its price in Feathers, and Feathers will be used to purchase it. Please pay attention to the currency displayed when making the purchase, as that’s the currency that will be employed.
    • Once you don’t have any Novas, the icon will disappear from the backpack and from the Store UI.
    • There is no time limit to use your Novas, so please don’t feel rushed to employ them, and take your time.
New stuff
  • Welcome to the new Season, Neon Reverie!
    • This Season is inspired by urban culture, and a mix between modern and traditional. It’s a Season for nostalgia, but also for trail-blazing.
    • Enjoy the best of cybernetic and ancient Neoedo in a new Tamer Pass and new Store items.
  • The Arcade Bar is ready to welcome all of you!
    • Play four different minigames inspired by the classics, but adapted and reimagined into the Temtem universe: Deniz Invaders, Innkball, Gharunner and Project Temcard.
    • Achieve certain scores to obtain unique rewards for each game, including housing replicas of the arcades, titles, and even a mount. You will also be able to obtain three new Gears through the Arcade Bar!
    • Challenge your friends and clubmates with an individual scoreboard for each game!
    • It’s a totally new building located in Neoedo, on the right of Nanto Labs.
Improvements
  • We’ve made some improvements to the notification of bonus Tamer Pass experience so players can see it more clearly.
  • We’ve introduced a safety checkpoint after the Tucma prison, for players who were getting stuck there.
Balance

Economy

  • We have triplicated the Feather rewards on all activities that could reward Feathers. This includes, but is not limited to:
    • FreeTem!
    • Dojo Rematches
    • Postal service
    • Koish of the Week
    • Kudo completion
    • Ranked matches
    • Tournaments (top 4 participants, who received Feathers)
    • Dojo Wars
    • Mythical Lairs
    • Archtamers.
    • Tamer’s Paradise’s Evershifting Tower, TemSafari, DraftArena, GritArena, and DigiLairs.

PvE

  • We have increased the bonus catch rate multiplier of the Four-Leaf Clover Gear, from 1.1x ⇒ 1.2x.

PvP

  • The recommended Technique sets of all Temtem on the Showdown pre-defined builds have been revisited and adjusted, corrected or redone.

A note from our balance team:

Over previous patch cycles, we have been reading a lot of feedback from the community and there are a number of specific points that kept coming up, which we wanted to act on:

  • Too many dual-typed Temtem have access to efficient/powerful offensive techniques of both of their typings at 0 hold.
  • Too many 0 hold techniques have unconditional high priority.
  • Too many Temtem have access to both of the above at the same time.

An example of this is Tulcan. With Wind Burst and Fiery Soul, it could use offensive techniques of both of its typings on any turn, and one of these techniques also burned the opponent at high priority. As a result, it was consistently at the top of tier lists as these qualities made it “always good”. Our goal of this patch is to cut down on these types of Temtem, while leaving just a few like this. We don’t want to remove these kinds of Temtem completely as we believe Temtem with strong 0 hold techniques are an important part of aggressive play, which makes up a key part of the competitive ecosystem. However, it should be a more rare quality for a Temtem to have, rather than the norm which defines the benchmark against which Temtem are compared and evaluated. For this reason, we have decided to aim for Temtem learn sets, rather than apply a blanket nerf to high priority and low hold techniques. This has been at the core of our approach to balance for Season 7.

We’re sticking with the Highlighted Changes following your positive feedback on it! Remember that these changes will still appear under their respective categories lower down below.

HIGHLIGHTED CHANGES
  • [NEW] Fiery Ballad 
    • Type: Fire
    • Damage: 95
    • STA cost: 25
    • Hold: 1
    • Priority: Normal
    • Attack Category: Physical
    • Target: One Target
  • [NEW] Fiery Ballad + 
    • In combination with a Wind ally, Fiery Ballad gifts the user with +1 SPD.
    • Everything else stays the same.
    • Like with Phantom Whiplash in patch 1.6, we are still looking to add techniques that we think are necessary to the range of possibilities in the game. In this case we introduced a 1 Hold, physical fire move with normal priority. This is something certain Fire-type Tems that have been in the shadows for a long time were in need of. It’s always interesting to introduce synergy techniques to the game, and even more so, if its synergy involves something as key to the game as increasing SPD to the user.
  • [NEW] Cable Link
    • If the holder takes part in a synergy Technique, both the holder and the ally regain 10% of their max Stamina.
    • So far we had no Gear that interacted with one of Temtem’s unique game mechanics, synergies. After multiple tests, we feel like this gear is way stronger than other Stamina gears in the right team compositions, while it’s weaker than these same gears when not used correctly. We cannot wait to see how creative you’ll get with this gear.
  • [NEW] Haz’trap
    • When the holder gets knocked out, the attacker gets trapped for 2 turns.
    • This gear is revealed at the beginning of the turn.
    • We have been receiving feedback for some time about how oppressive the opponent’s leads can be, even from the picks and bans phase, and how in many occasions the first two turns’ offsets have too much weight in the game. With the design of Haz’trap we want to make it easier to look for an even exchange in the early stages of the game, even being able to trap the opponent’s key Tem, and aim to weaken it in the next turn. This gear will be revealed at the beginning of the turn, so both players will have to prepare their move around it, and further assess the range of possibilities and how the field situation may change in the next turn. During scrims we saw that any fragile and fast Tem is a good holder of this gear, but we are looking forward to see what strategies come out around it.
  • [NEW] Power Bank
    • Offensive techniques gain 6.5% damage boost per hold.
    • Similar to Cable Link, we like gears that interact with Temtem’s unique mechanics. Hold is another one of these, and testing showed this gear played well. We found lots of Temtem that benefit from this gear (more than just Turoc!), and even discovered some new builds that it enables. We think that Power Bank is especially relevant and interesting for special attackers, as some of these tems, depending on their type, were lacking a damage-boosting gear. One of the users that surprised us the most during the scrims was Oceara, fitting perfectly with its Hurry-Wart trait. We’re eager to see players cook up ideas we missed in the testing phase!

Temtem

  •  #009 – Platimous
    • Aqua Bullet Hell has been removed from its tech pool.
    • Bubbles has been added to its tech pool.
    • Bubbles is now learned at level 9.
    • Cheer Up is now learned at level 14.
  • #011 – Loali
    • Hypoxia has been removed from its tech pool.
    • Hurricane is now an Egg Technique.
  • #020 – Amphatyr
    • Plague has been removed from its tech pool. 
    • Petal Dagger has been added to its tech pool.
  • #22 – Mudrid
    • Receptive has been removed from its trait.
    • Dispersion has been added to its traits.
    • Sandstorm has been added to its tech pool.
    • Turbo Choreography added to its tech pool.
    • Sandstorm is now learned at level 72. 
  • #024 – Taifu
    • HP has been increased 60 ⇒ 64.
    • DEF has been increased 45 ⇒ 52.
    • SPD has been decreased 45 ⇒ 40.
    • Knockback has been removed from its tech pool.
    • Unseen blow has been added to its tech pool.
  • #036 – Nidrasil
    • Cooperation has been removed from its tech pool.
    • Jaw strike has been added to its tech pool at level 6.
    • Look Out has been added to its tech pool at level 25.
    • Untangle has been added to its tech pool at level 32.
    • Burrow has been added to its tech pool at level 56.
    • Toxic Spores is now learned at level 8.
    • Toxic Fang is now learned at level 10.
    • Toxic Ink is now learned at level 18.
    • Roots is now learned at level 38.
    • Allergic Spread is now learned at level 48.
    • Hallucination is now learned at level 65.
    • Hypnosis is now learned at level 78.
  •  #038 – Capyre 
    • Fiery Ballad has been added to its tech pool.
  • #047 – 0b10
    • Harmful Microwaves has been removed from its tech pool.
  • #049 – Saku 
    • Boomerang has been removed from its tech pool.
    • Hypoxia has been added to its tech pool at level 91.
    • Allergic spread is now learned at level 25.
    • Humiliating slap is now learned at level 30.
    • Turbine is now learned at level 43.
    • Frond whip is now learned at level 55.
    • Refreshing breeze is now learned at level 67.
    • Gaia is now learned at level 80.
  • #056 – Myx
    • Quartz Dirt has been removed from its tech pool.
  • #063 – Scaravolt
    • Magma Cannon has been removed from its tech pool.
  •  #065 – Hedgine
    • Magma Cannon has been removed from its tech pool.
  •  #074 – Tortenite
    • SPATK reduced from 89 ⇒ 84.
    • Rotten Goo has been removed from its tech pool.
    • Toxic Slime has been added to its tech pool.
    • Crystal Deluge is now an Egg Technique.
    • Toxic Slime is now learned at level 66.
    • Toxic Gas is now learned at level 80.
  • #075 – Innki
    • DC Beam has been removed from its tech pool.
    • Glass Blade has been removed from its tech pool.
    • Chain Lightning has been added to its tech pool at level 14.
  • #089 – Ukama
    • Turbo Choreography has been added to its tech pool. 
  • #091 – Raignet
    • Cage has been removed from its tech pool.
  •  #095 – Zizare 
    • HP has been increased 60 ⇒ 64.
    • Tenderness has been added to its tech pool.
    • Drought has been added to its tech pool.
    • Tenderness is now learned at level 17.
  •  #096 – Gorong
    • Held Anger has been added to its tech pool.
    • Held Anger is now learned at level 85.
    • Rush is now learned at level 22.
    • Wrenching massage is now learned at level 78.
  •  #112 – Grumper
    • Mud Shower has been removed from its tech pool.
    • Tenderness has been added to its tech pool.
  • #118 – Garyo
    • Clay Ball has been removed from its tech pool.
    • Sand Splatter has been added to its tech pool.
    • Sand Splatter is now learned at level 15.
  • #120 – Broccolem
    • ATK has been increased 63 ⇒ 70.
    • Plague has been removed from its tech pool.
    • Allergic Spread has been added to its tech pool.
    • Revitalize has been added to its tech pool.
    • Revitalize is now learned at level 40.
  • #122 – Shuine
    • HP has been increased 51 ⇒ 56.
    • DEF has been increased 55 ⇒ 60.
  •  #123 – Nessla
    • SPATK has been increased 76 ⇒ 79.
  •  #126 – Loatle
    • Roots has been removed from its tech pool.
    • Confiscate has been added to its tech pool.
  • #128 – Kalabyss
    • SPDEF has been reduced from 55 ⇒ 50.
  • #129 – Adoroboros
    • Beta Burst has been removed from its tech pool. 
    • Psy Surge has been added to its tech pool. 
  • #132 – Tulcan
    • HP has been increased from 59 ⇒ 63.
    • SPDEF has been increased from 49 ⇒ 52.
    • Fiery Soul has been removed from its tech pool.
    • Magma Cannon has been added to its tech pool.
  • #133 – Tuvine
    • STA has been increased 49 ⇒ 60.
    • SPD has been reduced 70 ⇒ 65.
    • Turbine has been removed from its tech pool.
    • Mineral Hail has been added to its tech pool.
  •  #134 – Turoc
    • Stone Ball has been removed from its tech pool.
    • Soil Steam has been removed from its tech pool.
    • Drought has been added to its tech pool.
    • Earth Wave has been added to its tech pool.
    • Earth Wave is now learned at level 80.
    • Rockfall is now learned at level 52.
    • Turbine is now learned at level 68.
  • #135 – Tuwire
    • Turbo Attack has been removed from its tech pool.
    • Cyberclaw has been added to its tech pool.
  •  #136 – Tutsu
    • ATK has been increased 69 ⇒ 74.
    • Wrenching Massage has been removed from its tech pool.
    • Head Charge has been added to its tech pool.
  •   #137 – Kinu
    • HP has been increased 50 ⇒ 54.
    • DEF has been increased 41 ⇒ 46.
    • STA has been decreased 74 ⇒ 69.
  • #140 – Vulcrane
    • Fiery Ballad has been added to its tech pool.
  •  #142 – Akranox
    • Rotten Goo has been removed from its tech pool.
    • Paralysing Poison has been added to its tech pool.
  • #146 – Waspeen 
    • Crystal Deluge has been removed from its tech pool.
    • Paralyzing Poison has been added to its tech pool at level 85.
    • Firewall has been added to its tech pool at level 100.
    • Metabolize is now an Egg Technique.
  • #152 – Minothor
    • SPDEF has been increased 44 ⇒ 49.
  • #164 – Volgon 
    • Strangle has been removed from its tech pool.

Techniques

  • New Technique: Fiery Ballad
    • Type: Fire
    • Damage: 95
    • STA cost: 25
    • Hold: 1
    • Priority: Normal
    • Attack Category: Physical
    • Target: Single Target
  • New Synergy: Fiery Ballad+
    • In combination with a Wind ally, Fiery Ballad gifts the user with +1 SPD.
    • Everything else stays the same.
    • Like with Phantom Whiplash in patch 1.6, we are still looking to add techniques that we think are necessary to the range of possibilities in the game. In this case we introduced a 1 Hold, physical fire move with normal priority. This is something certain Fire-type Tems that have been in the shadows for a long time were in need of. It’s always interesting to introduce synergy techniques to the game, and even more so, if its synergy involves something as key to the game as increasing SPD to the user.
  • Head Charge
    • Damage has been increased 80 ⇒ 100.
    • STA cost has been increased 10 ⇒ 15.
  • New Synergy: Head Charge+
    • Synergy with the Crystal type.
    • Priority increased from Low ⇒ Normal.
    • In combination with a Crystal ally, Head Charge gifts the user with +1 DEF.
  • Antitoxins
    • Priority has been increased Low ⇒ Normal.
  • Aquatic Whirlwind
    • Damage has been reduced 130 ⇒ 120.
  • Bubbles
    • Damage has been increased 27 ⇒ 36.
    • STA cost has been increased 5 ⇒ 6.
  • Cold Geyser
    • STA cost has been reduced 29 ⇒ 25.
  • Confiscate
    • Seized Condition turns have been increased from 3 ⇒ 5.
  • Crystal Tail
    • Damage has been increased 60 ⇒ 90.
    • STA cost has been increased 10 ⇒ 14.
    • With this change we’d like to unlock a new Gear slot for physical Zenoreth set, instead of being forced to run Slingshot for this technique to be interesting enough.
  • Data Corruption
    • Priority has been increased from Normal ⇒ High.
    • STA cost has been increased 17 ⇒ 26.
  • Dim Mak
    • Damage has been increased 100 ⇒ 130.
  • Drought
    • Doesn’t overexert the user anymore.
  • Electromagnetism
    • Priority has been increased from Normal ⇒ Very High.
  • Execution 
    • Added new effect: If this technique knocks an opponent out, the user gets +2 ATK and +2 SPATK.
  • Fiery Heist +
    • Priority has been increased from Normal ⇒ High.
    • Seized turns have been reduced from 4 ⇒ 3.
    • Burned turns have been reduced from 4 ⇒ 3.
  • Footwork
    • Added new effect: Gifts the user with the Invigorated Condition for 2 turns.
    • The whole description now reads as follows: Footwork gifts the user with SPD +2 and the Invigorated Condition for 2 turns.
  • Glass Blade
    • Priority has been reduced High ⇒ Normal.
    • Damage has been increased 45 ⇒ 55.
  • Hasty Lunge
    • Previous effects no longer work. It no longer overexerts the user for the next turn.
    • Priority has been reduced from High ⇒ Normal.
    • Damage has been reduced 90 ⇒ 80.
    • STA cost has been reduced 25 ⇒ 20.
  •  Hasty Lunge +
    • STA cost has been reduced 25 ⇒ 20.
    • Priority remains High.
  • Hologram
    • STA cost has been increased 10 ⇒ 15.
  • Leech
    • Heal via damage dealt has been increased 40% ⇒ 45%.
  • Leech +
    • Heal via damage dealt has been increased 50% ⇒ 55%.
  • Look Out
    • Targeting changed from Single Target to Single Team.
    • Priority has been increased High ⇒ Very High.
    • Alerted turns have been reduced from 5 ⇒ 2.
  • Magma Cannon
    • Hold has been reduced 2 ⇒ 1.
    • Burn ticks have been reduced 3 ⇒ 2.
  • Martial Strike
    • Priority has been reduced High ⇒ Normal.
    • STA cost has been reduced 15 ⇒ 11.
  • Mirror Shell
    • Priority has been increased Low ⇒ Normal.
  • Penance
    • Self inflicted damage has been increased from 20% ⇒ 100%. 
    • STA cost has been reduced 5 ⇒ 0.
    • With the previous buff to Straw Shield, Loatle has been overperforming. Because of his typings, Loatle has one of the best tech pools in the game, resulting in a huge advantage for the player who had Loatle open during the pick & ban phase. This change, while massive at first glance, allows for Loatle players to decide if they want to boost defense (with Sacrifice) or offense before losing Loatle, allowing also for its Seppuku trait to trigger in an easier way.
  • Plague
    • STA cost has been reduced 31 ⇒ 28.
  • Pollution
    • Hold turns have been increased from 2 ⇒ 3.
    • Poison turns have been increased 2 ⇒ 3.
    • STA cost has been increased from 22 ⇒ 26.
    • STA drain has been increased from 25% ⇒ 35% of target(s) maximum STA. 
  • Refresh
    • HP recovery has been increased from 6% ⇒ 10%.
  • Refreshing Breeze
    • STA cost has been increased 22 ⇒ 26.
  •  Refreshing Breeze +
    • Targeting has been changed from Single Target ⇒ Single Team.
    • Priority has been reduced from Very High ⇒ Low. 
    • STA cost has been increased 22 ⇒ 26.
    • New description and effect read as follows: If used with a Nature ally, gifts the whole team +3 SPDEF without removing status conditions.
    • The game has been lacking techniques that could buff SPDEF for quite some time now. When we decided to rework this technique, it felt like the right call to make it a “special” Bark Shield with synergy, especially since this technique was already interacting with SPDEF but seeing close to no use.
  • Sandstorm
    • Damage has been reduced 80 ⇒ 70.
    • New effect: Inflicts the Isolation Condition for 2 turns to both targets.
  • Smoldering Kiss
    • Damage has been increased 50 ⇒ 61.
    • STA cost has been increased 9 ⇒ 12.
    • This is a simple change to reduce Tyranak’s hitting power with Slingshot.
  • Sparkling Bullet +
    • Damage has been increased 98 ⇒ 105.
  • Spores
    • STA cost has been increased 5 ⇒ 8.
  • Stone Trench
    • Damage has been increased 75 ⇒ 80.
    • STA cost has been increased 25 ⇒ 27.
  • Swarm’s Aid
    • Hold turns have been reduced 3 ⇒ 2.
  • Tornado
    • Damage has been reduced 125 ⇒ 110.
  • Toxic Slime
    • Damage has been reduced 80 ⇒ 65.
  • Toxin Shower
    • Damage has been reduced 61 ⇒ 60. 
  • Trample
    • Hold turns have been reduced 4 ⇒ 3.
  • Untangle
    • SPDEF Stage modifications have been increased from +1 ⇒ +2.
  • Venomous claws
    • Priority has been reduced High ⇒ Normal.
    • Stamina cost has been reduced from 9 ⇒ 7.
  • Wastewater
    • Damage has been reduced 90 ⇒ 80.
    • STA cost has been reduced 29 ⇒ 27.

Traits

  • New Trait: Dispersion
    • Trait description and effect: +20% damage inflicted with damaging, multi-target Techniques.
  •  Heat Discharge
    • Burn turns have been reduced from 3 ⇒ 2.
    • The Burn ticks now are now applied to both rivals.
    • When knocked out, both rivals get the Burned Status Condition for 2 turns.
  •  Ruminant
    • Previous effects no longer work.
    • New effect: When hit by an enemy Nature technique, damage is reduced by 50% and receives +1 ATK.
    • The intended thought process behind this change was to give Minothor a trait that is almost as good as the Rusher trait is. After reading feedback from the players when Ruminant was first leaked, we decided to wait and see how this trait performs before applying any further changes to it, but we will monitor it closely and add extra changes if it turns out to be too weak.
  • Confined
    • It now triggers each time Tortenite gets trapped, not only when the attacker traps itself.
    • New description: When getting the Trapped status condition, gets +1 DEF and +1 SPDEF.  
  • Motivator
    • STA regeneration increased from 10% to 15%.
  • Natural Conversion
    • Damage reduction from Nature techniques has been removed.
    • The whole description now reads as follows: While using any other non-Nature type technique, deal 25% more damage.
  • Safe Retreat
    • Removed the once-per-battle condition.
    • Regenerating turns have been reduced from 2 ⇒ 1.
    • The whole description now reads as follows: When leaving the battlefield, the Temtem receives 1 turn of Regenerating.
  • Seismic
    • Damage has been increased from 7% ⇒ 10%.

Gears

  • New Gear: Cable Link
    • If the holder takes part in a synergy technique, both the holder and the ally regain 10% of their max Stamina.
    • So far we had no Gear that interacted with one of Temtem’s unique game mechanics, synergies. After multiple tests, we feel like this gear is way stronger than other Stamina gears in the right team compositions, while it’s weaker than these same gears when not used correctly. We cannot wait to see how creative you’ll get with this gear.
  • New Gear: Haz’trap
    • When knocked out, the attacker gets Trapped for 2 turns.
    • The gear is revealed at the beginning of the turn.
    • We have been receiving feedback for some time about how oppressive the opponent’s leads can be, even from the picks and bans phase, and how in many occasions the first two turns’ offsets have too much weight in the game. With the design of Haz’trap we want to make it easier to look for an even exchange in the early stages of the game, even being able to trap the opponent’s key Tem, and aim to weaken it in the next turn. This gear will be revealed at the beginning of the turn, so both players will have to prepare their move around it, and further assess the range of possibilities and how the field situation may change in the next turn. During scrims we saw that any fragile and fast Tem is a good holder of this gear, but we are looking forward to see what strategies come out around it.
  • New Gear: Power Bank
    • Offensive techniques gain a 6.5% damage boost per hold.
    • Similar to Cable Link, we like gears that interact with Temtem’s unique mechanics. Hold is another one of these, and testing showed this gear played well. We found lots of Temtem that benefit from this gear (more than just Turoc!), and even discovered some new builds that it enables. We think that Power Bank is especially relevant and interesting for special attackers, as some of these tems, depending on their type, were lacking a damage-boosting gear. One of the users that surprised us the most during the scrims was Oceara, fitting perfectly with its Hurry-Wart trait. We’re eager to see players cook up ideas we missed in the testing phase!
  •  Adrenaline Shot
    • Previous effects no longer work.
    • Once per battle, when the holder would lose a turn by cause of Overexertion because of lack of STA, the turn penalty is prevented.
  • Hopeless Tonic
    • Previous effects no longer work.
    • Once per battle, if the Temtem is the last ally standing, it gets the Evading and Invigorated Status Conditions for 2 turns, and gets +2 SPD.
    • This gear never really shone since its release, and its description was already way too complicated for us to add any more effects to it. Instead, we decided to completely change its effect while keeping the initial intentions of the gear. Pairing Evasion and the Invigorated status effect, as well as giving +2 SPD to the user, allows it to handle 1 vs 2 situations more easily, while not being a game-breaking gear if the player manages to pull it off.
  • Redirection device
    • Previous effects no longer work.
    • Renamed to “Proxy Kit” due to the new effects of the gear.
    • When the ally is targeted by a Digital technique, damage is reduced by 50%.
    • The gear is now revealed at the beginning of the turn.
    • This gear gave us many headaches in terms of balancing. First, it was too match-up dependent, then it saw close to no play after its latest change in 1.4. With these changes we hope to see this gear back in play in specific teams that accumulate digital weaknesses. We hope it won’t be as frustrating to deal with as its previous version for digital Temtem players. Moreover, this new behavior of the gear allows players to have a way to somehow resist Digital Techniques, which was a common request from the community.
  • Building Blocks
    • Turns to trigger have been reduced from 3 ⇒ 2. 
  • Straw Shield
    • The holder needs to stay on the field for at least 2 consecutive turns for the effect to be able to trigger.
    • Straw Shield has definitely been one of the most used gear of patch 1.6.2 because of how strong it was. While we are very happy with the percentage of use of the gear, we felt that, because it required no set up from the players, the gear allowed for too many openers and could make a good pick & ban selection worthless for the player who did not run this gear. This change, while being simple, allows for more counter play from the opponent and requires more thought process from the player.
Fixes

All platforms

  • Fixed that manually freeing players stuck in the Prison Quest in Co-op mode could lead to issues with their quest progression.
  • Fixed Tempedia filters excluding captured Umbra Tems when filtering it by type.
  • Fixed seeing all Temtem leveled up to 100 in Replays, even if they were a lower level.
  • Fixed being able to interact with the Lobby options while transitioning into the game credits, causing a huge overlap when returning to the game.
  • Fixed being able to invite players to battle when they haven’t finished a previous match.
  • Fixed being able to interact with chat messages while in a battle.
  • Fixed being able to report chat messages while in battle when choosing to whisper a player.
  • Fixed being unable to choose any lair node other than trading when suffering a reconnection with the UI open, forcing the tamer to choose the trade node to be able to advance in the lair.
  • Fixed not being able to see Galios’ stage changes because of the model overlapping in the Lair Boss battle.
  • Fixed Temtem’s HP not appearing as full when being traded in the Trade House if the seller had listed it with low HP.
  • Fixed a desync in Stamina when taking a Temtem out from battle.
  • Fixed not seeing Doom be applied when a Temtem with the Resilient trait and Talisman equipped attacks.
  • Fixed Stabmaster not triggering when Momo is nullified.
  • Fixed a wrong interaction between Viral Combustion and Voodoo if a tech that applied 2 Status Conditions was used.
  • Fixed seeing the Toxifier notice twice if the Tem used a Toxic technique while having Shuine’s Horn equipped.
  • Fixed Galios Doom’s animation appearing three times when a Temtem with Toxic Farewell in slot A gets knocked out.
  • Fixed seeing the notice for Fainted Curse after a Tem with that trait hits itself with Chain Lightning. Conditions for this bug are likely only happening in the Randomlocke mode.
  • Fixed not seeing the correct damage markers in an effective, multi-target technique if the partner of the receiving Tem is a Koish with the Iridiscence trait.
  • Fixed Arachnyte and Zaobian’s type changes not showing in the owning Tamer’s battle log.
  • Fixed not seeing Galios’ knocked-out animation nor its HP decreasing when it’s caused by damage made with a status condition.
  • Fixed Hyperkinetic Strike not triggering Resilient under very specific circumstances.
  • Fixed a visual bug where Status Conditions appear in screen and queue after Resilient’s effects after the Resilient trait procs.
  • Fixed a visual bug that affected the Poisoned and Burned Status Conditions on a Tem with regenerating if there was a Tem with the Infectious trait on the field.
  • Fixed Firewall and Composure being marked as attack techniques when they aren’t.
  • Fixed not seeing the Club rewards’ UI if a team won a Dojo War ’cause no rival teams showed up.
  • Fixed Club banners not appearing during the battle outros in a competitive battle.
  • Fixed that, when reconnecting during an Evershifting Tower NPC defeat dialogue, the text will mention Pansuns instead of Synstars.
  • Fixed seeing the notice to swap versions of a cosmetic item from the Tamer Pass when pressing tab or R2 even on items that don’t have different versions.
  • Fixed seeing spectating players in the bleachers even after they’ve logged off.
  • Fixed an invisible barrier around Tucma’s big crystal.
  • Fixed a visual duplication in a Temtem’s portrait when hovering over them while switching pages in the TemDeck.
  • Fixed some visual issues that appear when a player crosses a bridge around Greenglen Forest.
  • Fixed some plants on Corrupted Badlands that didn’t display the correct textures.
  • Fixed seeing a bit of the floor on a rocky formation on Thalassian Cliffs.
  • Fixed some untranslated texts related to dates in the Tournaments and Dojo Wars’ UIs.
  • Fixed some dye names that weren’t translated.

Switch

  • Fixed running away from combat with 2 beats instead of 3 with the “Hold to run away from untamed battles” setting active.
  • Fixed an NPC appearing as a black shadow in the Pillars of the Highabove.
  • Known issues:
  • KNOWN ISSUE FOR CONSOLES: You won’t be able to use Feathers to purchase items from the Store until 1.7.1.
    • This bug has been corrected for patch 1.7.1, which will be sent to certification on the very day we launch 1.7. It shouldn’t take more than two weeks to be certified and launched.
    • You will still be able to purchase the Tamer Pass with either Novas or Feathers. The bug only affects the daily and weekly Premium Store.
    • We didn’t want to postpone 1.7 any longer by re-starting the certification process, so we’ve opted for a new, quick build containing the fix, which is 1.7.1.
    • We deeply apologize for the inconveniences this might cause.
  • a bug that causes both players to get hard-stuck in combat caused by interactions between the Kaleidoscope gear and some traits.
    • Fixed following server maintenance on June 12th.

Temtem – Hotfix

  • Release date: April 3rd 2024 (North America, Europe, Japan)
  • Patch notes:
  • We have fixed Lumas and Umbras being able to appear in some Tamers’ Paradise activities.
  • Fixed Straw Shield not triggering if the attacker was nullified.
  • Fixed that a Gazuma with double Electric Storm could pop out on Tamers’ Paradise activities.
  • Fixed a weird interaction between Resilent and Talisman that practically made Tems immortal.

Temtem – Ver. 1.6.2

  • Release date: March 25th 2024 (North America, Europe, Japan)
  • Patch notes:
Improvements
  • We’ve added the character name and TamerID to the section in Settings where you could check your Support ID.
  • We’ve correctly updated Bunbun and Hidody’s Umbra Radar prices and they now match that of similar Tems.
Balance

PvE

  • We’ve increased the the bonus that the Isolated Status Conditions offers while capturing Temtem, from 1.0x ⇒ 1.3x.
  • We’re aware that removing Cage from some Tems may affect some capture methods in the PvE environment. We hope that we can provide useful and valid alternatives for PvE players by making Isolated have the same catch rate bonus.
  • We have removed Venx from Musa’s Rematch roster.

PvP

Temtem

  • #012 – Tateru 
    • Resilient has been removed from its traits.
    • Burglar has been added to its traits.
  • #021 – Bunbun 
    • Resilient has been removed from its traits.
    • Camaraderie has been added to its traits.
  • #022 – Mudrid
    • STA has been increased 44 ⇒ 52
    • The nerf to Deluge affects Mudrid, as it is one of the key moves in its kit. We know that a simple STA buff may not be enough, so we have already prepared more changes for this Temtem in patch 1.7.
  • #031 – Rhoulder
    • STA has been increased 51 ⇒ 58
  • #052 – Owlhe
    • Furor has been removed from its traits.
    • Sentinel has been added to its traits.
  • #084 – Mushi
    • Resilient has been removed from its traits.
    • Receptive has been added to its traits.
  • #094 – Seismunch
    • SPDEF has been increased 43 ⇒ 54.
    • Seismunch has been MIA for several meta cycles, so we’ve decided to apply “the Saipat treatment” and considerably increase its bulk in the Special Defense department.
  • #114 – Gazuma
    • Tornado has been removed from its tech pool.
    • Blizzard is now learned at level 67.
    • Cage has been removed from its tech pool.
    • Electromagnetism is now learned at level 85.
    • This group of adjustments is the type of change we have planned for patch 1.7, so it serves as a small leak for the next patch. We consider that Gazuma has been central for many consecutive meta cycles thanks to its typing and tools. That’s why we intend to keep its support role intact, but we lower its offensive pressure by removing Tornado from its kit. On the removal of Cage and addition of Electromagnetism: this tech might not very interesting right now, but we are preparing a small buff for it.
  • #130 – Tuwai
    • Resilient has been removed from its traits.
    • Air specialist has been added to its traits.
  • #139 – Vulor
    • Individualist has been removed from its traits.
      Resilient has been added to its traits.
  • #152 – Minox
    • Body stretch has been removed from its traits.
    • Resilient has been added to its traits.

Techniques

  • Harmful Microwaves
    • The type to activate its synergy has been changed from Electric ⇒ Fire.
    • Digi-cores have been quite the headache for us to balance around. We have especially struggled with the combo of Monkko and Zaobian, that had no safe switch-ins in the whole game, all while giving each other the chance to enact a hard-hitting high priority technique on turn 1. We believe this change, while simple, will give a new life to the whole archetype.
    • This also slightly helps break the combo with Gazuma, and leaves the core much more exposed as the archetype loses coverage. We can’t wait to see what new combos appear with this change, such as Hazrat-Water Chromeon, Capyre-Neutral Chromeon…
  • Blue Screen
    • Priority has been reduced from Normal ⇒ Low.
    • You might be wondering why we decided to go with a low priority instead of normal priority. With this change we want to break away from frustrating situations while using this tech. We know there are still ways to make this tech high priority again (namely along Nagaise’s Deceit Aura), but we believe that combo to be very specific, and manageable through pick and ban countering and planning. We hope to solve the situation of getting both of your Tems perma-locked, or at least reduce it to only in very specific situations, with a very specific combo.
  • Crystal Deluge
    • Hold has been increased 1 ⇒ 2.
    • STA has been reduced 29 ⇒ 25.
  • Crystal Deluge (Synergy)
    • Hold has been increased 1 ⇒ 2.
    • STA has been reduced 29 ⇒ 25.
    • Crystal Deluge, paired with Blue screen, has been one of the reasons the sleep archetype has been so strong lately. We believe increasing the hold while maintaining the 2 turns of sleep will give the players more time to react and adapt than before. We will keep a close eye on the performance of this tech in case it’s necessary to return to the original hold, but with an adjustment to the Asleep turns it applies.

Traits

  • Bird Season
    • Damage has been increased 66% ⇒ 100%.
  • Burglar
    • Removed the “once per battle” condition.
    • Removed the “when inflicting x status conditions”.
    • Burglar can now disable two gears at once, if the technique triggering it affects multiple targets.
    • New effect: When hitting a target that is already affected by the asleep or exhausted status condition, its gear gets disabled until the end of the match.
  • Team Elusive
    • It now prevents multi-targeting negative status techniques as well.
    • New description: Prevents any offensive multi-target technique.
    • We believe we may have been too hard on Vulffy by removing Sludge Gift & nerfing his main trait. With a slight rework to Burglar, we decided to bring back Team Elusive’s old behavior as we understood his trait wasn’t the reason Vulffy was so strong in the past.
  • Resilient
    • SPD Stage modifications have been reduced from +3⇒ +2.
    • We think that Resilient has a too high value as long as it keeps its design. That’s why we have decided to change the distribution of this trait, and keep it only for Temtem that are in their second stage of evolution, thus avoiding PvE problems with the radars and balance problems in PvP.
  • Adaptive
    • Now triggers before taking a hit.
    • Special attack buff reduced from +2 ⇒ +1.
    • New description: Once per battle, before being attacked, changes the Temtem’s secondary typing to the type of the incoming technique and gets SPATK +1.
    • Adaptive and Reactive Vial have a very strange interaction. The way the game engine handles them means it must work like this, or the (bugged) way it was working in the past. Having Adaptive trigger after receiving damage is what causes the bug with Reactive Vial, which forces us to choose which of the two behaviors we would prefer, as the game engine leaves us no room for a 3rd “perfect” option.

Gears

  • Straw Shield
    • Damage reduction has been increased 50% ⇒ 75%
    • The gear is now revealed at the beginning of the turn.
  • Tucma Mask
    • Previous effects no longer work.
    • New effect: Tucma Mask prevents the Poisoned Status Condition.
Fixes

All platforms

  • Fixed a black screen after choosing a Challenge Mode if we have an egg in the incubator device on our normal run.
  • Fixed a black screen while reconnecting in a PvP match.
  • Fixed a soft lock by being able to start the battle against a DigiLair boss without any valid Tem in the Squad.
  • Fixed a desync in experience while playing in Co-op if we wait until the timer runs out on the interface for learning a new Tech.
  • Fixed having a wild Temtem turn into an Umbra Temtem if a Temtem Luma in our Squad evolves while we have an Umbra Tem in the battlefield. Pesky.
  • Fixed Luma Temtem not being able to appear in Umbra radars. Do keep in mind the rates are not boosted for Umbra Tems in Luma radars, so the odds are 1/75.000.
  • Fixed some instances in Lairs where Unique bonus were wrongfully stacking.
  • Fixed that the Techniques for Lair Bosses were not rotating weekly as they should.
  • Fixed being unable to leave the Spectator mode if one of the players on the battlefield was choosing which Temtem to select next.
  • Fixed the Club chat tab disappearing after reconnecting.
  • Fixed the Broccolem and Golzy on the shrines having Techniques that didn’t match their levels, either by presence or absence.
  • Fixed having the combat interface disappear if we had captured and released two Tems while the Coward’s Blanket was active.
  • Fixed having the Tems on the battlefield briefly disappear after using Haito Uchi.
  • Fixed having the Tems on the battlefield briefly disappear after using Piezoelectric Blow with a synergy.
  • Fixed not seeing the fainting animation of an allied Tem if it had 2 Status Conditions and fainted by cause of the last one active.
  • Fixed not seeing the Invigorated Status Condition nor its animation if two instances of Energy Reserves trigger simultaneously.
  • Fixed seeing the animation for Trapped twice if an Iridescent Koish used the technique Cage.
  • Fixed Intimidator deactivating a once-per-battle Trait when it shouldn’t have.
  • Fixed finding our Mimit with no attacks if we reconnect or start the game while in an encounter if our Mimit had already transformed into a different Tem.
  • Fixed that a Mimit with Striking Transmog would keep an attack from a wild encounter into a PvP match after using DNA Extraction.
  • Fixed seeing Mimit as transformed in our game if we had just seen a replay where it was transformed.
  • Fixed that we could be unable to see the hold on Mimit’s techniques if its HP had been altered outside of combat with medicine items. When he’s cute but problematic.
  • Fixed Straw Shield triggering after a Temtem with the Nullified Status Condition received a highly effective Tech.
  • Fixed seeing the notification for Slingshot twice if the Tem carrying it performed Bright Beam.
  • Fixed Goolder’s infectious triggering and acting on Tems that are not on the battlefield. He’s just that powerful.
  • Fixed Arachnyte’s type changing through Adaptive before receiving the incoming Technique that triggers the trait.
  • Fixed a desync regarding Mimit’s HP after it had copied a Tem with more TVs allocated on that Stat.
  • Fixed seeing the wrong type on Arachnyte and Zaobian if they change types at turn 1 and we turn back to turn 0 during a replay.
  • Fixed TMR Decay notifications not disappearing after using the Clear All button.
  • Fixed Seals not being visible in Replays under certain conditions.
  • Fixed losing the tints on the head cosmetics if we unequip it after starting a Challenge Mode run. Hair is everything.
  • Fixed being able to purchase the OP Seal, which should only be obtainable by completing the OP Kudo. Lying is a big non-non.
  • Fixed an incorrect flow of conversation with Masha and Dolores in Arbury.
  • Fixed being able to hang decoration on some invisible walls in some Housing Layouts, and then being unable to remove that decoration.
  • Fixed the visual effects for Seismunch’s Wreck, which were showing displaced rocks in combat against other NPCs or Players if the attack was carried out by their Temtem on the right.
  • Fixed not seeing the Book in the Eldritch Summoning emote.
  • Fixed having the rotate option for Titles on the Store.
  • Fixed seeing the bonfire change place in the preview every time we hovered over the emote icon. Oh I know of a game where you have to follow bonfires around…
  • Fixed the text “Current Game” being left untranslated in the Challenge Modes section.
  • Fixed seeing an incorrect message if you tried to play on two linked platforms at the same time.
  • Fixed some outdated information in the Dojo Wars’ in-game tutorial.
  • Fixed a handful of cases where the word étalon had not been replaced by coursier in French.
  • Fixed Raize’s description being the wrong one in the Tempedia in Japanese.
  • Fixed an error in the Spanish dialogue of the Tired Pilgrim.

 

Switch

  • Fixed a black screen when launching the game while in battle.

Temtem – Server Hotfix

  • Release date: March 6th 2024 (North America, Europe, Japan)
  • Patch notes:
  • Fixed some Umbra and Luma not properly unlocking in Showdown.
    • Please note! This fixes the issue moving forward, but players already suffering from the issue need to take one little step to fix it manually. Simply take away 1 TV from the Tem, then add it back, and the Umbra/Luma version will be unlocked in Showdown.
  • Fixed not being able to unlink two accounts in cross-progression if the main account was a console account.
  • Fixed dealing the wrong amount of damage on the turn when Attack-T triggers.
  • Fixed the type not changing correctly on the turn when Adaptive triggers.
  • Fixed that Goolder’s infectious trait would trigger and affect Tems that are not in battle.

Temtem – Ver. 1.6.1

  • Release date: February 22nd 2024 (North America, Europe, Japan)
  • Patch notes:
Improvements
  • We’ve made some improvements to Replays:
    • Renamed Tems now will display their nickname instead of the species name.
    • Locked squads will now display the squad code in the same places it is displayed in battles.
    • The Temtem battle enter animation is now displayed when replaying the first turn.
  • Improved the navigation through the Replay HUD while using a gamepad.
Balance

General

  • TemCard swapping now costs 400 feathers instead of 250 Luma drops.

Techniques

  • Swarm Aid
    • Hold Turns have been reduced 4 ⇒ 3
Fixes
  • Regular Stamina recovery being higher than intended (due to the change on rest Stamina recovery).
  • Visual bug when receiving a technique on a Temtem with Ignite Protection.
  • Some cases where untamed Tems had wrong techniques (due to balance changes).
  • Akranox having only three techniques on the Draft Arena and Mythical Lairs.
  • Voodoo applying Exhaust to an invigorated Tem instead of canceling it.
  • Seismunch’s Earthbound not activating when attacking with an Earth-type multitarget technique and one of the opponent’s Temtem is “Evading”.
  • The Umbra version for Tuwai and its evolutions not being unlocked correctly when the Luma version was previously unlocked.
  • Bamboozle hold turns not working correctly when copied by a Mimit.
  • Some cases where Galios becomes invisible and untargetable after triggering its trait against a Tem with Fainted Curse or Toxic Farewell.
  • Resilient not working as intended with techniques that do damage outside of the general damage formula (e.g. Extra Energy Slam, Hyperkinetic Strike…).
  • Ob10’s Target Replicator not working correctly and not copying the new status under some circunstances.
  • Wrecked Farewell being applied twice when KO’d by overexertion while performing a multitarget technique against two opponents.
  • The “last connection” label not being properly gendered in Portuguese.
  • A visual bug while moving the Everwinter tree furniture around the house.
  • Watching a replay played the regular battle music instead of the competitive battle music.
  • The amount of pansuns was displayed inside a lair instead of the amount of synstars after sending pansuns to another player through the Club vault feature.
  • A softlock when using Swarm Aid Synergy in a PVP combat. Swarm Aid Synergy is being enabled again.
  • First Aid Kit not being displayed correctly in replays.
  • All Season 4 seals not displaying correctly and causing camera issues.
  • The Found Location of Tems captured in the cave near Miyako Village not being correctly displayed.
  • Some cases where Tems appear duplicated on replays.
  • Emote wheel pages not working correctly on resolutions with aspect ratios other than 16:9.
  • While on a replay, if we paused during a technique animation and change turn, technique sounds stop working for the duration of the replay.
  • Not being able to equip Straw Shield on a competitive squad.
  • Some cases where a Tem could keep a duplicated technique in their moveset after a balance change that changes one of their egg techniques into a regular technique.
  • Replay time not being saved correctly after the battle ends by conceding.
  • Infectious sign not appearing when triggered by Physgulp/Specgulp.
  • Visual bug on the HP bar when triggering Infectious along other traits that regenerate HP.
  • Galios spawning with 1 turn of Poison and 1 turn of Doom after resurrecting if the rival on the slot B had Toxic Farewell.
  • Not being possible to pause Replays while some specific techniques were being reproduced.
  • Abandoning a replay during the battle outro crashed the game.
  • Some incorrect battle shortcuts working inside replays.
  • Internal errors that could lead to other errors and problems when quickly changing and equipping emotes.
  • Depleting a life from the lair boss version of Galios while they had any status condition active leads to a visual bug where the doom turns are not displayed after reviving.
  • A coop softlock when interacting with a specific NPC in the Pansun route.
  • The vibration for the current tech was still being triggered when in the middle of swapping a turn while watching a replay.
Switch
  • Mounts having their walking sounds muted.
  • An incorrect pre-set label appearing on the filtering function of the Trade House.
Other
  • After fixing a duplicated issue with Major Slash on Zenoreth, players that had this technique in their Zenoreth’s moveset, will need to re-assign it.

Temtem – Ver. ???

  • Release date: January 31st 2024 (North America, Europe, Japan)
  • Patch notes:

This update fixes the following issues:

  • Adrenaline Shot not triggering its effect when a Temtem is overexerted.
  • Zaobian’s Attack<T> and Arachnyte’s Adaptive traits not correctly changing their type when triggered in a turn.
  • Both Magmut’s trait, Physgulp and Specgulp, not being triggered when receiving a multitarget technique when located in Slot A.
  • Resilient making a Temtem able to resist two attacks in the same turn.
  • Stamina reduction not bing applied when a Tem with Efficient received more damage than expected for being overexerted when using a technique.
  • We’ve deactivated Swam Aid’s Synergy.

Temtem – Ver. 1.6.0

  • Release date: January 29th 2024 (North America, Europe, Japan)
  • Patch notes:
Important Notice
  • As of 1.6, we’re retiring events from Temtem.
    • Events were planned as a fun little addition for endgame players to continue having tasks to work on, and goals to work towards. However, as it’s happened with some features in the past, they weren’t to the liking of us team, nor you Tamers.
    • The feedback you’ve given us is invaluable and we’ve heard all of your suggestions. Still, we’re unable to carry out the suggestions provided nor fulfill your expectations at this time of development, nor in the foreseeable future. They’re not an easy feat to code, fix and patch promptly, and as they are now, they’re causing more headaches and dissatisfaction than happiness.
    • On a brighter note, we are giving all players the cosmetics for the Valentamers event that didn’t see the light last year. No work needed for these ones! We will post the redeem instructions on Valentine’s Day so be on the lookout!
  • From now on, you won’t be able to reset your character if you have an ongoing Challenge Mode run.
    • This change is to prevent the many issues that the intersection between cross-progression and Challenge runs was causing.
    • When you try to reset your main character, you’ll get an error message if you have an active Challenge Mode run. You’ll need to try again after deleting your Challenge Mode run. There is no cooldown for this.
    • Likewise, when you try to link two platforms via cross-progression, you’ll get an error message if you have an active Challenge Mode run. You’ll need to delete your Challenge Mode run. There is no cooldown for this.
New Stuff
  • The Replays system is now in-game!
    • Replays are saved automatically and players don’t need to turn on anything or worry about it.
    • All competitive PVP matches will have their replay stored, including those from friendly PVP, ranked matchmaking, in-game tournaments, and dojo wars.
    • A total of 10 replays are saved for each player. When this limit is reached, the oldest replays will be automatically deleted to give space to new ones. Players can also pin up to 3 additional replays, which will be kept safe and won’t be deleted automatically.
    • Players can also watch replays from other players freely, all from the new Replay section of the competitive screen.
    • While watching a replay, players can pause the game, go forward/backward a turn, or even go to a specific turn.
    • Please note there’s a known issue regarding replays on Switch: to avoid a bug, the turn selector is unavailable at this time, and one cannot skip forward nor backwards inside a given replay. We’re working on having these issues corrected for patch 1.6.1, apologies for the inconveniences!
  • Improved emote wheel, now with pages!
    • Tired of not knowing where to place your 72+ emotes? You’ll now get an array of up to 10 pages that you can easily circle between to place your sprays, emotes and holos.
    • You can fill up to 12 emotes, holos or sprays per page, summing up to a whopping 120 emotes, holos or spray that you can easily access now. No more having to pick and choose!
    • You don’t have to do anything extra for these pages! Enjoy a wider array of expressions.
  • Added a Found location to the Details UI.
    • You’ll now be able to see where a Temtem can be found: it’ll show the approximate location and the exact island where you found it.
    • The Found location section appears in the Details screen of any Temtem, under the Original Tamer name.
    • You don’t need to have caught that Temtem to see its found location! You also don’t need to be the OT. You can see the found location of all Tems, just like that.
    • This will help you locate any Temtem species you might want to catch, as well as determine the approximate level at which you found a Temtem by checking out the level of other Tems in that area. While it’s fantastic for new players, we hope existing players can make use of this new feature too!
    • There are a few exceptional cases: Starters will all appear as being from Zadar, Deniz; Tems that are hatched will have the location of the Breeding Center in Omninesia; Tems that are provided to you by an NPC will have the location of that NPC.
    • Please note: there’s a known issue with previously existing Tems before this patch that were obtained by breeding. While most of them will keep their found location as Breeding Center, those that can also appear as untamed on the first route, will say the name of the route as their location instead of the breeding center.
  • TemCard swapping is now available!
    • This is a highly requested feature that will allow you to change the containing TemCard of any given Temtem.
    • You’ll need to own the TemCard you want to transfer that Tem to, with a cost of 250 Luma Drops.
    • Mythical Temtem, and even the Anahir line, can be moved to different TemCards too!
    • TemCard swapping takes place in the basement of Nanto Labs, in Neoedo.
  • Temtem types are now shown on PvP battles!
    • During a PvP battle, the type of each Temtem will be displayed next to its avatar during the Pick&Ban phase, and in the Battle Log.
    • This will help with clarity, especially for those Tems that can have multiple types, and with the addition of Umbras.
  • The TemCS World Champion, aarrggnn, will now have a permanent commemorative trophy statue on Tamer’s Paradise, which will display his name and title as the TemCS World Champion!
  • We’ve added sound effects to some emotes that were missing in 1.5! Enjoy hearing your emotes in the new emote wheel.
Improvements
  • We have improved the precision of the target selector during matches while using a mouse. This will prevent most cases where the selector moved to the Temtem on the side accidentally.
  • We’ve improved the control system behind instrument playing. All instruments have been reviewed and their animations improved!
  • We’ve improved the clarity of the Dojo Rematches’ UI so it’s easier to see which option is highlighted, and selected.
Balance

General

  • We’ve improved the amount of Stamina recovered upon resting.
    • We’ve gone from 1 + CEIL(20% max STA) to 4 + CEIL(25% max STA).
    • Both the fixed and the variable numbers have been buffed, so you should see a considerable improvement in your STA recovery when resting.
  • We’ve improved or modified the bonus that some Status Conditions offer while capturing Temtem.
    • Burnt 1.25x ⇒ 1.4x
    • Poisoned 1.25x ⇒ 1.4x
    • Exhausted 1.1x ⇒ 1.3x
    • Seized 1.1x ⇒ 1.3x
    • Cold 1.2x ⇒ 1.3x
    • Trapped 1.2x ⇒ 1.3x
    • Alerted 0.8x ⇒ 1x
    • Evading 0.5x ⇒ 0.8x
    • Asleep, Frozen, Vigorized and Doomed have not been changed.
Competitive

We’re sticking with the Highlighted Changes following your positive feedback on it! Remember that these changes will still appear under their respective categories lower down below.

HIGHLIGHTED CHANGES

  • Phantom Whiplash
    • Type: Mental
    • Damage: 135
    • STA: 22
    • Hold: 2
    • Priority: High
    • Attack Category: Special
    • Target: One Target

The other star addition alongside Straw Shield. The mental type has long been in need of a more impactful priority technique than Energy Manipulation. We believe that 2 hold is the right fit for this technique as mental tems, despite being fragile, have access to or synergize with sleep control moves.

  • Tireless
    • ATK Stage modification has been reduced 2 ⇒ 1.
    • New effect: The damage this Temtem receives from OX is reduced by 50%.

Tireless has been too strong for too long, and it finally takes a hit from the nerf hammer. This trait has been a big part of the meta for a while now, but we wanted to avoid gutting it entirely. It has a new effect to compensate for the loss of direct power, and we hope it will be in a healthier spot going forward.

  • Welcomer
    • Previous effect: Once per battle, when an ally enters the battlefield, the ally gets evading for 1 turn.
    • New effect: Once per battle, when the Temtem has spent 1 turn on the battlefield, the ally gets evading for 1 turn.

The popularity of this trait has dropped at the end of the patch but we still think it has a very strong impact, as it didn’t need any kind of set-up. It was a trait that can be frustrating to deal with. To avoid these snowball situations from the lead, we’re going to make the trait have a prep turn and make its focus and gameplay more skillful.

  • #153 – Maoala
    • Zen Meditation is removed from its movepool.
    • Once per battle, after 2 consecutive turns in battle, rivals get asleep for 2 ⇒ 1 turns.

The combo of Hypnotist plus Zen Meditation in the same turn is excessive. We think that with this trait design we should break this combo and have the other temtem provide the set-up, rather than Maoala doing it all in one.

However, we feel that the effect of putting opponents to sleep for two turns is excessive, as it forces you to reposition if you don’t want to lose the entire tempo of the game, so we have also decided to nerf this aspect of the trait for the time being. We know it’s a very aggressive nerf, so we’ll keep a close eye on Maoala during the patch in case its trait needs another turn of the screw.

Temtem

  • #004 – [Mental] Chromeon
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #008 – Platox
    • SPATK has been increased 76 ⇒ 81.
    • Resistant has been removed from its traits.
    • [NEW] Toxifier has been added to its traits.
    • Resilient has been removed from its traits.
    • Toxic Farewell has been added to its traits.
  • #015 – Magmut
    • [NEW] Trample has been added to its movepool.
    • We are giving Magmut some love this patch. This Temtem has usually used a “clunky” set in competitive battles, with multiple slots used on buffing itself offensively and defensively and then (most of the time) two offensive techniques. We created Trample to smooth out its gameplan by combining offensive buffing and damage in one technique. We also wanted to make sure we didn’t give preference to physical or special sets, so we had it work, regardless of your build.
  • #028 – Skunch
    • ATK reduced from 71 ⇒ 68
  • #038 – Capyre
    • Resilient has been removed from its traits.
    • [NEW] Ignite Protection has been added to its traits.
  • #040 – Azuroc
    • ATK has been increased 58 ⇒ 68.
    • DEF has been increased 69 ⇒ 75.
    • SPDEF has been increased 62 ⇒ 67.
    • Major Slash has been added to its movepool as a TC.
    • [NEW] Crystal Tail has been added to its movepool.
  • #041 – Zenoreth
    • [NEW] Crystal Tail has been added to its movepool.
  • #043 – Aohi
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #056 – Myx
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #057 – Raize
    • Fiery Heist has been added to its movepool.
    • Furor has been removed from its traits.
    • [NEW] Ignite Protection has been added to its traits.
  • #085 – Mushook
    • ATK has been increased 80 ⇒ 84
  • #108 – Goolder
    • Slime has been added to its movepool.
    • Strong Liver has been removed from its traits.
    • Infectious has been added to its traits.
    • Strong Liver Goolder has always been an example of a Temtem that’s working against itself. Healing off of toxic techniques instead of taking damage is a great effect in a vacuum, but not when the damage gets halved by your resistance to Toxic before being converted to HP. We saw this patch as an opportunity to give Goolder a trait that it can use more effectively, and chose the new Infectious as that replacement. Combined with poison ticks from Toxic Ink, we expect Infectious Goolder to be a very strong niche pick against Temtem that want to play passively and defensively.
  • #115 – Oceara
    • Water blade is removed from its movepool.
    • Aqua bullet hell has been added to its movepool.
  • #144 – Vulffy
    • DEF has been increased 55 ⇒ 58.
  • #153 – Maoala
    • Zen Meditation is removed from its movepool.
  • #156 – Vental
    • [NEW] Phantom Whiplash has been added to its movepool.
  • #157 – Chimurian
    • Crystal Plume Gatling is now learned at level 90.
  • #158 – Arachnyte
    • Overclock has been added to its movepool.

Techniques

  • Phantom Whiplash
    • New Mental type technique. Single target, Special Attack category.
    •  Damage: 135
    • STA cost: 22
    • Hold: 2 
    • Priority: High
  • Crystal Tail
    • New Crystal type Technique. Single target, Physical Attack category.
    • Only available for Zenoreth and Azuroc
    • Damage: 60
    • STA cost: 10
    • Hold: 0
    • Priority: Normal
  • Trample
    • New Melee type Technique. Targets entire team, Special Attack category.
    • Signature move for Magmut.
    • Damage: 120
    • STA cost: 14
    • Hold: 4
    • Priority: Low
    • If any enemy Tem is knocked out, it applies +3 ATK/ +3 SPATK to the caster.
  • Trample+
    • Synergy with Melee.
    • The synergy to Trample changes the nature of its attack from Special ⇒ Physical.
    • Everything else stays the same.
  • Bamboozle
    • Hold turns have been reduced 1 ⇒ 0.
    • New effect: After using this technique for the first time in battle, it will have hold 1  for the rest of the match.
    • This technique has historically been a nightmare for us, in balance. We didn’t like how it made battles play out at 0-hold, but nerfing to 1-hold seemed to be too much. With no middle ground between 1 and 0, we had a difficult time figuring out how to change Bamboozle. We were able to get this effect working, and hope it brings Bamboozle back without it being overwhelming.
  • Rush
    • Hold turns have been reduced 1 ⇒ 0.
  • Tesla Prison
    • STA cost raised from 14 ⇒ 19.
  • Serbatiyo’s Wrath
    • SPATK stat stage change increased from SPATK +1 to SPATK +2.
    • STA Cost  from 30 ⇒ 35.
  • Aqua Stone
    • Damage has been increased 80 ⇒ 105
  • Aqua Stone+
    • Damage has been increased 104 ⇒ 135

Traits

  • Resilient
    • Previous effects no longer work.
    • New Effect: Once per battle, when knocked-out due to technique damage, prevents getting knocked-out, gets Doom for 1 turn and SPD+3.
  • Digi-protection
    • Added effect: Ally’s damage taken by Digital techniques is also reduced by 30%.
    • The whole description now reads as follows: 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%.
  • Toxifier [New]
    • When attacking with a Physical Toxic technique, the Temtem uses its SPATK instead and increases its damage by 10%.
  • Ignite Protection [New]
    • Once per battle, when the Temtem is attacked, the attacker receives 2 turns of Burn.
  • Gotta Go Fast
    • From now on, Gotta Go Fast only works with techniques with more than 0 Hold.
  • Tireless
    • ATK Stage modification has been reduced 2 ⇒ 1.
    • New effect: The damage this Temtem receives from OX is reduced by 50%.
    • Tireless has been too strong for too long, and it finally takes a hit from the nerf hammer. This trait has been a big part of the meta for a while now, but we wanted to avoid gutting it entirely. It has a new effect to compensate for the loss of direct power, and we hope it will be in a healthier spot going forward.
  • Infectious
    • Previous effects no longer work.
    • New effect: All healing is negated while the Temtem is in the battlefield.
    • This trait has been weak for a long time, simply because it was far too niche to ever be worth considering. We’ve changed the effect into something less narrow, and we see it being an option to counter strategies that rely a lot on healing, but still niche enough to not see use as a generic trait, which is a place we’re okay with it occupying.
  • Welcomer
    • Previous effects no longer work.
    • New effect: Once per battle, when the Temtem has spent 1 turn on the battlefield, the ally gets evading for 1 turn.
  • Bully
    • Damage multiplier has been increased 25% ⇒ 30%
  • Mucous
    • Freeze has been added to the list of Status Conditions this trait has immunity to.
  • Parrier
    • Damage reduction has been increased 20% ⇒ 25%. 
  • Water Synthetize
    • Previous effects no longer work.
    • New effect: When attacked with a water technique, instead of receiving damage restores HP by 125% of that damage.
  • Protostar
    • Doom turns have been increased 5 ⇒ 6 turns.
  • Supernova
    • Doom turns have been increased 5 ⇒ 6 turns.
  • Hypnotist
    • Asleep turns have been reduced 2 ⇒ 1 turn.

Gears

  • Straw Shield
    • Now available outside of Tamer’s Paradise. Please note: These changes affect both the DraftArena and the Evershifting Tower versions of the Gear.
    • Previous effects no longer work.
    • New effect: Prevents 50% of the damage from the first super-effective technique received.
    • Can be purchased from the Gear shop at Tucma.
    • Straw Shield is one of the new additions that we think will have the biggest impact on the format. We believe this gear can finally give some temtems with x4 weaknesses the space they need (yes, this gear only protects against x4 attacks). We will be keeping a close eye on the performance of this gear and how it performs for its potential users.
    • IMPORTANT NOTICE: As of 1.6, Straw Shield cannot be equipped on competitive squads due to a bug. This will be fixed in 1.6.1
  • Matcha
    • Previous effects no longer work.
    • New effect: Prevents the Cold Status Condition and, upon resting, removes the Frozen Status Condition and restores 40% of max STA.
  • Slingshot
    • Techniques with base damage lower than 60 and priority lower than High deal 30% ⇒ 50% more damage.
Fixes
  • Umbras not being unlocked in Showdown after being evolved and raising their TVs using the Fruit Blender.
  • Tyranak’s Intimidator not being activated in the third turn after entering the battlezone through a manual swap.
  • HP desync when using Chain Lightning with Inductor.
  • Inductor’s effect being multiplied when another Temtem uses a multi-target technique.
  • Very Low Priority techniques being executed before other priorities under some circunstances.
  • Cosmetic sets equipped in the normal game mode not appearing on Challenge modes.
  • Some cases where the Temtem portrait could appear duplicated in the Temtem UI.
  • Not being able to untrack a quest in the normal game mode after tracking that quest in a Challenge run.
  • Input being broken in the Battle UI after entering the battle using a Temtem without any techniques.
  • Efectivity icons not appearing when doing an effective or not effective technique with an Iridiscence Koish.
  • Entering and exiting a building while being followed by an Umbra would cause overworld Lumas to appear with Umbra effects.
  • A client error showcasing Galios being knocked-out when entering the battlefield while an Intimidator Tyranak is present.
  • Visual bug on Chain Lightning when used in a 3-Tem (2 allies 1 enemy or 1 ally 2 enemies) battle.
  • Hypnotist trait applying 2 turns of sleep instead of 1 as the ingame text specifies.
  • Properton’s Trade House door being red in the minimap.
  • Iridescence not applying correctly the damage multiplicator.
  • A location in Tamer Paradise where players could get stuck between two NPCs.
  • Intimidator not working properly.
  • Striking Transmog not being triggered if the holder has a gear disabled with Frightening.
  • Reactive Vial not being triggered on an Adaptive Arachnyte.
  • Some occasions where a Temtem is being incorrectly animated as knocked-out before being attacked with Rotten Goo.
  • The damage reduction for not effective technique being applied incorrectly when a Saipat with Shuine’s Horn attacks an Iridescence Koish.
  • STAB not being applied on Saipat holding a Shuine’s Horn when using a Poison technique.
  • Blackscreen on coop when the second player gets their whole squad knocked-out.
  • First Aid Kit not being triggered with multi-target techniques if the holder is in the first battle slot.
  • Being able to move around while the Rewards UI is open after exiting a Mythical Lair.
  • Competitive Match option in the player interact UI now is turned off as it should.
  • Cross Progression UI displaying a blank Tamer banner when going back through the intended flow.
  • Carlos appearing out of nowhere in the middle of the screen after defeating Dr. Hamijo on Telobos.
  • Not being able to use emotes on Lair lobbies.
  • Some visual weirdness while using a coop emote under the influence of lag.
  • The text “Visit” while inspecting other player houses from the tube UI now is properly localized.
  • Improved some Arissola Dojo wind traps player detection.
  • The Battlebox selection UI being incorrectly displayed between Archtamers battles.
  • Galios being knocked-out on the client and being in a desync status after receiving a technique on the last Doom turn.
  • Desync on Doom turn counter after using Selfless Ruination.
  • An internal error that could lead to some other bugs when using Soil Steam.
  • An internal error that could lead to some other bugs when using Acid Reflux.
  • Sending a coop invitation and cancelling it through the “Clear All” button on the notification center wouldn’t cancel the invitation.
  • Nap time swag not displaying the hamoc correctly in battles.
  • Some cases where some battle animations were skipped when in coop and players being about to lose the battle.
  • Instruments Ukelele and Theremin being able to be used while surfing or skating.
Other
  • Eggs that are traded will now have their timer reset after being traded.
  • On a previous patch we made some loot pool cosmetics tradeable, but older instances of those cosmetics that players already had weren’t tradeable still, only new obtained cosmetics. In this patch we’re fixing this so everyone that has those cosmetics will now be able to trade them. The cosmetics are these ones:
    • Kilt and knee-highs
    • Swimming cap and goggles
    • Swimming cap
    • Airship Engineer Goggles
    • The Martial Artist
    • Quetzal Incognito hood
    • Quetzal Confidential hood
    • Quetzal Privacy hood
    • Intellectual glasses
    • Uni Casual hairstyle
    • Resistance cap and mask
    • Victor Needs a Haircut
    • Bobbed hair
    • Ponytail and glasses
    • Upinzani Gear top
    • Sensei half-top

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.