Temtem
Ellye Jan 21, 2020 @ 10:14am
How are the battle mechanics?
One of the things I enjoy about Pokémon is how interesting poke-battles against other players can be. There's a lot of different strategies to pursue, and a lot of mind games in bluffing and predicting your opponent moves. It's really far from being a straight-forward "just mash your strongest your attack" (as it unfortunately tends to be against NPCs) affair.

Can we expect the same from Temtem? And can we expect some of this depth to also appear when fighting NPCs?
Last edited by Ellye; Jan 21, 2020 @ 10:15am
Originally posted by Swirl:
I've dabbled in competitive Pokemon a bit, and the biggest issue with Temtem for PvP right now that I can see is that move pools are very limited per typing, and limited in basic functionality. You have a lot of Temtem's running around with all the same Fire moves, all the same Crystal moves, etc. There doesn't seem to be any say, Trick Room, OHKO moves, Baton Pass, Poison strengths, Traps, etc. And there's no choice between say, Surf or Hydro Pump for their various benefits. It's your very standard early Gen stuff like buffing yourself, debuffing opponents, and certain status ailments.

There are some unique features in terms of those statuses however. For example, hitting a sleeping Temtem will wake it, instead of it being a random 2-5 turns like Pokemon. Some Temtem have an ability called Gentle Touch, which allows them to hit sleeping Temtem without waking them. Sort of like the status version of Skill Link/Technician I guess. I'm sure as new Temtem are added and new skills and moves are added, it'll allow for more unique party mechanics than just it's current synergy system where you can essentially Helping Hand certain Temtem types. Something that is worth noting is that, right now, Temtem can have 2 status afflictions, instead of just the one like Pokemon. Most, if not all of them, are temporary, lasting a max of 3 turns so far, which is probably why. As a result, the meta will probably gear toward those that can both dish out a lot of status effects and can become immune, if there are any that can. Sort of like trying to burn your opponent's sweeper, except with more outcomes.

Temtem does feature a pick and ban system though, which I believe is unique when compared to Pokemon (unless SwSh added one?) so you don't have to get swarmed with whatever this games equivalent to Toxapex is if you don't want to lol.
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Showing 1-14 of 14 comments
KlaireMuwurre :3 Jan 21, 2020 @ 10:17am 
just mash the hardest attack pretty much works
Ellye Jan 22, 2020 @ 4:17pm 
Oh, a pity. Hopefully it improves as it develops.
Dregora Jan 22, 2020 @ 4:20pm 
NPC battles will never be in depth.

Online battles might be. There are synergies you can take advantage of. Vs a player that knows what he's doing, just mashing your hardest attack most likely won't work.
Zantetsuken Jan 22, 2020 @ 4:20pm 
Originally posted by Ellye:
Oh, a pity. Hopefully it improves as it develops.
Relax, that strategy only works till the first boss fight. Then there's the dojo leader whose pet can one shot your whole team.
nutsacksniffa Jan 22, 2020 @ 4:22pm 
mashing the hardest attack is not the best method, dont listen to that...

there's a stamina system in this game which is where it differs from pokemon. each ability uses a certain amount of stamina, and if you overexert yourself u hurt yourself. a little bit of calculation necessary.
also the fact that every match is a 2v2 makes it more interesting. some abilities do certain things if they have a temtem of a specific type out in the battle, which is called a synergy.
i think this is where most of the strategy is involved in this game.
Friendly Jan 22, 2020 @ 4:23pm 
Battles are all doubles. Instead of PP you have stamina which is a new stat. Your attacks use a set amount of stamina, and at the end of a round you recover a small amount of it. If you exhaust your stamina doing an attack (ie. use more than you have) your temtem hurts itself after the attack and won't be able to attack in the next round. From what I've seen so far more powerful moves use more stamina so you can't just spam powerful attacks as a low level temtem.

Some attacks require you to wait so many turns before they can be used. Moves have differing priority, but I think priority works differently in this game to pokemon as well. There is synergy which is were some moves get additional effects when your ally meets a certain condition (eg. the same type). There do not seem to be accuracy rolls for attacks as far as I have seen.

That covers what I know so far...
Zantetsuken Jan 22, 2020 @ 4:25pm 
Originally posted by Vizer:
Originally posted by Zantetsuken:
Relax, that strategy only works till the first boss fight. Then there's the dojo leader whose pet can one shot your whole team.
isn't that when you just go out and grind
Completely unnecessary. Sure I bet some people will do that the same way they will meet the boss in Final Fantasy at lvl 50+ with all the legendary gear. But then there are people who fight the same boss at lvl 20 with just main quest/shop gear. Side quests are truly optional in RPGs. The game can be beaten without grinding.
Bun Jan 22, 2020 @ 4:26pm 
Originally posted by Friendly:
There do not seem to be accuracy rolls for attacks as far as I have seen.
The game has no RNG for move probabilities. That means status effects always happen and moves always hit, critical hits will never happen due to this.
Ellye Jan 22, 2020 @ 4:27pm 
Thanks, I'm checking out a few videos too. Seems to have promise.

Originally posted by Mr. Merc:
Originally posted by Friendly:
There do not seem to be accuracy rolls for attacks as far as I have seen.
The game has no RNG for move probabilities. That means status effects always happen and moves always hit, critical hits will never happen due to this.
This in particular is a breath of fresh air.
Last edited by Ellye; Jan 22, 2020 @ 4:27pm
Friendly Jan 22, 2020 @ 4:27pm 
Originally posted by Mr. Merc:
Originally posted by Friendly:
There do not seem to be accuracy rolls for attacks as far as I have seen.
The game has no RNG for move probabilities. That means status effects always happen and moves always hit, critical hits will never happen due to this.

That... is so much better than pokemon! haha. But is there attack damage rolls? Eg. My first attack might do more or less than the second?
Last edited by Friendly; Jan 22, 2020 @ 4:28pm
Dregora Jan 22, 2020 @ 4:30pm 
Originally posted by Friendly:
Originally posted by Mr. Merc:
The game has no RNG for move probabilities. That means status effects always happen and moves always hit, critical hits will never happen due to this.

That... is so much better than pokemon! haha. But is there attack damage rolls? Eg. My first attack might do more or less than the second?

I think your damage is always calculated the same way. So unless your status changed or it's a move that powers you up or something, it'll always be the same number.
Friendly Jan 22, 2020 @ 4:31pm 
Originally posted by Dregora:
Originally posted by Friendly:

That... is so much better than pokemon! haha. But is there attack damage rolls? Eg. My first attack might do more or less than the second?

I think your damage is always calculated the same way. So unless your status changed or it's a move that powers you up or something, it'll always be the same number.

Zero RNG then, interesting. I think a good thing for sure, especially if we are going to have good competitive PvP.
Pietoro Jan 22, 2020 @ 5:05pm 
- No RNG
- Swappable movesets out of combat (you never permanently 'overwrite' a move with another).
- Luma (Shinies) have guaranteed 2 perfect stats, so they're not just aesthetics, and have a chance to pass Luma status to their offspring
- Stamina management instead of PP to use moves
- Moves have a priority weight in combat, so it's not purely based on which Tem has the highest base SPD as to who attacks first

That's off the top of my head, but those are some of the things Temtem offers that appealed to me.
Last edited by Pietoro; Jan 22, 2020 @ 5:06pm
The author of this thread has indicated that this post answers the original topic.
Swirl Jan 22, 2020 @ 5:36pm 
I've dabbled in competitive Pokemon a bit, and the biggest issue with Temtem for PvP right now that I can see is that move pools are very limited per typing, and limited in basic functionality. You have a lot of Temtem's running around with all the same Fire moves, all the same Crystal moves, etc. There doesn't seem to be any say, Trick Room, OHKO moves, Baton Pass, Poison strengths, Traps, etc. And there's no choice between say, Surf or Hydro Pump for their various benefits. It's your very standard early Gen stuff like buffing yourself, debuffing opponents, and certain status ailments.

There are some unique features in terms of those statuses however. For example, hitting a sleeping Temtem will wake it, instead of it being a random 2-5 turns like Pokemon. Some Temtem have an ability called Gentle Touch, which allows them to hit sleeping Temtem without waking them. Sort of like the status version of Skill Link/Technician I guess. I'm sure as new Temtem are added and new skills and moves are added, it'll allow for more unique party mechanics than just it's current synergy system where you can essentially Helping Hand certain Temtem types. Something that is worth noting is that, right now, Temtem can have 2 status afflictions, instead of just the one like Pokemon. Most, if not all of them, are temporary, lasting a max of 3 turns so far, which is probably why. As a result, the meta will probably gear toward those that can both dish out a lot of status effects and can become immune, if there are any that can. Sort of like trying to burn your opponent's sweeper, except with more outcomes.

Temtem does feature a pick and ban system though, which I believe is unique when compared to Pokemon (unless SwSh added one?) so you don't have to get swarmed with whatever this games equivalent to Toxapex is if you don't want to lol.
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Date Posted: Jan 21, 2020 @ 10:14am
Posts: 14