Learn your Temtem types matchups with this catchy rap!
Millarz
Sept. 7, 2022

Millarz

Learn your Temtem types matchups with this catchy rap!

Sept. 7, 2022

THE DUKE'S PVP PREPAREDNESS GUIDE
THE_DUKE
Feb. 18, 2022

THE_DUKE

THE DUKE'S PVP PREPAREDNESS GUIDE

Feb. 18, 2022

THE DUKE’S COMPETITIVE PREPAREDNESS GUIDE - ARBURY VERSION

 

Written by THE DUKE (East_25)


 

  1. LET’S GET PREPPED

 

Hey congrats on finishing Temtem’s story! What a bunch of twists and turns, huh? I tried to tell the Belsotos not to build around Zizare but hey what’re you gonna do?

 

Alright, so you wanna play some PVP huh? Wanna get on that leaderboard? Wanna go play in some tournaments? Hate to break it to ya - we got work to do.

 

Competitive Temtem is currently composed of three major “checks” - things your team or teams will want to be able to participate in. These are Ranked Ladder battles, Community/In-Game Tournaments, and Dojo Rematches. Now, I’m gonna be real with you, I can’t actually make you good at Ranked or Tournaments in one guide. There are a lot of smart people in clubs like PDX, Ronin, EXO, plenty of great streamers and even some coaching programs you can look for. This guide is all about setting up the infrastructure you will need to start building your arsenal of competitive Temtem, with some advice on how to tackle the Dojo Rematches.

 

  1. THE CHECKLIST

 

Temtem’s competitive scene has grind to it - there’s really no getting around that. What we’re going to set up is all of the things you will want to prepare to make that grind as easy as possible. You’re going to want access to the following things (check the wiki for where to find them):

 

-Aisha’s Hearth: Gives you access to Osukai, who give 4 ATK TVs per KO.

-Chieftain’s Barrow: This is where you will do the majority of your exp grinding, KOing level 100 Broccolems en masse.

-Two Mental Koishes with a high attack and speed SV (30+ in each) that will one-hit KO the Broccolems before they can move.

-Fast-travel, 

-The Coward’s Blanket, a key item that splits experience across your entire party, allowing you to level/tv train 4-5 tems at once. 

-The Ignoramus’ Cloak, a gear that when equipped, will cut one of the Koishes completely out of the EXP scenario, giving your team more experience per encounter.

-(optional) you can also use Learning Aids to increase this level-up process, but you will want to get used to not having them available.

 

(DUKE’S NOTES: DM EAST ON DISCORD AND HE WILL TRY AND HOOK YOU UP WITH THE MENTAL KOISHES AND A CO-OP CLEAR FOR THE BARROW.)

 

  1. THE PREP-PROCESS

 

So, from the end of the story, here’s what you’re going to want to do:

 

STEP 0: Get fast-travel if you don’t have it already and register each of these locations as you go to them.

 

STEP 1: Unlock Aisha’s Hearth and Chieftain’s Barrow. For Aisha’s, catching a team of 6 wild Vulffy that know plague in the nearby Tasa Desert will get you through the fights without much problems. For the Barrow, if you can’t get any help or wish to solo it yourself, a team of wild Thaiko and Maoala plus your story tems should get you the win.

 

STEP 2: Find two Mental Koishes - fishing in Greenglen Forest gives you a 20% chance at Mental Koish. You’re looking for one with an ATK and SPD SV of over 30 so that once you pour ATK and SPD TVs into them, they outspeed and one-hit KO the Broccolems with War Drum boosted Matter Teleport.

 

STEP 3: Go to the Ruins of Telobos and warp point and backtrack slightly to the ranch with the Minothors in it. To the far left is a smoothie stand. Spend 14,400 pansuns on 16 Enhancer CHERRY smoothies (that increase speed). Feed 8 each to the Mental Koishes to bring their SPD TVs to 400.

 

STEP 4: With only the two Koishes in the party, go to Aisha’s Hearth, equip one Koish with Proteins, another with War Drum and start KOing Osukais with Matter Teleport until both Koish are at 500 ATK TVs (this works best if you switch the two gears around after 40 Osukais, after 80 Osukais you will have 480 TVs on both Koishes)

 

STEP 5: Go to Chieftain’s Barrow and Matter Teleport the Broccolems there until both Koishes are level 100. Congrats, you are now the proud owner of a pair of power-leveling tems!


 

  1. THE REBATTLE SQUAD

 

So, the next most important thing to do, after picking up the Blanket, Iggy Cloak, and the Koishes, is to assemble a squad that will let you defeat the Dojo Rebattles once per week for a huge boost in pansuns. There’s really two ways to go about this - you can start constructing your first ranked team that you want to play on ladder, or you can use a guide.

 

Here’s an approximation of my current PVP team. It’s gotten me to 1435 on the ladder, made a tournament finals, and generally has no problems going 8-0 against the dojo rematches:

 

 

You can go to https://www.tortenites-garden.com/ and look up BASIC BUILDS by THE_DUKE and copy the spreads from that and you should do just fine with some exceptions - make Mushook faster than everybody, lower the bulk on Kalabyss, and max out your ATK, and increase your STA investment to make up for lower SVs if need be on all 8 tems. If you’re having a hard time beating Max to get the Adrenaline Shot gear, you can also run Fake Beard on Rhoulder, though I don’t recommend it. To get these tems, you’re going to need some Pansuns.

 

(DUKE’S NOTES 1: BY ALL MEANS, JUST STEAL THIS TEAM AND PLAY IT ON LADDER. IT’S FUN, STRONG, AND A GOOD WAY TO LEARN THE GAME. DON’T WORRY - I HAVEN’T GIVEN YOU *ALL* OF ITS SECRETS.)

 

(DUKE’S NOTES 2: DM EAST AGAIN - HE’S WORKING ON A COLLECTION OF DOJO-BATTLE WORTHY PRE-TRAINED VERSIONS OF THESE TEMS, AND HE MIGHT BE ABLE TO SET YOU UP WITH THEM. YOU HAVE TO LEVEL SOMETHING TO 100 TO BE ABLE TO USE THEM, THOUGH.)

 

  1. ACQUIRING PANSUNS

 

Prior to having a team that can compete on the ranked ladder or beat the dojo rebattles, your primary methods of earning Pansuns are Fishing, Deliveries, and Freetem. Now that you can sell cosmetics for suns, I’d recommend you do fishing every week when you’re just starting out, as well as your deliveries once a day if you can. If you get lucky, you’ll get a Temtem egg for one of the tems in the above team and save yourself even more pansuns. Freetem is a pretty soul-crushing experience - I’ll let you look that up yourself if you want to get into that.

 

  1. ACQUIRING TEMS

 

For all of the tems you use for Dojo Rebattles, you want at least a 35 SV or higher in each of: HP, STA, DEF, SPDEF, and whatever attacking stat you use (Mouflank ATK, Tulcan SPATK, for instance). You can go ahead and hunt those yourself, but that can be time-consuming, and as they say, time is Pansuns!

 

Luckily, the Temtem Discord is a great place to find people selling what you’re looking for. You can shell out big bucks for “perfects”, which are 50 in each stat, or go for a short-tem cheaper option, knowns as “greens” or “breedjects”. Anyone selling a breedject for over 5-10 thousand pansuns is overcharging, and I’d steer clear. Make sure the tem you’re buying has the relevant egg moves as well. Thankfully, the sample team I gave above requires 0 egg moves.

 

Once you’ve got all the tems, it’s time to TV train!

 

  1. TV TRAINING

 

TV training is a pretty time-consuming activity, best done in bulk, and mitigated by fruits and smoothies whenever possible. Don’t forget to use Coward’s Blanket and Proteins to speed up the process. Let’s use the sample team as an example of how to do TV training. Here are the following stats we need for each tem from the TG guides:

 

HP - use your Story Nessla to slay Saipats in Area 8 of Gifted Bridges: All eight tems

 

STA - very small amounts, should be done with candy and fruit: Mouflank, Tulcan, Mushook, Kalabyss, Rhoulder, Minothor

 

SPD - Either smoothies/fruit/candy or Mushi+Orphyll spawn in Area 1 of Corrupted Badlands (run from Blooze, use Koishes): Minothor, Mushook, Tulcan

 

ATK - Osukais, use Koishes: Mouflank, Yowlar, Rhoulder, Chimurian, Kalabyss

 

DEF - Candies where indicated by TG guides,if raising your own tems use Area 3 of greenglen forest 80% Gorongs and fight them with the Koishes.

 

SPATK - Smoothies/, trust me on this one - Tulcan

 

SPDEF - Smoothies/fruit/candies or the Fomu spawn in Area 6 of Silaro River: Mushook, Kalabyss, Yowlar

 

If you’re low on Pansuns, you gotta grind it out. Sorry, that’s the way the cookie crumbles at the moment.

  1. EXP TRAINING

 

Whenever possible, try to do EXP training in bulk. Always go to Chieftain’s Barrow and use both Mental Koishes or any other high ATK Matter Teleport user to clear the Broccolems. 

 

Here’s how it works: basically, when Coward’s Blanket is active, every tem in a 6-tem party receives about 16.6% of the experience from an encounter, whether or not they can actually gain experience. So your two level 100 Mental Koishes are eating about one-third of the experience you get from the Broccolems. Thankfully, equipping one of the Koishes with Ignoramus’ Cloak will make it unable to receive experience, so instead each encounter will split experience to the other 5 tems, one Koish and 4 other tems. That way you are getting 80% of the experience instead of 67% from every Broccolem, which adds up over time. The fewer tems you’re levelling the more of that % is gobbled up by your non-iggy cloaked Koish, so train in bulk whenever you can!

 

Put on an audiobook, watch some netflix, anything that won’t stop you from going through the motions of grinding up the tems. Meditate, maybe.


 

  1. DOJO REBATTLES

 

Here’s a couple videos I made explaining Dojo Rebattle strategy with my example team:

 

https://www.twitch.tv/videos/1301802533 -Percival

 

https://www.twitch.tv/videos/1301803448 - everyone else




 

TLDR: Everyone except Percival you ban mentals and goon them with your neutrals and -DEF moves. Percival you get either Minothor and Purgation yourself into a sweep, or Chimurian Hostile sweeps. Takes a little while to get used to, but is very effective.

 

That's all for now! Check out my stream where I am building a repo of trained greens to help players get into PVP, and let me know if you have any questions or comments!

 

-THE DUKE (east_25 on Twitch)

 

 

 

Easiest Dojo rematch Team + PvP Viable!
Saga
Oct. 29, 2021

Saga

Easiest Dojo rematch Team + PvP Viable!

Oct. 29, 2021

I have been using this Dojo rematch team as part of 600 TMR to top 100 challenge too, we are at 27-3 at the moment, it is a really straight forward team for rematches and is guaranteed to work after arbury too, due to heavily dependant on digital which is strong against both melee and mental for next island!

The team Information

Team being played in all dojos with explaination

I will be uploading important matches with explanation asap for the PVP that has been played on stream on YT for new players with common mistakes, I will update here when that is done.

A Guide to the Perfect Jab Archetype (Part 3)
Causation
Sept. 19, 2021

Causation

A Guide to the Perfect Jab Archetype (Part 3)

Sept. 19, 2021

Major Threats + Common Counters

The Perfect Jab archetype, being something with a fairly focused gameplan is a team that has quite distinct checks and counters, so problematic tems will be visible right away, in the pick/ban phase. Of course, when building your team, you need to manage these and figure out which ones are “must ban” so you can build ignoring them, and which ones you need to actually be prepared to see and have to have a practical way to deal with. This is another list, but it's not as long as the previous list, I promise.

Nagaise

Coming in at joint #1 problem for PJab teams, it's Nagaise. It being a mental type is already bad enough for an archetype that (usually) leans on neutral and/or melee types to form the core of its primary strategy. It walls your neutrals and melees mostly, so it won't be the easiest thing to deal with. The main problem is its trait – Deceit Aura.

If you're a seasoned Temtem player, you know what this does and how much of a threat it can be. If you're new, then I'll explain what it does. Deceit Aura or DA for short reverses turn order when Naga is on the board. There are some weird specifics around swapping that I won't go into here, but you can expect to have to deal with DA for 4 turns.

The effect of DA is incredibly powerful. If you're playing a fast PJab team, it makes you squishy AND slow now, so not only does the mental type Naga move before you, but it also oneshots you because you're squishy. If you're playing a slow team, you will have a slightly easier time, since you're more likely built for bulk, but since Naga likes to “scuff” its speed SV by running lower than 50, there's a good chance it will still move before you.

To beat Naga, you need to use hold-0 non-electric moves that it is weak to. It has a 4x weakness to electric, but it's for that exact reason that Naga is commonly led with Raignet to draw those electric moves away from it. I find crystal to be the best type for this, as Raignet is also weak to crystal. Zenoreth, Tuvine and Tortenite have all been successful Naga checks in the past.

Do be prepared to double into Naga on turn 1, as it most often runs Reactive Vial, so even a big Toxic Ink from a Nidrasil for example isn't going to KO it, then it's going to heal for 15% and then it's not going to have any type weaknesses any more. Make sure you go for that double, otherwise it's probably going to stick around for more than one turn.

Volgon

Your second joint #1 hard counter is Short-Circuit Volgon. You could argue that Volgon is less of a problem because it's much easier to deal with, and, it is. However, in terms of how much it counters PJab teams, nothing counters you quite as hard. Short Circuit completely negates all stat stage changes while its on the field – positive and negative. You can't buff up if you're on a raid boss secondary strategy, and you can't PJab as the DEF- effect gets prevented. That means it shuts down any Yowlar/Valash/Seismunch side win-cons too. Your main strategy simply does not work for as long as SC Volgon is on the board. If you happen to run into one, you must deal with it as quickly as possible. Thankfully, it is much easier to take out. Just hit it really hard with stuff. Crystal moves, earth moves, big neutral hits, whatever you can. Just knock it out. Zenoreth and Tuvine are especially capable at this job. If you happen to be running Vulffy, Mudrid, Zizare or Vulcrane, they work too. If you can knock the Volgon out or force it off the board, then you can resume your usual PJabbing gameplan.

Short Circuit Volgon is much, much rarer than Superconductivity Volgon. Given that, you can take the risk and let it through the pick/ban phase if you have other priority bans that need to be dealt with. Superconductivity, while incredibly powerful, isn't as much of a threat to your team because at least it doesn't hard counter you.

In this way, you can let it through and if it reveals Short Circuit, switch to it as a priority target. If in a BO3 situation, you can let it through, scout the trait and work from there.

Mushook

Mushook, while being amazing on a PJab team, also happens to be incredibly good against PJab teams as well. The combination of Tenderness and Parrier is super strong against physical attackers in particular, and this allows Mushook to completely shut you down if it remains on the board for large number of turns. The more value Mushook gets out of Tenderness, the more of a problem its going to be for you.

This matchup is where having a just one or two special tems on a PJab team can really shine. Tuvine and Turoc typically run Tornado, despite being physical tems, just to hit Mushook past Parrier. Gravel Bag tems have value in this matchup because they get past Parrier too. Even neutral hits like Crystal Spikes have value just because hitting Mushook on the special side is so much more effective than hitting it on the physical side. Not having to deal with Tenderness is a bonus.

Mushook is rarely a priority ban, as there are other things (like mental type tems) that are more of an issue and require more immediate attention. Its for this reason that you definitely want answers to it that can win the matchup convincingly. The more heavily physical your team is, the more you need to consider ways to beat Mushook. There are some ways to threaten it somewhat, like Narco Hit on Nidrasil and similar, but you ideally want to have a way to gets past Parrier, since the trait is so strong.

Some things are misleadingly weak into it, too. Volarend, while being great in terms of typing, has a weak ATK stat, so since Parrier reduces damage by so much, you'll find that, even at 2x damage, Feather Gatling doesn't hurt Mushook as much as you would hope. Do be prepared to deal with Mushook a lot when playing a PJab team.

General mentals

PJab is an archetype that uses mostly melee moves, which means you typically use tems that are weak to mental. Skunch and Mushook are, arguably, the best two Jabbers in the game, and both have mental weaknesses. You can run teams that stack tems that aren't weak to mental, just to avoid this issue, but it does generally result in less cohesive builds.

Tuvine + Turoc + Raignet as a small PJab core may not be weak to mental, but they're also not as good at being Jabbers compared to some of the mental-weak Jabbers.

Skunch especially, being 4x weak to mental is put in a difficult position. You can't lead it into mentals, unless you also lead CF Tuwire with it. If there's a mental type in front of Skunch, you're either

- Invested to survive a non-synergy Emanip
- Swapping it out
- Sacrificing it for tempo

In all three cases, the presence of a mental type is informing your gameplay decision with this tem.

Beta Burst users are the most threatening to PJab teams as they are the ones carrying a fairly powerful move, at 0 hold and 100 base power. Its very consistent. It's too strong to usually calc for on many tems weak to it and, if you could, there's little you can do back to them anyway, unless softening them up with a Jab for an anti-mental out next to your Jabber to counter-attack back with.

The general bad matchup most Jabbers have into the mental type is the reason why anti-mental is listed as a role for this archetype in the first place.

Kinu is also a major threat. Not only does it carry Beta Burst, but Protector giving +1/+1 defenses slows down your gameplan. You're not longer doubling a target with the 2nd hit being at -1 DEF. Now they're at -0, back to neutral. This massively lowers your tempo. When this happens, a Kinu lead will usually put you on the back foot from the first turn. You'll be playing from behind right away, as your first KO likely got denied by Protector buffs. Its for this reason that I consider Kinu to be one of this archetype's priority bans, even if you aren't weak to mental.

Mental types also present a teambuilding conundrum. How are you building your team to handle them?

If you go heavy on crystals, then your team becomes overall weak to fire and Mushook, so then you either have fires as a bad matchup or need additional answers to beat those, but they also, on average, struggle with Mushook. So then, Mushook becomes an even larger problem for your team, and by this point, you've probably run out of slots on your team to dedicate to more answers.

You could slot lots of digitals, but they mostly either don't benefit from Jabbers (at least we have Molgu), or are generally low-offense or not the most useful tems. You also then have to figure out how you're dealing with things digital is weak to. Digitals also don't resist mental, so if you happen to swap into a Beta Burst or similar, you can expect to take a fairly significant amount of damage.

You could run lots of electrics, but they're weak to crystal. Stacking weaknesses to crystal makes the most sense for PJab since you usually have some form of earth/melee damage to cover that, but then that leads on nicely to the next problem…

Myx

Myx is a particularly big thorn in the side of PJab teams. Between Energy Manipulation and Psy Surge, it's a major threat to your mental-weak tems. It heavily deters the bringing of the electric type to deal with mentals, because it beats them.

Typically, mentals are weak to electric, but Myx's crystal typing reduces that to only 1x damage, so you can't expect to knock a Myx out easily. That then brings its own problem as you then put the Myx into Puppet Master range, which usually means (against PJab teams) they they win the game right there, unless you manage to land a spread move on it somehow. That may be through Cage locking it into a spread move, or simply reading your opponent well. Regardless, PM poses a problem as the vast majority of PJab team damage is single-target. Your primary gameplan is to double into tems with two single-target attacks, so if you lack any spread moves at all, then Myx will completely steamroll your team at any opportunity to gets.

Myx's other offensive options are where it becomes a particularly large problem. You may want to run electrics to handle mentals, but then not only do your electrics no longer hit Myx for 2x, but they're also weak to Crystal Spikes. Imagine, for a moment, that you want to run Innki on your PJab team. It sounds great, doesn't it? Crystal typing allows it to pivot into mentals, Sparkling Bullet synergy with your neutrals, Sharp Stabs as a priority option… it just makes sense.

Then you have it sit in front of a Myx, take a Crystal Spikes to the face and Sharp Stabs only does 80%. What then? You probably lose. I had this exact experience testing heavy electrics as my anti-mental core upon the release of Cipanku. Myx essentially either forces you to accept a poor fire type matchup by stacking crystals, or it forces you to make particular moveset decisions, or forces you to take tems on your team that may be outclassed by others, simply because they bring a spread move and your primary choice did not. Thankfully, that final scenario is becoming more rare over time as more good spread moves are added to the game with greater distribution, but it's still something worth considering.

A simple piece of advice I can give is that, when building your PJab team, always make sure you have a total three methods for dealing with Myx. Even just a simple spread move can count as one. One Toxic Plume from Volarend can go a long way towards helping your matchup into Myx, considering most Myx players will calculate their PM breakpoints in the 1 – 10% HP range, for surviving attacks that are naturally 1HKO's on it. This means that even tiny chips could be enough to finish off a Myx sitting in PM range. If you make sure you have moves and not just tems, the Myx problem becomes less of a constraint on your team building, as you don't have to necessarily dedicate entire tems to the role of just beating Myx (though you can if you want to).

Also, always go for the typical method of playing around Puppet Master. Light tap first, then big hit. Never, ever the other way around. Anything from between 20 – 40% on the first hit is ideal, and then do the rest of the damage with the big hit that comes after. You want to avoid putting Myx into Puppet Master range as much as you possibly can.

A Guide to the Perfect Jab Archetype (Part 2)
Causation
Sept. 19, 2021

Causation

A Guide to the Perfect Jab Archetype (Part 2)

Sept. 19, 2021

A Perfect (Jab) Encyclopaedia of Temtem

In this section, I'm going to try to follow a consistent formula that's hopefully easy to read, easy to understand and something you can come back to and reference if you decide to build your own PJab team. My goal for these is for them to have some “at a glance” info, but also a more detailed description for if you want to know more. I'm going to cover tems that work in this archetype, but a few entries will be tems that don't fit. I want to make sure I at least give every tem with a Jab effect a mention, even if they don't get used. That way, you don't wonder why [X] was forgotten when it has access to [Y]. With that done…

Skunch

 

 

 

 

Roles: Jabber (speed variable), Attacker
Trait: Brawny
Gear: War Drum, Doublescreen, Hacked Microchip (counterbuild only)

Skunch is the posterboy of the PJab archetype. Skunch does it all – it's got high base speed at 75, it has pretty good natural bulk, letting it perform well when invested into bulk rather than speed, while still leaning on its good base speed to Jab for slower team members. Access to strong priority with Ninja Jutsu letting it move at 1.75x speed means that Skunch can be very fast, even when not invested in speed at all. A Neutral/Melee typing also helps Skunch to be naturally bulky is it is weak only to mental (4x) and digital (2x), but takes everything else neutrally, and resists melee.

Skunch is very consistent overall and can fit into any kind of PJab team and perform its role admirably. Its best gear will always be War Drum. This lets Skunch boost itself and its ally, which works great for a tem that fills both a Jabber and attacker role. In early Kisiwa, many people tried Resistance Badge to boost its Suplex and Ninja to even greater heights. While you can do this, War Drum also boosts your melee moves, which tends to lead to overall more consistent results.

PJab and Oshi are both egg moves. If you're building on a budget and can't do that, then Haito Uchi can work just fine in the Oshi Dashi slot. It applies 1 turn of sleep to the target, which adds some nice utility to the team. If you go this route, then a heavily speed invested Skunch is recommended as the sleep status is at its best on fast tems.

Mouflank

 

 

 

 

 

Roles: Attacker, Lead, Utility
Trait: Both have unique functions
Gear: Resistance Badge

Mouflank is also one of the premium tems for the PJab archetype, also able to fit into just about any build of the team. Hurry Wart works great on very aggressive setups that like to get an early advantage and push it through. Turn 1 Cage has the potential to be an incredibly powerful play with game-winning implications when done effectively.

The Hurry-Wart build in particular is the reason why the PJab archetype lends itself to play best on blue side. I'll go over this in greater detail in its own section, but Mouflank forms the backbone of the PJab lead strategy. When running Mouflank, especially the Hurry-Wart version, you will find yourself first picking this tem almost every single time.

At 73 base speed, only two points below Skunch, Mouflank has fantastic synergy with Skunch, and is the main reason why War Drum is preferred over Res Badge. It's because Skunch has moves of two types, so half of its set does not get boosted by Res Badge, but War Drum boost all 4 moves. Mouflank, however, is mono-type in its attacks. It only ever runs neutral-type attacking moves and, therefore, Res Badge is far more efficient on Mouflank over Skunch.

Base Jump and Goring are both essential moves on every build of Mouflank, regardless of trait. Base Jump at 2 prio lets you move under your Jabbers while Goring can be used to finish off low health targets, or set up KO's for follow up when you have two attackers on board at once. Cage is generally run on the Hurry-Wart variant as it lets you use it on the first turn, however, you can still choose to use it on Unnoticed Mouflank.

Execution is great into stall teams, but otherwise optional. It's hard to guarantee a KO from it and, quite often, if the target is in range to go down from Execution, a good Base Jump or Goring is likely to finish it off anyway. Execution is also easily played around and a poorly timed use of it can backfire in catastrophic ways.

Double Kick can be slot on Mouflank as a secondary, weaker Goring. If you choose to run DK, it's because you want on-demand priority, which is a scenario that does come up reasonably often. People have a tendency to stop playing around 3 priority when Goring is down. Double Kick takes advantage of this. It's both weaker than and more expensive than Goring, so use it only when you want to click Goring but you can't because it's just been used.

Tenderness can be played on Unnoticed Mouflank and can provide some great utility into opposing physical teams to slow them down and keep them manageable. Useful to keep tems like Yowlar and Mushook in check.

Unnoticed Mouflank lacks the immediate power of HW Mouflank, but has the potential to snowball out of control with speed boosts, which HW Mouflank is unable to do at all. HW Mouflank is generally easier to use, but lacks the hard carry potential of Unnoticed. Unnoticed is unlikely to perform too well on the slower, bulky PJab variants as it messes up your internal speed staggering. However, on very fast teams, it's going to perform at its best.

Either way, both traits are very good, and the choice is mostly down to user preference. I prefer HW Mouflank, but Unnoticed is still very good.

Tateru

 

 

 

 

 

Roles: Slow Jabber, Attacker, Utility
Trait: Soft Touch
Gear: Many options

There are two ways to look at Tateru. The first way is to say that it's totally outclassed in every way. That it has a fairly mis-matched movepool that wants to do lots of different things, and that it doesn't do any of them particularly well. That it's overall just a bad tem, in need of some help to distinguish itself among other neutrals, which is a very contested slot on a team, especially in PJab.

The other way is to see it as a second Skunch that doesn't do Skunch's job as well, but does a lot of things it doesn't do at the same time. Think of Tateru as bringing things you want from other types, but without the attached typing. It's a Stone Ball user that's not earth type. You lose the damage from STAB, but you also don't gain the weaknesses that come with the earth type either.

Major Slash is just a worse Savage Suplex, but Tateru is also the only neutral type with access to Turbo Choreography, if you happen to be wind-heavy and want to go in that direction. The same applies to it also having Tenderness and Sacrifice.

Overall, you will generally find that if you want just one specific role filled on your PJab team, then something else is better in that slot. But, if you happen to be building and you need multiple things that only Tateru brings, then give it a shot.

Zaobian

 

 

 

 

 

Roles: Attacker, Counter-tech

Trait: Attack T

Gear: Sweatband, Reactive Vial, Doublescreen, Drill, War Drum

Zaobian is an interesting tem for the PJab archetype. It's not particularly good on its own. Zaobian needs a lot of team support before it starts to justify its slot on a team, making it hard to fit, rare to see, and hard to play effectively. However, what you get out of that is effectively the option to “build-a-Temtem”. You can customise your Zaobian to be just about whatever you want thanks to its wide variety of high quality attacking moves. This lets Zaobian fill the unique role of a tem you can bring to counterbuild specific matchups that your team has problems with. An example of this is Mushook.

Mushook is very strong into all variants of PJab thanks to the Parrier trait making it incredibly resilient into your damage. Slow PJab teams are especially vulnerable into Mushook due to it now likely outspeeding them with Tenderness – reducing your damage output on the same turn Tenderness is used. Zaobian having access to Telekinetic Shrapnel means that you can bring Zaobian as a mental type for your team that gets STAB on its one mental type move… while also not being a mental type itself. Similarly, Wastewater lets it lead relatively well into Nagaise and hit back without being threatened by Beta Burst. Crystal Bite lets Zaobian transform into a crystal type, giving you some leverage into heavy mental teams with are the most common counter team to the PJab archetype. Even if you run all three of those moves, Zaobian still has an even deeper pool of options with Frond Whip/Electropunch for potential water threats if you decide to go down the Quetza-Leno route, Cyberclaw for priority and digital damage for opposing Skunch/Mushook/digitals and even Hologram for a defensive option.

You can even run Purgation both as a means to raise your own offense, or as a tech into heavy doom stall, if that ever gains popularity to the point at which you need to prepare for it.

If you want to try something more advanced (and risky, since this is a mostly untested idea), you could even attempt a physical/special hybrid team using Zaobian as a way to glue the physical and special halves together thanks to its access to Data Corruption.

If you are having problems dealing with very specific Temtem or team style that Zaobian can match up into, do consider Zaobian, as it's likely to be the only tem in the game that can do what you need it to.

There is, however, the cost issue. Zaobian is among the most expensive Temtem to build or play. Almost all of its non-digital attacking moves are egg moves, and are very difficult to breed onto Zaobian, requiring a lot of breeding to get right. This leads to a very high pricetag on perfectly bred Zaobian, and on any ETCs that Zaobian uses (if you have a luma Zaobian you want to use, this will be relevant). These things all cost a hefty amount of pansuns, to the point of being prohibitively expensive to players who are not already well-established in terms of income. If you can afford Zaobian, then great, but if you are building on a budget, you may want to consider other tems.

Molgu

 

 

 

 

 

Roles: Attacker, utility
Trait: Team-dependant
Gear: Fake Beard. Sweatband
Molgu is deceptively powerful. It's not a great stand-alone tem, but it is capable. Access to Cage means that, after one turn, the threat of Cage will always be present. Faraday Cage and Digithreat are both moves that really boost teams with specific synergies.

If you're running a team with multiple mentals, then Digithreat gives you a side-option to use doom as an additional win condition, or to remove threats you aren't prepared for. If you are running a team with multiple toxics (which is surprisingly common with this archetype) then Faraday Cage really improves your consistency and overall threat. Unresistable damage followed by Isolation and poison ticks is very powerful.

Molgu also has fairly decent natural bulk. It's got similar overall defense to Skunch. Both of Molgu's traits are fairly good. Splitter is overall reliable, letting it swap into moves like Toxic Ink or Fiery Soul without fear of status after taking damage. It's similar to Neutrality Barnshe in that regard. Splitter is the more overall “general use” trait. Just remember that it only blocks status if it's a secondary effect. Moves like Hypnosis or Fiery Heist will still work.

Sentinel, however lets Molgu do very specific things. If you intend to play a raid boss sub-archetype, consider Molgu. Relax helps you to get passive turns to set up boosts. You can swap in Molgu on a Relax turn and it will prevent both of your tems from going to sleep, letting you use a Stone Wall from your other tem, or Double Edge from Molgu itself on a raid boss target. You can also play Sentinel Molgu with Nidrasil, as it prevents Narcoleptic Hit from applying the sleep, so Nid doesn't put itself to sleep.

If you're playing around with sleep stuff and/or toxics, Molgu may be a decent choice. Providing Electropunch synergy for Koish, Raignet and Zaobian is also a benefit. It may not fit on every PJab team, but Molgu isn't bad. Don't overlook it if your team leans in a direction that it can support.
Granpah

 

 

 

 

 

Roles: Jabber, attacker (special), Utility

Trait: Bully
Gear: Hand Fan, Fake Beard, Sweatband

If you're looking to play a hybrid phys/special PJab team, Granpah can fit. With access to two forms of -DEF, it can help support physical attackers, using its above average base 78 speed to Jab quite effectively.

It's not a great fit, however. Granpah is far superior as a special attacker, and doesn't fit particularly well by itself on dedicated PJab teams. Rather, Granpah's best use is not on PJab teams. If you intend to use it for its Jab effects, then Granpah is most effective supporting a few physical tems on a heavily special team, rather than being a special tem on a heavily physical team, or being built physically itself.

It's for its ability to support physical tems in general, by use of Jab effects that I bring it up here.

Granpah brings a lot of utility to a team with Hypnosis for turn denial and Willpower Drain for stamina control, which can cause an opponent to overexert. A high base SPATK and the Bully trait means that Granpah can do a significant amount of damage, even if not fully invested. It performs well on highly aggressive teams that aim to pick up a numbers advantage as quickly as possible.

It must be stressed that Granpah is here for its ability to use Jab effects to support physical tems on other archetypes, and not for its use on dedicated PJab teams. There are other wind types which are far better.

Mudrid

 

 

 

 

 

Role: Anti-Myx
Trait: Resistant
Gear: Iron Coating, Sweatband

Mudrid seems like an odd choice for a PJab team. It's both faster than Jabbers so it doesn't really fit in that regard, while also being a far, far better special attacker than it is a physical attacker. So, why can it fit?

Myx.

In a later section in this guide, I will dedicate a section entirely to Myx as it's a big problem for PJab teams. When building a PJab team, you absolutely must have answers to Myx. That is Mudrid's only role on these teams. Being able to hit Myx really hard with either Soil Steam or Deluge, the squishier variants of Myx will likely get knocked out, but those that survive still fall to Quartz Dirt.

In addition, Mudrid's typing allow it to resist every offensive move Myx has, which allows it to effectively swap in on Myx. You lose full synergy between physical tems by adding a special tem to your team, but that's a fairly low cost compared to simply losing to Myx. While counter-intuitive, Mudrid has a place, albeit, a small one.

Rhoulder

 

 

 

 

 

Roles: Attacker, Synergy

Trait: Thick Skin

Gear: Fake Beard

Rhoulder is a very, very bulky tem. With stats that are near-perfect for a bulky style PJab team, Rhoulder is well worth a consideration. At a mere 42 base speed, even Goring moves slowly, letting you stagger your Jabbers above it for very high damage combos. Thick Skin also gives you an option for a full resistance to the wind type, without having to bring your own electric or wind type along. If adding an additional wind would skew your weaknesses to crystal, earth or electric too much, consider Rhoulder.

Rhoulder brings more than just remarkable bulk and strong damage however. It's very well positioned to provide synergies to a team. Lots of tems that can fit on PJab teams have synergies that require one of Rhoulder's types, which allows it to really tie the team together.

Raignet and Innki both have access to Piezoelectric Blow, which wants earth synergy. They also both have access to Sparkling Bullet, which requires neutral synergy.

Golzy also carries Sparkling Bullet, which is aided by being out with a Rhoulder.

Quetza-Leno users in Raican and Capyre both really want to be out next to neutral types to get their priority, while Rhoulder's Stone Ball applies burn ticks with fire. If you're building a bulky PJab team with lots of synergies, Rhoulder can be a great fit.

Rhoulder also brings some nice utility options. If running it with electrics, Earthbreaker provides surprise electric damage when needed. Access to Cage is always nice, and Execution lets it be effective into hard stall teams. You can even run Stone Wall if you have a raid boss secondary gameplan.

Rhoulder isn't all good, however, and comes with a couple downsides. It's quite a bit weaker on the special side, so it's fairly vulnerable to special mentals and waters. Ukama in particular can pose major problems. Rhoulder being weak to mental also means that if stacked with other neutral types, your weakness to mental becomes even more extreme, so teams wanting to use the Skunch/Mouflank combination rarely have room to add Rhoulder, no matter how good it may be on paper, simply because even more mental weaknesses is too much.

Secondly, Rhoulder has a very low base stamina stat, but very expensive moves. In order for it to stay on the field long enough to be effective, Rhoulder requires the use of Fake Beard, otherwise, it fails to perform at all. If you have another tem that also is unable to work without Fake Beard, such as Molgu or Zenoreth, then one of them needs to be cut.

There can only be one (Fake Beard user).

Nidrasil

 

 

 

 

 

Roles: Attacker, Utility

Trait: Tri-Apothecary

Gear: Coat, Doublescreen, Pansunscreen, Pillow, Energy Drink

Nidrasil is a very good tem. Even outside of the PJab archetype, Nidrasil is great. Its typing is fantastic defensively, with few weaknesses and many key resists. It's got average base speed, good defensive stats, and one of the highest base ATK stats in the game, and even access to one of the best damage moves in the game – Toxic Ink. Nidrasil is a great overall package.

There are a few ways to build Nidrasil. The most traditional builds are full bulk and nothing else, relying on poison ticks for damage. This is totally viable and after a Jab, even uninvested Tink can really hurt, and that's before an additional 25% max health damage, from the two poison ticks Tink provides.

Another option is a speedy, bulky Nid. This fills a more supportive role with Hypnosis and Spores, in addition to still running Allergic Spread. It's less bulky than the full bulk version, but has the added benefit of being able to Hypnosis mid-speed to slow tems before they move.

Nidrasil can also use Bark Shield, which allows it to support the team as a whole when up against opposing teams that are heavily physical. A well-timed Bark Shield into an opposing physical team can win a game by itself. Narcoleptic Hit lets Nidrasil act as a semi-check to both Mushook and Skunch, threatening them both with 2x and 4x damage, respectively. The addition of Edrink lets Nid use that move without its drawback.

You can even play Nidrasil with high ATK invest, leaning in on its very high base 88 ATK stat to deal very significant damage with Toxic Ink. This build in particular is very strong into Cerneaf and Kinu, so if a meta arises in which Cerneaf comes back, an ATK invested Nidrasil (with Drill) can be very effective to answer that particular team.

Beware of winds and fires, but Nidrasil is otherwise very strong and very consistent, provided you find the right build for your team.

Zenoreth

 

 

 

 

 

Role: Attacker(mixed), Anti-mental

Trait: Channeler

Gear: Fake Beard

Another tem that only works well with Fake Beard, Zeno is a strong option to solve your mental type problems. Unlike Gyalis or Valash, it actually resists mental, which allows it to swap in on a resist, rather than a neutrality.

With excellent base stats in all defenses, Zenoreth can take a surprising amount of damage and keep going. It has an advantage over other crystal types in that Crystal Spikes is 0 hold, while Crystal Bite is 1 hold, which lets Zeno lead into mentals, while a tem like Gyalis needs a turn to get going before it can actually start doing its job.

Channeler means that Zenoreth is the hardest hitting unboosted user of CSpikes, but can also use Madness Buff to carry a game entirely by itself with its incredible damage output at +2. If you do this, you'll need to swap it out after buffing and bring it back in, as it will need more than the 3 turns Fake Bears affords it to win the game.

Zeno also brings other options. In the base 60 speed range, it's slower than most Jabbers (even the Tuwai evolutions) which lets it run a mixed set. This is rarely relevant, but when it is, the difference is immense. Adoroboros for example is one of the mental types of the greatest threat to PJab teams. If you haven't been able to use Madness Buff, then Cbite is able to out-damage CSpikes when attacking tems with very high SPDEF, like Adoroboros.

For example if you compare a 500 SPATK Channeler CSpikes into a 500 HP / 0 DEF Adoro to a 0 ATK Zeno Cbite into the same Adoro, you'll find that Cbite does 4% more damage, because it hits on the physical side.

This means that, after a Jab, Cbite is very likely to be a KO on that Adoro, while Adoro is guaranteed to survive a Crystal Spikes. This kind of thing doesn't come up often, but it allows you to get around specially defensive tems, or tems that have boosted their SPDEF, such as with Mbuff.

As a final aside, Zeno can use Quartz Shield to help an ally survive damage later into the battle. You won't click this often either, but you'll be glad you had it when you do.

Babawa

 

 

 

 

 

Role: Attacker

Trait: Mucous
Gear: Doublescreen, Tucma Mask

Like Rhoulder, Babwa is a tem with low base speed, but access to 3 priority letting it hit that mid-high speed benchmark by using that to its advantage. WCL has a very high base power, especially with synergy, and happens to be in a sweet spot for speed tiers for this archetype. With 0 speed investment, Babawa WCL comes very close to base speed Skunch, which means that, with minimal speed investment, Skunch is able to Jab for Babawa, which will hit targets taking it neutrally for a lot of damage. All this, without Skunch having to give up any effective bulk to do this. They pair well together.

Ice Cubes is usually weak, but gives Babawa a little versatility, letting it lead into fires effectively. Ice Cubes lets it hit Hedgine and Tulcan on turn 1, which helps it to put out pressure against them from a lead position, making Babawa a somewhat safe lead into both of them. Mucous even prevents burns, so it lets Babawa lead into Heater Tulcan without losing damage, making it a decent check. If Hedgine stays in on Babawa and doesn't use Generify, then, at -1 DEF, Ice Cubes will 1HKO most variants. Aqua Stone and Iced Stalactite are basically identical. If you happen to have earth types on your team – even just one – then Aqua Stone is probably better, but the two moves are so similar it really doesn't matter which you choose.

For the last slot, you can choose between Harmful Lick and Revitalize. HL is useful because it lets you hit nature types for significant damage without being totally walled by them like you normally would. Teams that are heavy on the toxic type do exist, and, if for some reason you are forced to bring Babawa to that, such as to deal with one particular tem you need it for, then Harmful Lick helps it to be effective into them, even if only to a limited degree.

Revitalize is, in general, a very good move. The issue with it is that being on a very slow tem, it isn't as strong as it could be. The difference between a fast Revitialize and a slow one is huge. So much so that if you are unable to get a Babawa with the move, for lack of budget or already having one from before it was added to the moveset, do not worry. Harmful Lick is “good enough” and you will rarely find times in which you wished you had Revit because it would have won you the game.

Valash

 

 

 

 

 

Role: Raid boss, attacker, anti-mental

Trait: Scavenger

Gear: Sweatband, Doublescreen

There is a lot to say about Valash.

Firstly, don't let the image above deceive you. That is not the kind of set you want to run. Valash can very easily be run either physical or special, because it has the tools to do either of those things. When taking that image, I wanted to show that it has tools on both the physical and special side, so I selected those 4 moves. They don't go well together. Please don't copy that.

Valash is arguably the most versatile tem on this list. At a whopping 90 base speed, it's one of the fastest tems in the game. On a fast PJab team, you can run a Valash that's close to minimum speed and it will still be reasonably quick, especially when using Sharp Stabs and Ninja Jutsu. It's also in range for PJab from your other tems. You can play Valash with Skunch, Mushook or Seismunch and they all have a high enough base speed that they're able to stagger above slower Valash and PJab for it to follow up with Base Jump or Crystal Bite.

When playing this kind of physical Valash, think about it as if it's a Mouflank with an additional crystal typing. You don't have to play it this way, however.

Some teams have seen tournament success with a fast physical Valash that's faster even than Jabbers on the same team, simply relying on it already having high damage output, even before a Jab, and then having the benefit of a Jab pre-placed to finish off the opponent on the next turn.

You can also play Valash with a special-focus, as a raid boss. With moves like Stone Wall, Quartz Shield, Mbuff (from itself) and even just using Kinu, it's quite possible to position Valash as a bulky monster that's a huge damage threat with CSpikes at +2, which then heals for 20% of its maximum HP after each KO (on either side). Valash is one of those tems that, by itself, can be a win condition if you set it up. So much so, that “Valash teams” built to set it up and have it hard carry for them, are a real archetype.

If you plan to have raid bossing as a secondary archetype paired with your PJab core, then you should definitely be playing Valash. It's a remarkable tem.

Gyalis

 

 

 

 

 

Role: Attacker, anti-mental

Trait: Mirroring is objectively stronger, but Resistant works on a budget

Gear: Chamomille (best gear for Mirroring), Doublescreen, War Drum

Gyalis is a strong tem, but somewhat restrictive. It's very fast, at 100 base speed, and its limited movepool means that the moveset you see above is the only moveset it can run and be at all effective.

At 100 base speed, Gyalis is too fast to run on fully bulky PJab teams that don't invest in speed. It'll attack before you get to Jab, and that kinda ruins your combo. It's going to be most effective on the very fast versions that invest a lot of points into speed. Its second problem is that Gyalis has very little turn 1 pressure. Its only turn 1 options are Glass Blade and Double Gash. Both of which are terrible.

In the past, in Kisiwa, I did try a Glass Blade Gyalis to threaten mentals turn 1, on a fast PJab team, hoping that, at -1, Glass Blade would be enough to deal significant damage to mental types. It was not. Glass Blade was horrible. Do not try it, it does not work.

That leaves Double Gash as your only viable turn 1 move. It's still not good. Gyalis really needs to reach turn 2 before it really starts to become effective. When it does, it's very strong, but, do keep that in mind if you choose to bring Gyalis to your PJab lineup.

In terms of traits, Chamomille is basically just a better version of Resilient that lasts enough turns that it's going to be active for longer than Gyalis usually wants to stay in. That means you get to run Mirroring and can have the benefits of both traits at the same time. This is why it's objectively the better trait over Resistant.

However, if you're on a budget and can't afford a Mirroring Gyalis, or you happen to have a luma one with Resistant, remember that, while objectively weaker, it is “fine” and totally usable.

Piraniant

 

 

 

 

 

Roles: Slow Jabber, attacker, support

Trait: Energy Reserves is preferred, but Patient has a place on a fully supportive build

Gear: First Aid Kit, Doublescreen, War Drum

Piraniant is a very niche tem, even by PJab standards. You're very unlikely to pick this tem up and, honestly, it's similar to Granpah in that it's able to support other archetypes with Jab effects, rather than slotting well on a PJab team.

With access to Hslap, Piraniant can provide -DEF effects for physicals on its team, but there are other tems, including of the water type that can do that, but better (Kalabyss). It can also support physicals with Purgation, but Zaobian and Volgon both do a better job of that and bring other utilities to the team that it prefers over what Piraniant can do.

The same goes for Cold Geyser. Garyo is a better user of it, thanks to its overall better typing and traits, even if you account for the +2 ATK boost of Energy Reserves.

You can meme with Piraniant and get surprise KO's with an attack survival into a +2 Cold Geyser, but outside of that, there are better water types for this archetype. It's funny every once in a while, but otherwise, totally outclassed.

A full support build using Revit, Flood and Purgation with the Patient trait can exist, but again, there are far better uses for a slot on your team than that.

Saipat

 

 

 

 

 

Role: Jabber, attacker

Trait: Both have uses

Gear: Multiple

Saipat is, honestly, severely underexplored. Its place in the meta has regularly shifted and yet it's something that rarely even gets experimented with at high levels, despite having some very powerful tools at its disposal.

In the past, Saipat was easier to slot. Amphibian was much weaker than it is now, as it didn't also boost ATK. That made Toxic Affinity the obvious choice, so Toxic Ink was an easy slot. You'd then add Nicho Sai, plus your choice of water option and then either Ninja Jutsu or some utility.

Nowadays, Saipat is different. With Vulffy, Koish (nature) and Amphatyr around more, its nature weakness is more relevant. Back in Tucma when it was more widely played, Saipat didn't have to fear electrics at all. The only one in the game was Gazuma and it was really weak. Now, there are a lot of very good electric types to be afraid of.

Saipat's typing really lets it down and, it's somewhat like Goolder in that its high base HP means it's not likely to go down in one hit, but low defenses means that it still takes a lot of damage from hits, even if it survives.

The increase in threats to Saipat makes it difficult to position well and therefore hard to play. It's high risk, but not necessarily high reward.

On the other hand, Amphibian does interesting things. If you're going down the Quetza-Leno route and/or have a team with multiple earth types, then Saipat as a swap-in makes sense. You can use Amphibian to deter incoming water type moves and use them to snowball out of control. This lets Saipat have a unique role as an anti-water water type (even without Tox Affinity) on PJab teams with a strong weakness to water.

However, it's unlikely to perform well outside of that role. In theory, it can be a very powerful physical water attacker with Shuine's Horn Toxic Ink being converted to water, getting its 50% STAB boost and then an additional 25% boost from the gear, but whether that's a good set or just a meme remains to be seen.

In closing, Saipat is high-risk for a small niche at present, but really needs to be examined more by the community at large. It also adding additional weaknesses to mental on an already mental-weak archetype certainly doesn't help its case, either.

Tortenite

 

 

 

 

 

Role: Anti-mental, attacker (special)

Trait: Both are very strong
Gear: Trait dependant

Tortenite is likely to be your second choice for CSpiker behind Zeno if you want pure anti-mental support. Valash is kind of in its own category.

Tier lists are going to be somewhat confusing here. Tortenite is generally the better tem overall and I agree with that statement. As a whole, Tort is a better tem than Zeno. So, if that's true, why is Tort second to Zeno? The main reason is because Tort isn't as good at filling the anti-mental role you need it to, compared to Zeno.

See, Tort has one major flaw in this department. It's weak to Barnshe. An anti-mental that loses to mentals is certainly not much use at all. It'll probably out-perform Zeno in other matchups because it's less restrictive in terms of gears and brings other things to its team beyond just clicking Spikes for big damage. However, that weakness to Barnshe is a big, big deal.

Barnshe is one of the most popular mental types, and it also has the highest one-shot potential of them all. Air Specialist + Hand Fan is a very popular and common build for the tem, and that deals absurd amounts of damage. It's also got decent special defense and higher speed than Tort, so it's probably going to outspeed you, and, if it doesn't, it'll probably survive your Spikes anyway.

So, why would you bring Tort? You bring Tort if you already have a lot of things that want toxic type support. There are plenty of moves that are really good with toxic synergy. Urushiol, Water Cannon and Faraday Cage, just to name a few. If you find yourself stacking on toxic synergies, then Tort will be a better choice over Zeno because it ties the team together. However, if you do, you need to accept that Barnshe becomes a must-ban tem.

The other reason you might want to bring Tort over Zeno is if Fake Beard is already taken. Efficient doesn't need a stamina gear, and Confined can use Sweatband very well. If you tried to slot, say, Zeno and Rhoulder on the same PJab team, but decided that Rhoulder was more important, and therefore gets the Fake Beard, then you can replace Zeno with Tort and it'll be your 2nd best option in that slot and still perform admirably, while still letting you run that Rhoulder.

Adding Tort also helps improve your matchup into stall because you can use Garden to slowly tick them down, giving you a way to get through buffed up walls that have gotten too bulky to deal with through direct damage alone. However, be careful with timing that as Garden is often very easy to read and as such, becomes quite easy to counter and likely to backfire, similar to Execution in that regard. Learning to time your use of Garden will be crucial when dealing with the stall matchup.

As an aside, Tort's toxic typing makes it great at dealing with Nagaise and nature Koish on the same team, as the toxic type lets it resist both of their main STAB options. Teams that run a combination of Naga + Mimit + NatKoish can be a problem for PJab and adding Tort can help alleviate that problem.

Raican

 

 

 

 

 

Roles: Attacker, win-condition, synergy, raid boss

Traits: Both have good potential

Gear: Trait dependent

Raican may not be as strong as it was in its Kisiwa glory days, but it's still a solid tem. If you're looking to go down the neutral/fire route, then Raican is going to be your primary option.

Quetza-Leno is a move that's very strong, with a synergy effect (gaining 3 prio) that makes it a build-around sort of move. Quetza-Leno teams are totally a thing, and they make for an easy combo with PJab. Raican works great with tems like Skunch, Mushook, Rhoulder and Mouflank. Rhoulder especially, as it gives synergies both ways.

Your main decision here is between your traits. Prideful can hard-carry a game if it gets set up with one or two boosts, but you can start to outrun your Jabbers after a boost, causing you to lose damage. This means that Pridecan lends itself to a super speedy PJab team that can still Jab for it, even after its first boost. The game patch 0.7.0 nerf to speed stages, making them a +25% boost rather than +50% boost helps with that. A slow Raican with fast Jabbers can usually still attack before opponents, but after a Jab, even at +1. Once you have two boosts, Jab isn't even necessary any more. You're doing more than enough damage.

Motivator Raican is like an offensive support of sorts. It's the choice of Raican you might want to consider on slower, bulkier PJab teams. Skunch can Jab before a synergy Quetza-Leno with middling speed investment. The lack of Prideful on this build lets you remain consistent with your turn order, rather then having it change throughout the game. The other benefit to Motivator is more obvious – it fits really well on stamina-hungry teams. Motivator is numerically equivalent to Sweatband. It works on both tems, too. So Motivator is like adding a Sweatband as a gear on both tems on board, on top of what they already have. Very powerful. Motivator lets you run multiple stamina-hungry tems on the same team.

Take for example, Rhoulder. You want to pair Raican and Rhoulder together because their synergies tie the two together so well. However, Rhoulder and Pridecan want Fake Beard. What you can do is swap to Motican and keep the Fake Beard on Rhoulder. Similarly, you may want to run both Zenoreth and Rhoulder. Motican lets you put Sweatband on the Zeno and, with Motican on the board with it, Zeno will suffer less from its usual stamina problems.

Motican's weaknesses are that it doesn't carry a game the same way Prideful can. It's also harder to use, since its most powerful option – its trait – only works on the board, so setting up a position to use it effectively (like with Zeno) is hard to do consistently.

For gears, Prideful really likes Fake Beard itself, but Sweatband works as a secondary option if the FB is taken. Motican has less immediate threat, so a Fire Chip or a War Drum can be helpful. If you want to stick around for a while, Doublescreen can also be effective.

Simply put, if you're looking at that fire/neutral core, then expect Raican to have the lion's share of play compared to other options.

Innki

 

 

 

 

 

Roles: Attacker, Anti-mental

Trait: Physmaster (for our purposes, but Specmaster is a good trait for other teams)

Gear: Defensive

Don't sleep on Innki. Being the tem with the highest unboosted damage potential, Innki can hit like an absolute truck. Physmaster and Specmaster are 50% boosts to their relative attack type. That's the same as STAB, so when looking at damage, it's as if each move has double its base power. That's why Sparkling Bullet works so well, despite being kinda mediocre on other tems. 60 base power to start, and 105 with synergy isn't that great when you compare it to Quetza-Leno starting at 105 base power.

Physmaster boosts that up enough that Innki is a damage threat, even without synergy. Sharp stabs is similarly powerful, and PBlow is basically a one-shot button on all but the bulkiest targets.

At 73 base speed, Innki ties with Mouflank, sits at 1 below Kinu and Volarend, and 2 behind Skunch. This lets it fit on either fast or slow PJab teams. Innki doesn't have particularly good bulk stats at all, which is why, if you're going for it, you need a defensive gear to help it in that regard. Something like Doublescreen gives Innki enough effective bulk that it can start to survive things and behave in the way you would expect from a tem on a bulky PJab team. Pansunscreen is especially important if you expect to be dealing with Tulcan, which is probably a lot, as Tulcan is one of the best tems in the game. Pansunscreen prevents burn and reduces incoming fire damage by 10%. This helps Innki to survive a Fiery Soul, while also not taking the damage reduction from its burn effect, or from Heater. This lets you trade with Tulcan, guaranteeing a KO on it after a Jab, even without synergy on Sparkling Bullet. Innki will lose a lot of health, but that trade is usually worth it.

Faster teams can also run Innki, as its base speed is in that golden zone where it's close to some key Jabbers in base speed, so can invest to be close to them at all times, no matter how much they invest.

Innki also works nicely in an anti-mental role as mental is weak to both of its STAB types. Mentals will always be threatened by Innki on any given turn. Except Myx. Once gain, Myx is the big problem here. It's weak to your Sharp Stabs, but it's rarely enough to OHKO Myx, and given that it's 1 hold, the Myx is going to hit Innki with at least one CSpikes first. Two, if it's faster than you, which is enough to KO you. Overall, Myx is a losing matchup for Innki, while it takes on all other mentals well. Especially Barnshe. If you've built a team that's super weak to Barnshe, consider Innki as your anti-mental slot (or a second one).

As for your 4th move, the one I've had the most success with is Pickpocket. Sharp Stabs is your only reliable priority option at 1 hold, but having only that for priority can sometimes lower Innki's consistency. I tried a few options on that slot, but the one that helped me the most was Pickpocket. 4 priority let Innki move really fast, even though I didn't invest speed on it. The 1 hold let me cycle priority options, and Physmaster boosted its damage just enough to be relevant. It didn't hit hard (at all) but the ~10% it did to most targets was enough to just barely pick off weakened tems that had survived a Sparkling Bullet or Sharp Stabs in the red. It's great to snipe low-heath targets, but is otherwise not that useful. It's still more useful than the other options, however. If you want to try them, go ahead. Chain Heal might be useful on occasion. As for me, I like Pickpocket.

Golzy

 

 

 

 

 

Role: Attacker, anti-mental, synergy

Trait: Defuser
Gear: Defensive

Golzy is rough. The problems it has in general apply doubly so to PJab teams. The bulk of its issues come from its very awkward typing. It's a melee that's weak to earth and crystal. It's an electric that's weak to mental and digital. With the exceptions of water and wind, everything Golzy should have an offensive advantage to, it also has a defensive advantage against. It's a real shame, because the combination of electric and melee typing hits a wide range of types for a lot of damage.

Take Tuvine for example. You have Uppercut and Oshi Dashi to threaten it, but then you're also weak to CPG. CPG is 0 hold while Oshi is 1 hold. That means you're taking a CPG before you can Oshi, so Golzy is probably getting KO'd before it can knock out Tuvine. Golzy has this same issue in most of its non-neutral matchups.

This typing problem has the side-effect of making Golzy a very high-risk tem. Iof you want Golzy to be effective, you need to carefully position it so that it can win its matchups. For example, you might want to invest in speed so that it's faster than max speed Vulffy. That way, you can always Oshi before a Dust Vortex. Or, you may want to guarantee you survive a Soil Steam from Mudrid, so you can hit back with Uppercut.

Another option is to play a very bulky Golzy with Reactive Vial, relying heavily on the Nullify effect to cancel out your weaknesses for two turns so Golzy can make the most of its otherwise fantastic offensive coverage. If you're looking to play a slow-ish Golzy, this may be the way to go.

Another way to support Golzy is to add a Tuwire to your team. Common Factor has the benefit if fixing poor typings, and Golzy really appreciates that kind of support. If you build Golzy for bulk and add a Tuwire to your team, then your Golzy might actually start to feel chunky for once.

Drawbacks aside, Golzy does have a lot to offer. As stated, electric/melee is great offensive typing. Sparkling Bullet and Show Off position it as an interesting partner for Skunch and Mushook. Charged Iron Filings is a powerful spread move, which applies the effect of Defuser to both targets. Oshi Dashi is always strong, while any tem with Cage has game-winning potential if used on a good turn for it. You can even slot Psychosis if you want to tech against stall without dedicating an entire tem to it.

The best way to think about Golzy is that it has a lot to offer – but at what cost?

Mushook

 

 

 

 

 

Role: Jabber (fast or slow), Attacker, Utility, synergy

Trait: Parrier

Gear: War Drum or defensive

Mushook is amazing. Easily one of the most consistent and versatile tems ever, Mushook is one of the best tems of all time. It's also up there with Skunch as the poster boy of PJab teams.

At 81 base speed, Mushook is on the faster end and is the 2nd fastest Jabber in the game. That means that, unless you specifically want to go for Jab → Wastewater combos, it's most likely going to be your fastest Jabber.

Perfect Jab alone is enough to give Mushook effective synergy with PJab teams, but it also has a high base ATK stat and decent HP and DEF, which gives it solid natural bulk. Uppercut does plenty of damage, and makes Mushook especially effective into the ever-present Vulffy, usually hitting it for a 2HKO. Bulkier variants of Vulffy do exist, however. The addition of Wastewater now gives Mushook very strong direct toxic type damage, letting it use both of its types offensively, and is no longer forced into toxic teams as an Urushiol user as its only primary option for toxic.

The 4th slot is very flexible. Mushook has access to Cage, and uses it well, so it's always a threat after one turn. Tenderness is a fantastic move at dealing with opposing physical tems, especially Yowlar and Skunch. If you're toxic-heavy then you can still use Urushiol. It's a good move.

If you're playing heavy winds then Turbo may be a useful option to give you some effective speed control. I like to run Tenderness, but everything mentioned above is totally viable and you can use whatever you want and it will be good. Just make sure you run the three moves in the image above. Those are Mushook's bread and butter, and what it really needs to be at its most effective.

For traits, you always want to be running Parrier. That trait is super strong. Tireless may be an attractive option, but it requires you play your Mushook in a way that doesn't have much synergy with the way PJab tends to play. It also requires you take a reduced STA stat, as well as forcing you to take a huge hit to your bulk. Tireless Mushook has similar carry potential to a Prideful Raican, but it's also a lot easier to counter. You don't get to effectively use your +1 ATK boost until the turn after you boost, which gives the opponent time to take your Mushook out. That's a big deal when you're investing heavily into speed to get the most out of the offensive power the trait provides. This becomes more apparent when you take a deeper dive into Parrier.

If you run the damage calcs, you'll learn that Parrier is worth over 500 TV's in DEF. Considering that a trait is literally “for free”, then that's like having 1500 TV's to play with on your Mushook. Parrier is incredibly strong, and allows Mushook to have a strong matchup into around half of the roster of Temtem. If it's physical, Mushook can sit in front of it and probably be just fine. Combine that with Tenderness and Parrier Mushook is great at shutting down physical teams by itself. It's the power of Parrier that makes Mushook one of the strongest counters to PJab, too. Beware of Mushook when running into the mirror. If you don't respect it, it will shut you down.

For gears, Mushook has a lot of options. Unless you're already using Skunch and giving it to that, War Drum is your only offensive gear option that makes any sense, unless you decide to go with Tireless. At that point, Sweatband can be used to restore more stamina between turns, which limits the amount of damage you deal to yourself when you OX to activate Tireless.

For Parrier, you want defensive gears. Coat is the go-to, though I personally don't like it at all. Doublescreen is the most common non-Coat gear, and is very effective at improving Mushook's general bulk by a lot. My preferred gear for Mushook, however, is Reactive Vial. With a well-built spread and RV, Mushook is able to sit in front of a lot of tems that it should otherwise lose to, and use the gear's effect to turn the matchup around into a winning one. This lets Mushook act as bait in the pick/ban phase, and you can use the gear to trick your opponent into taking tems they think have a favourable matchup into Mushook when in fact, your RV means that you will be winning that exchange.

For TV spreads, you have a few options. Speedy Mushook totally works on speedy PJab teams, and the faster Mushook is, the better Tenderness becomes. A fast Tireless Mushook with Turbo can be very scary if it sets up.

Mushook with close to 0 speed is also totally doable on a bulky team. If that's what you're going for, then definitely take Parrier. The benefit of this is it lets you invest heavily into SPDEF, which is the more traditional Mushook build. Those builds relied entirely on poison ticks for the majority of Mushook's damage, and the build still works to a degree. You could also play a bulky offensive Mushook that takes less in SPDEF and invests into ATK to make sure it hits hard all the time.

Mid-speed Mushooks also work, if it staggers around other tems on the team, like a Gyalis or a Valash.

Mushook can do basically anything, You can expect to see it a lot, and if you're playing PJab, it should be one of your first options as a Jabber.

Mastione

 

 

 

 

 

Role: Attacker

Trait: Pyromaniac
Gear: Fire Chip

You want fire? Mastione is fire. Pre-Cipanku, Mastione was in a bad spot. Quetza-Leno got added to the game, but Mastione didn't get it, meaning it was stuck with Embers as its primary STAB option, which meant it got totally outclassed by every other fire type in the game. Then it got Lava Wave, and now it's powerful.

Fitting well on teams with heavy water presence, Mastione has the highest damage output of any physical fire type tem that hasn't already gotten a boost. If you aren't wanting to play Prideful Raican, then Mastione will provide better immediate damage than Motican, but at the cost of lower speed and less bulk.

Lava Wave gains priority with water, which makes it an especially good slot on a team that's using any version of Synergy Master Koish. Meteor Swarm is a spread move, which gives Mastione an option to deal with Myx if it has to, while Flaming Meteorite is basically just a big nuke you can use when you need it.

You have three options in your 4th slot. Those are Tenderness if you feel you really need it to help against physical teams, Cage for generic trapping utility and Major Slash. The most preferred option among players is MSlash as it stops Mastione from being a monotype attacker that's easily walled. That's the problem with tems with moves of only one attacking type. Swap in a resist and it stops them from doing anything at all. MSlash helps deal with this problem a little, but not enough.

If you want to play a risky game, you can slot Rage in that 4th slot, letting Mastione be a huge damage threat from turn 2 onwards. If you feel confident that you aren't going to be leading Mastione into tems that threaten it on turn 1, then Rage may be a worthwhile slot. It's a very risky move to use as it also reduces your DEF by 2 stages, making Mastione very squishy on both sides as it already has very low SPDEF. If you can get it to work, however, then Mastione will be a very powerful tem.

Outside of just pure fire, pure damage, Mastione doesn't have much else to offer a team. By no means does that make it bad, as it does that one job very well, but if you're looking for a tem that can fill multiple roles at once, then another fire type may be a better choice.

Raignet

 

 

 

 

 

Role: Slow Jabber, attacker, utility, anti-mental

Trait: Electric Custodian

Gear: Taser or defensive

Raignet is another excellent tem. Its very diverse movepool, including access to Perfect Jab allows it to fill the role of an attacker, slow Jabber and a semi-support all in one slot. It has a very high degree of role compression.

Electropunch allows Raignet to modulate its speed as required. Without synergy, it's very slow and thanks to 1 priority, it gets to stagger itself under slow Jabbers, without even needing to tweak speed TV's to do so. With digital tems, it can be a fast attacker, using the synergy effect to go up to 3 priority, attacking at high speed instead.

As a slow Jabber, Raignet can set up KO's on following turns, punish swaps or invest a little into speed and Jab before other slow tems (like a Kalabyss, or uninvested Nidrasil). While not on the image, Charged Iron Filings is a spread move that lets Raignet hit multiple targets at once and nullify them, letting itself and its allies hit tems that otherwise resist them neutrally. Great for heavy earth teams to hit wind or nature heavy teams neutrally, rather than being hard walled by them.

Hypnosis is useful, even on a slow tem like Raignet. Yowlar (if Matcha), Kalabyss and Scaravolt are all common tems with lower base speed than Raignet, and it can help keep them under control and slow them down by putting them to sleep. It won't be as effective as a fast Hypnosis user, but it certainly helps against other slow tems.

Sparkling Bullet can be used with neutral-heavy teams, but Electropunch is generally just better. It has 5 more BP than the synergy version, and the 2 priority on Sparkling Bullet rarely matters. It's also not much cheaper than Electropunch, anyway.

As a side utility option, Raignet can run Cage to force boards that are favourable to the PJab player.

Electric Custodian is a good default trait to use for Raignet, drawing in electric damage onto itself, which it then resists and takes well with its above-average bulk. It's especially adept at protecting digitals, which it pairs well with thanks to Electropunch. If you want to play Zaobian, then running a Raignet with it is a must.

For gears, you generally want to use a defensive gear, though Taser is good if you plan to use Charged Iron Filings, as it will apply the burn to both targets, which is a lot of “free” bonus damage.

Raignet's electric typing lends itself nicely to an anti-mental role, threatening with Electropunch and CIF. Be careful of not KO'ing with CIF, as the nullify effect may end up helping the opposing mentals instead. Also look out for Myx, that's one mental that Raignet loses to, rather than beats, thanks to its weakness to CSpikes.

Seismunch

 

 

 

 

 

Role: Jabber, attacker, win-condition, raid boss

Trait: Earthbound is better, but Self-Esteem works on a budget.
Gear: War Drum, Defensive

Seismunch is one of those tems with a move that's designed in such a way that it becomes a build-around. “Seismunch teams” are a thing, and they have a lot of crossover with the PJab archetype.

Its signature move, Seismunch's Wreck - is a spread earth move that gains damage and 3 priority with melee synergy. This means that Seis teams tend to want at least two other melees to pair with it, and those melees just happen to also be ones that either have access to PJab, or benefit from it. Examples of melee types that have been used on Seismunch teams are Skunch, Mushook, Gyalis and Saipat.

Seismunch itself has a tendency to run Heat Up, buff on turn 1 and then come back in later to sweep and carry a game. I didn't include it on the image there, but you should probably be running Heat Up. Most Seis sets don't run PJab, but if you want to slot it on a PJab team, then there's no harm in doing so.

If you wanted to combine a Seismunch team and a PJab team together, then the simplest way to do so would be a triple-melee core of Skunch/Mushook/Seis. You have the two melee synergies for Wreck, and all three have access to PJab. The result is that you have a PJab core and a Seis core all together in one trio. That's two teams packed into three tems. A lot of role compression that lets you swap between the two team styles dynamically, as required.

Seismunch isn't without problems, however. The triple melee cores it usually asks its players to build mean stacking mental and digital weaknesses. If you plan to play with Seismunch, you absolutely must have at least two tems on the team dedicated to dealing with mental and digital, otherwise, you'll find that part of the team falls apart very quickly in those matchups.

The earth typing doesn't help Seismunch much either, as it gains weaknesses to water and nature, which are both very common attacking types and make it much harder to safely position to both set up, and to sweep. Seismunch will be a tem that you have to play with a lot and practice with before reaching a point at which it becomes consistent. However, if you do, the payoff is a strong carry that can close out games by itself.

In terms of gears, Seis likes defensive options. Doublescreen helps it to set up and sweep a little more safely, taking less damage from (most of) its counters, but remains susceptible to mono type tems like Cerneaf and Ukama. Reactive Vial lets it set up and stay in on tems it has risky matchups with, such as a tem like Garyo or Myx. If you want to play a high-risk high-reward strategy, then both War Drum and Iron Coating are potential options.

For traits, you should always aim for Earthbound. It's the better of its two traits and lets Seis “set up” into physical threats while still attacking. As a result, when spreading an Earthbound Seis, your TV's should focus more on SPDEF over DEF, if you have any left over after speed, ATK, HP and STA, which are all more important to invest in first.

If you're looking to make your Seis build a little more reliable, remember that Dim Mak deals fixed damage on 3 priority. Great for finishing off low-HP targets that otherwise outspeed you.

Zizare

 

 

 

 

 

Roles: Jabber, attacker, utility
Trait: Rested preferred, but Electric Custodian works if you need it but can't run Raignet

Gear: Gravel Bag (Required)

First things first, this is our first Soil Steam user. I need to make sure you know one very important thing. Soil Steam is a special move, but Gravel Bag makes it use the ATK stat in damage calculation. It does NOT change Soil Steam to physical.

This is very important, because it means that you can't Jab for Soil Steam, as it is hitting the SPDEF stat. Jab into Soil Steam DOES NOT WORK. Keep that in mind when using Gravel Bag users. Now, onto Zizare.

Zizare is tem that is practically designed for this archetype. It's got access to the absolute best Jab move in the game, but there's a catch – it's unique to Zizare. If you're not familiar with Zizare, or Piercing Wheel (because it's rarely played) then this is what you're looking at:

 

 

 

 

 

 

 

Piercing Wheel is a very good move. This move alone is enough to carry Zizare as a potential fit in a PJab team, but it's not without problems.

Zizare has a great ATK stat, but it's slow. REALLY slow. At 30 base speed, it's getting outrun by even Saku, Yowlar and Babawa. When playing Zizare, you can expect to always be going last in turn order, unless you're staggered to PW before your own attackers (you should be). Ziz also doesn't have the best SPDEF. It'll take hits on the physical side fairly well, but on the special side, you can expect to get 2HKO'd at best.

Zizare also has a fairly poor movepool. Those three moves in the image above are your only three good moves. Your 4th slot is open not because it's flexible, but because every other move it has access to is bad. Your choices in that slot are Double Edge, Clinch, Petrify, or Darkness. You can run DE if you happen to be raid bossing up a Yowlar or something, but other than that, you aren't getting much use out of anything. I personally go for Darkness because the priority lets me maybe get one more turn out of Zizare when it's otherwise guaranteed to go down that turn.

Soil Steam being special means you're also locked into Gravel Bag. You cannot run any other gear, because if you don't, then your Soil Steam hits for basically nothing, and then you go back to Zizare's old problem – no meaningful turn one options. Play Gravel Bag. It means you can only run one GB tem per team, which sucks, but that's just how it is. The benefit you have to this is that you can then have Petrify use your ATK stat, but… 50 BP on a hold counter that high feels kinda rough.

However, Zizare doesn't need anything else. The package of Soil Steam, PW and Rockfall are plenty to have it do its job. The traits are fairly flexible. Rested should probably be your default, but be aware it's a “once-per-battle” kind of trait, so you get your boosted damage for those two turns, and then you don't have a trait any more. Use those two turns wisely. I find it's best used with a HW Mouflank Cage, if you've been able to bait earth-weak tems to lead into your Mouflank.

You can run E-Cust too. It's overall a little weaker than Rested, as you're not guaranteed to get usage out of Ecust every game, but, if you wanted Raignet for its redirection effect, but it made you too weak to crystal, then Zizare with E-Cust can fill that role. It's still a Jabber, it's still got good damage, and now you resist crystal instead. It's pretty good.

Note that, even at 3 priority, PW will still be really slow because it's coming off of a base 30 speed stat. You need to invest speed TV's, at around 100 to have it sit around 0 speed Skunch levels. You can expect to have to invest speed on Zizare when making your spread, and, because it's so slow, it's a tem that only works on slow, bulky PJab teams. It's not able to Jab for fast teams, so unless you intend to Jab for Zizare, it's gonna feel a little weak.

Momo

 

 

 

 

 

Roles: Jabber, attacker (special), synergy
Trait: Stabmaster
Gear: Res Badge, Defensive

Do you need more neutrals for your Sparkling Bullet and/or Quetza-Leno synergies? Are you concerned about Tenderness and/or Parrier being too hard to get through for your already physical-heavy team? Consider Momo. Unique in that it's the only special neutral type, Momo helps the PJab core by being that neutral type that some variants of the team need, while hitting on the other side of the defensive spectrum, with a type that's resisted only by one other type.

The combination of Stabmaster, Undermine and Res Badge make sure that after one turn, Momo is always going to be a major threat to anything on the board. You can expect to hit just about everything for ~70%, unless it's a mental type. If the opponent swaps a mental in on your Undermine, that's fine too. They may not take much damage, but they take -1 SPATK, which makes them less of a threat into your mental-weak tems.

Bark is like Stare, except it also hits the SPDEF stat for -1 as well. You can use Momo in this way to tie a hybrid physical/special team together, with Bark on 3 priority helping act like a Jab for allied special attackers, or even just Momo itself. Since Undermine is 1 hold, using Bark guarantees that Undermine is up next turn to nuke that -1 SPDEF target. Not bad.

Willpower Drain provides some additional utility. Great for stamina control into tems with expensive moves like WCL, Faraday Cage, CSpikes, HKS and similar, or just tems with a low base stamina. It's especially powerful when used on tems with low base stamina and no stamina gear. If you can find a way to exhaust a target and hit them with WPD, then they're probably going to overexert that turn.

The 4th slot is usually Double Edge, but some people have tested both Refresh and Zen Meditation to some decent success. The choice is yours. In terms of gear, note that if using Mouflank and Momo on the same team, Mouflank needs the Res Badge more, so put another gear on Momo.

In closing, Momo does only one thing. It's very one-dimensional. However, it excels at that one job, which is really all a tem needs to be good. That, combined with some qualities unique only to Momo, and you've got a pretty good package ready for use.

Kauren

 

 

 

 

 

Roles: Jabber, attacker, raid boss, Anti-Myx

Trait: Both have their uses
Gear: Sweatband, Defensive, Gravel Bag (specific)

I honestly don't know what to think of Kauren, it's probably one of the weirdest tems on this list. Scavenger makes it an immediate candidate for raid bossing, which means you want it to stick around on the field for a long time, and it therefore wants a stamina gear. However, its movepool is one that's trying to take it in multiple directions at once, and it ends up not being good at anything in particular.

Stone Ball is a good move, and that's fine. If you're going down the physical attacking raid-boss route, then always run stone Ball. It has 65 base speed and access to Stare, so it can technically Jab for slower tems on your team, like a Raignet for example. Stare is arguably the worst Jab option, however, so you can probably find something better to do than click that. Willpower Drain is a great move, but it doesn't help Kauren define what it, as a Temtem, is supposed to do. It's a good move that's just… there.

Earth Wave is a spread earth move, which is good in theory, but it's 2 hold and 90 base power, which is fairly lacking. Stone Trench is available to Vulcrane (covered later) and that's a far better version of this move. I put it on the list to make you aware Kauren has it, however, for a reason I'm about to explain. Kauren can also use Stone wall, so, like Valash, it's a raid boss that's able to contribute to setting up by applying buffs to itself. I think that if you play Kauren, you probably always run Stone Wall.

The raid boss angle makes the most sense at first glance, but I think Kauren can fill one other role. It's pretty heavily anti-Myx. If you're really having problems with Myx (a common theme for these kinds of teams) then there's a very specific build you can choose to run. If you choose not to run the build I'm about to detail, still consider Earth Wave, just because it's a spread move.

If you take the Skull Helmet trait, it reduces melee and mental damage by 25%. That's like Babawa's Mucous, but for those two types instead. This effectively gives Kauren resists into both of Myx's types – one via crystal resist from being earth itself, and another from Skull Helmet. Add a Gravel Bag, and you have access to both Soil Steam and Sand Storm coming off of your much higher ATK stat. Sand Storm replaces Earth Wave as your spread move, while Soil Steam is your main single-target damage. Between your ability to hit hard, still hit through PM and resist everything Myx does, this makes Skull Helmet Kauren a convincing counter tem to use against Myx. You even have two move slots left to fill with utility like Stone Wall, Stare and Willpower Drain.

With careful TV investment, you can even set this build up to have a winning matchup against Mushook, thanks to Soil Steam getting past Parrier. This build is ultra-specific, but it has a (minor) place on the PJab archetype. However, do remember that since your damaging moves are both special, you will no longer be able to PJab for your Kauren at all.

Volarend

 

 

 

 

 

Roles: Attacker, synergy
Traits: Both are very good
Gear: Trait dependant

Volarend is, by nature, one of the most variable tems in the game. There's a lot of room in terms of how it can be built, but there's no way to tell at first glance either. Both traits are incredibly powerful, and neither one lends itself to a particular style of team either. You won't be able to see, in the pick//ban phase which trait, gear, or type of TV investments a Vola will by carrying, just by looking at it. When using it on your team, this is a strength of Volarend, as your opponent is playing a guessing game until you reveal what your Vola is doing.

At 74 base speed, Volarend sits at 1 below Skunch, one above Mouflank, and tied with Kinu. Keep that in mind, we'll come back to it.

If you're playing Volarend, you really want to run a high ATK investment. Especially on a team like this, which wants to play aggressively. Vola's base ATK is rather low, at only 51. If you want to make sure your moves do more than just lightly tickle. Unless hitting targets for 2x, damage, Volarend will really be relying quite heavily on the -DEF effect of PJab for it to be a real damage threat outside of the occasional use of Hyperkinetic Strike, if you can afford the high stamina cost to use it.

How Vola will fit in the team varies, but I think that, overall, Anaerobic is a better general fit for PJab teams. The main reason for this being that it really wants you to attack physically as the trait lowers your SPATK when using toxic type moves. The other reason is that your speed remains the same in relation to your Jabbers. Similar to how Prideful Raican will eventually pick up enough speed boosts to outspeed your Jabbers, Aerobic Volarend will do that too. However, unlike Raican, you aren't gaining any damage, so it results in overall lost damage until you click that HKS button. Thirdly, the bulk increase on Anaerobic lends itself to bulkier PJab teams.

Now, back to base speed. At 74, Vola outspeeds all the slow Jabbers without them investing in speed. At only one base speed below Skunch, there are only a few Jabbers that outspeed Vola. As such, you probably want to keep it at 0 speed investment, or just enough for 1 more point in speed to win the 0 speed mirror.

Aerobic Volarend will begin to outspeed all of your Jabs at only +1, so do keep that in mind when running it. You can avoid this issue by running special on your Aero Vola and playing Tornado + HKS, but the move quality for Vola on the phys vs special side is heavily skewed towards physical, with the better hold 0 moves both being on the physical side.

If you're looking for a team to slot Volarend onto, a crystal-heavy one will be best as it gives synergy to Tox Plume. -1 ATK on a spread move is absolutely amazing into opposing physical teams, and is easily Volarend's best move.

Yowlar

 

 

 

 

 

Roles: Raid boss, Attacker

Trait: Always Comebacker

Gear: Chamomille, Matcha, Energy Drink

Yowlar is a chunky boy. With stats very min-maxed to a bulky-offense or raid boss playstyle, Yowlar has a place on PJab. Being entirely physical in offense, it naturally loves to be Jabbed for, and at only base 40 speed, you barely even have to invest on your Jabbers to do it. It's cheap, even for the likes of Kalabyss.

Being slow, Yowlar really likes defensive gears, as it's either getting attacked, frozen, or put to sleep before it attacks. Chamo is a great all-round gear, but you can't swap out if you intend to buff up – offensively or defensively. It's not the most optimal gear to choose for a raid boss style of Yowlar.

Matcha instantly removes the freeze effect you apply to yourself with Hibernate, but you become vulnerable to status. On the plus side, your defensive buffs now stick if you swap out, so are probably best served using this for raid-boss style teams.

Kinu + Yowlar is the general combo and, Kinu can fit on PJab teams. I used it on early iterations of the archetype back in the Tucma and early Kisiwa metas. I'll be covering Kinu in greater detail when I get there. You can play Yowlar without Kinu, however.

A Chamo Yowlar can theoretically fit on just about any team. You want to be slower than your opponent so it turns Comebacker on, allowing Yowlar to fit as a bulky option on even the super fast PJab teams.

If playing a raid-boss sub strategy alongside PJab, then you may want to slot Double-Edge on tems that can use it. Options like Garyo and Zizare can do this (though not those two on the same team), or even Grumper if you bring it as an anti-Naga answer. The same applies to tems that can use Stone Wall. Yowlar gets better with bulk, especially if you use Hibernate with either Matcha or Chamo, so adding some will help Yowlar to feel good, even when not being being Jabbed for.

There's a little variance in movesets. Some people drop Oshi for Clinch. Not every set uses Hibernate. There's even some minor experimentation with Late Torment on teams using trap mechanics, like Zizare Petrify, HW Mouflank or similar.

In closing, Yowlar is still good, and probably always will be.

Garyo

 

 

 

 

 

Roles: Attacker, utility

Trait: Both are very powerful, choice is mostly preference

Gear: Soil Steam

Garyo went from being considered pure garbage to very good very quickly, and now it's a huge threat. At 82 base ATK, it's comparable to Gyalis in base ATK. Garyo hits very hard, and, thanks to Gravel Bag, it's able to hit both DEF and SPDEF with the earth type. That way, you can Earthbreaker after a Jab effect and get the damage boost, while Soil Steam misses it.

You generally always want those three moves, and your 4th slot is flexible. Clay Ball allows for some minor speed control options, as does Flood. Double Edge fits on raid boss teams and Relax also helps the raid boss goal by setting up.

The controversy in regards to Garyo is on traits. The majority of people will maintain that Autotomy is the stronger trait. Two turns of evade is very very powerful. It lets Garyo lead into unfavourable matchups and take a hit for free. It also makes it a fantastic pivot. If you don't lead Garyo and keep it in the back, the threat of a swap into evade is always present, and, if you do pull it off, it's a massive tempo swing. It's worth noting, however, that you only get this once per battle, so once it's gone, you aren't getting it back.

This brings us to Marathonist. I prefer this trait of the two, but which you use on your PJab team is totally up to you. Garyo has pretty decent stamina, but its moves are very expensive. Each one costing over 20 stamina each means that after two turns or so, you're going to be running low and are either forced to swap, rest, or take a massive overexertion. Marathonist halves your stamina costs, so it's like having a permanent Fake Beard effect that isn't a status and therefore doesn't wear off like the gear does. The negative to this is that is lowers your speed by -1 per turn. It reads “attacks”, but status moves like Flood count towards this effect too.

However, Garyo is already slow as a brick, so unless you're under Naga's DA (in which case it helps you), then the loss of speed really doesn't matter. Garyo is going to be the slowest thing on the field anyway, so, do you really care? I would argue that you don't. The only matchup it matters into is Scaravolt. This will require some minor speed investment (make sure you're faster than 50 speed Scaravolt on ladder, tournament ones tend to be in the 47/48 speed SV range) to work, so keep that in mind when building.

In regards to the Scaravolt matchup: Autotomy will always have the speed advantage if you choose to take that small speed investment, but you have to deal with stamina and losing your trait eventually. Marathonist, on the other hand, is better in longer battles, but you have to take speed into consideration if you attack and they swap out. Try to lock it in with Cage, or find alternative ways to deal with Scaravolt in addition to Garyo.

Overall – Autotomy is considered the better trait by many. I can see why. It's super strong. The drawbacks to it are stamina management, single-use, and it makes Garyo harder to play. You have far more that you need to think about in a battle. You can do more stuff with your Garyo if you run this trait, but the complexity of the tem goes up. Garyo is something that requires learning by itself, so there may be some growing pains if you're new to it. You don't have to play around the nature type so much, since you can use the evade turn to absorb a hit, letting you sit in front of natures for one turn.

Marathonist is simpler and easier to play. The trait is always there, which lets Garyo be more effective in the late-game compared to Autotomy. You can also stay on the field for longer periods of time without swapping out, if the boardstate allows it. This trait makes Marathonist Garyo much more of a “plug and play” option compared to Autotomy, making it easier for newcomers to the archetype to pick up, especially if they really wanted the water/earth typing, reach really helps with a lot of important resistances.

I want to stress, however, that which trait you run is entirely your choice. They're both great.

As an additional side note, consider Garyo if you're on Cerneaf. I haven't detailed Cern in this guide because it's not the best of fits, but if you do happen to be playing a Cerneaf, Garyo provides synergies for both WCL and Bush, letting the two form a mini Cerneaf-core as a side win condition if you want to take that route. Cern can be played on PJab, but it's something you run alongside a PJab core, rather than as a dedicated part of one.

Loatle

 

 

 

 

 

Roles: Attacker, utility

Trait: Always Voodoo
Gear: Variable

If I had written this guide a few months earlier, this section would look a lot different. However, at the time of writing this guide, Loatle is looking rather sad for the purpose of PJab teams.

I'd have told you about the amazing utility of Seppuku Loatle, and how it's a great way for PJab to bust through defensive setup teams, like stall and raid boss. See, Sacrifice and Autodestruction used to apply the doom effect on Seppuku, which was great. It's only 2 turns, which meant that, as your opponent had already locked in their choice of moves for the turn you used Sacrifice (on their tem), they only had one turn to react and cleanse the doom you had applied to them before the tem you hit Sacrifice on dropped to doom. They didn't even have time to swap in a Purgation user if they had it. You could even doom Cerneaf after a Bush and stop it buffing itself up. Sacrifice even removed Chamomile, so you could take the immunity off of a Chamo Yowlar and then apply your 2 turns of doom after. It was amazing.

Times change, however, and this got patched out in late Cipanku. Seppuku now only works if you KO yourself through overexertion, which makes the trait completely useless, so now I'm here to warn you to never, ever, EVER play Seppuku Loatle unless it gets reverted somehow. For the time being, Voodoo is the only trait that's at all usable to you.

As for what Loatle has, there are some options. Faraday Cage is a good move by itself, Telekenetic Shrapnel is not a great move at all, but the difference between ATK and SPATK for Loatle is huge, so even if you choose to run Emanip as a side utility option, you still take TS for damage purposes. Your other options include, but are not limited to: AutoD, Ninja Jutsu, Bush, Frond Whip and (maybe) Data Corruption.

With the exception of the variable typing of Chromeon, Loatle has unique typing, which always lends a tem to fit a specific role a team may need if it happens to want that exact typing. Loatle's typing makes it ultra weak to both digital and electric, so care needs to be taken when playing with Loatle on your team.

Loatle's typing makes it amazing into Skunch and Mushook, so if you are building a PJab team and are for some reason expecting to see a lot of opposing melee/neutral types, then Loatle will fit right in.

I can also see Loatle working as a form of glue on a team that uses 2 mentals (including itself) + Mudrid for Deluge synergy + Raignet (with the Raignet forming one of two or more Jabbers on a PJab core). This would be a hybrid of the mental + Mudrid core, with a PJab core, both put together on the same team. Loatle would tie those two halves together, working on both.

Outside of the specific circumstances listed above, I wouldn't recommend Loatle at all. There are better tems to be slotting on your PJab team.

Kalabyss

 

 

 

 

 

Roles: Attacker, slow Jabber, bulky pivot, utility
Traits: Mucous is preferred, but Toxic Skin is still a good trait
Gear: Reactive Vial is preferred, but Edrink, Coat and Snare are also viable options.

Kalabyss was one of the first Jabbers added to the game, and it's been around on PJab since the start. With excellent bulk stats, cheap moves, great utility in Strangle, a decent base ATK and the ability to spread poison ticks, Kalabyss is an all-around good tem in general. It's seen use as a Jabber since the Tucma days and is still relevant.

With high base HP and one of the highest base DEF stats in the game, Kalabyss is excellent at taking physical attacks. If you are playing into a physical team, Kalabyss makes a great swap-in pivot to take hits well. If the current meta happens to be heavy on physicals, then Toxic Skin makes for a great deterrent. Not only do you get good swap, but you also poison the attacker for 2 turns. That's just good. If using Kalabyss this way, Snare makes for a good alternative if Rvial is taken. If the meta is one that has multiple tems reliant to particular gears (such as Pridecan being glued to sweatband in Kisiwa) then Kalabyss with Snare makes a great swap into those. You take the hit very well, poison the attacker, and disable their gear for the rest of the game. Excellent.

Mucous is better for improving your general bulk. Kalabyss is weak to electric and wind. Wind hits both physically and specially. On the physical side, your DEF stat plus either Rvial or Coat will reduce the incoming damage by plenty. On the special side (which your opponent will be aiming for), Coat helps tone that down to bearable levels. With high SPDEF invest on your Kalabyss, you can make some wind hits into a 3HKO, which is very bulky for a type you're weak to. Electric will typically aim to hit you specially with Thunder Strike, and Mucous helps that out a lot. It almost brings the incoming damage down to being neutral. You lack the ability to spread toxic ticks as easily, but if you want Kalabyss to just sit there and do what it does best, Mucous makes that more consistent.

Tukai

 

 

 

 

 

Roles: Attacker, Jabber (variable speed)

Trait: Always Hydrologist
Gear: Always Shuine's Horn

Tukai here is probably the weirdest build you're going to see on this guide. The build you see above was very recently discovered just a few weeks before this guide was started. Shuine's Horn boosts the damage of the moves it's converting by 25%. Since it converts to water type, the now-water Noxious Bomb gets a 50% STAB boost for being same type as Tukai. Finally, Hydrologist boosts it even further. This means that your Nox Bombs are very, very powerful.

Most Tukai typically invest into SPATK, and that was the traditional build for as long as it has been around in the game. The 25% boost to Shuine's Horn was a later balance change that allowed this build to exist. Your two main moves are Feather Gatling and Noxious Bomb. You then have options.

If you have attackers that are slower, then Tukai can Jab for your slower attackers if necessary. Tornado is usually taken to make sure Tukai has a priority option and hits hard enough just coming off of the base SPATK. If you find yourself coming up against lots of tems using Snare, or if Tyranak happens to be meta and is turning your gears off with Frightening, then Waterjet can be slot on as a backup physical water move that doesn't rely on conversion to work.

Because of the sheer damage Tukai puts out with its Noxious Bomb boost combo, it prefers to move after other Jabbers, so try to avoid setting this up as the fastest tem on your team, or your results will be drastically diminished.

If you're looking slot Tukai, it's exceptionally weak to electric, so Raignet or Zizare help cover it with Electric Custodian, while crystals threaten electrics. Tukai also covers their earth/fire weaknesses effectively, so it rounds out nicely.

Tuvine

 

 

 

 

 

Roles: Attacker, Jabber (variable speed), anti-mental
Trait: Always Determined
Gear: Variable, stamina gears preferred

Tuvine is one of the go-to crystal types to deal with mental threats. Hold 0 crystal damage is a huge contributing factor of this. Gyalis having Crystal Bite is fine, but it's on 1 hold, which has its own problems. That 0 hold is a very valuable thing. Tuvine's typing allows it to swap in on mental types, as well as be a great tem into the always-popular toxic type.

Feather Gatling deals consistent damage to toxic types, and CPG has good baseline damage, even on neutral targets. On PJab teams, Hslap allows Tuvine to Jab for its team as well, filling the role of both an attacker and a Jabber for slower team members.

The 4th move is usually Tornado, and it should be if you have a gear that helps with stamina consumption, as stamina is Tuvine's greatest weakness. You will always need to invest TV's into stamina for a rotation, even with stamina gears because CPG is so expensive. You can potentially slot Peck if you don't have a stamina gear. It's far, far weaker and you can only snipe tems that are sitting on ~5% HP because they just barely survived, but it's much cheaper and saves you from having to overexert for half of your HP just to get that tiny bit of damage off.

Outside of that, Tuvine is very simple. It doesn't have any other moves, as it hasn't had anything since Tucma, when the level cap was 48. The moves it does have don't really help with what Tuvine wants to do, so it's the three in the image, plus one of either Tornado (most likely) or Peck if you can't afford Tornado. Enjoy your crystal bird. It's pretty good.

Turoc

 

 

 

 

 

Roles: Attacker, Jabber (slow), bulky pivot, utility
Trait: Both are excellent
Gear: Variable, lots of possibilities

Turoc is a cool Temtem. This is especially true on Perfect Jab style teams because it has some unique properties that the archetype likes. I'll get to that when I reach traits.

Turoc's bread and butter is a combination of Feather Gatling, Stone Ball and Rockfall. These three give it a well-rounded basic setup that allow it to hit a number of types for 2x damage. It trades well into the likes of Tulcan thanks to Stone Ball being 1x while resisting everything Tulcan does back. If Tulcan is a particular problem for your team, you can even run Doppelganger Brooch to hit it really hard.

Stone Ball's 1 priority makes Turoc easy to Jab for, even if you invest a reasonably large amount of speed for its other moves. This allows it to be variable in turn order, so you can invest speed on it to Jab for even slower members of your team, while Stone Ball lets you keep speed low for turn order control. It's nice. Rockfall is a spread move, so it can hit Myx through PM, or is otherwise useful for cleanup, or catching swaps.

For your 4th move, it's a choice between Tornado and Hslap. If you want it to Jab, then you can take Hslap, but otherwise, Tornado gives you high priority for even more control over turn order. The high base power means it hits for good damage, even uninvested. If you choose to run Tactical strike as your 4th move, then you ALWAYS take Tornado over Hslap. You give up the Jab because that trait makes your Tornado hit pretty hard. It's like you got to invest into SPATK for free.

Trait-wise, it's pretty 50-50. Tactical Strike boosts your moves with hold, so that means it's boosting Rockfall and Tornado. This lets Turoc be more of a consistent damage threat. The combination of Hand Fan and Tac Strike makes Tornado really hurt a lot, even if you don't invest at all. It's overall the more consistent trait of the two.

Escapist, however, is still incredibly powerful, especially if you build with it in mind. What Escapist does is it makes both tems on your side of the field immune to being trapped. If you swap Turoc in next to a tem that's already trapped, it clears the status. This trait is very powerful and makes for an amazing pairing with Cage users. You effectively lock your opponent's tems in, but both of yours are unaffected. This makes Cage “free” in the sense that any downside for you (also being trapped in) is gone, as Turoc prevented that from happening. The absolute best partner for Escapist Turoc in this way is HurryWart Mouflank. You not only have the threat of a turn 1 Cage, but you don't even suffer for it.

This combination allows you to lead Mouflank + Turoc into earth/wind weak tems, lock them in and knock them out, with no downside to yourself. Very powerful stuff. This is a setup that has very high potential when used on blue side, as it's easier to set up, and the instant removal of a tem on turn 1 is a huge tempo increase for you. If you ever run either of these two tems, definitely at least consider looking into running the other, if your build allows for it.

As an aside, Turoc has one of the best base HP stats in the game, which makes it very bulky. This, plus its earth/wind typing make it a great pivot to come in and absorb damage from many very popular types. If not going for the turn 1 Cage play, Turoc is also great when kept in the back to come in and take a hit well.

Tuwire

 

 

 

 

 

Roles: Attacker, Jabber (slow), utility
Trait: Common Factor mostly, Splitter can work but unlikely

Gear: Variable

If I were to give Tuwire a nickname it would be “the saviour of orange side”. It's no secret that PJab teams love to play from blue side, because they have a style that really likes having the counterpick in the lead phase of the battle. As such, they become much more dangerous to play when on orange side. This is especially true of builds that stack many weaknesses to one particular type. An example of this might a Skunch/Mushook/Seismunch core all being weak to mental and digital.

If you're on blue, you can deal with these by not hard picking to be weak to them with your second pick, as you can already see your opponent's picks. On orange side, your opponent gets to counterpick you, as they pick their second tem after you've taken both of yours. This spells danger.

That's where Tuwire comes in. Common Factor is an extraordinarily powerful trait that takes those weaknesses and ignores them. All 4 tems in the battle get the Nullified status, which reduces all damage to 1x effectiveness. Your resists get turned off, but your weaknesses do too. This makes Tuwire an amazing anti-lead on orange side that allows you to pick risky tems like Skunch in front of mentals and turn that 4x damage into 1x damage. This is an enormous damage swing. There's even more to it than the defensive applications too.

PJab teams love the neutral game. If all tems are hitting for 1x effectiveness, then PJab teams are generally pulling ahead in that matchup. You have the added benefit of moves that have a -DEF effect on them. This allows you to multiply your damage by a small amount, while your opponent is stuck doing whatever 1x effective hit they have on you. This allows you to pull ahead in overall damage and win trades you have no business winning. Tuwire lets you do absurd things like have a Skunch win a 1v1 against a Kinu. Common Factor is absolutely insane, do not sleep on it.

Given what I've just written, it should be clear that Common Factor is the main reason you take a Tuwire. You can play Splitter if you want, but it's a significantly weaker trait than Common Factor, while still managing to be a good trait. I advise against using Splitter, simply because Common Factor is just that good.

For moves, Faraday Cage and Feather Gatling are your go-to. Since this is the PJab archetype we're talking about here, I have to mention that like all Tuwai evolutions, Tuwire can use Hslap. Your final move can be a choice between Turbo Attack for a cheaper alternative to Faraday Cage, Hologram, Tornado, or, for similar reasoning to Tuvine, Peck to save on stamina. The best option out of those is Hologram, as it lets your Tuwire absorb a hit and waste your opponent's turn, keeping it safe to swap out and back in to get a second activation of Common Factor if you need it.

One final point to keep in mind with Common Factor is that it goes both ways. You may not get oneshot by stuff you're weak to, but you also lose any 2x or 4x offense you had into the opponent. Be careful, manage your Tuwire wisely.

Kinu

 

 

 

 

 

Role: Utility
Trait: Both are good
Gear: Lots of options

Kinu is one of the best tems in the game. It's fantastic. Back in the day, Protector would proc every single time it came in, so it was amazing at spreading bulk stats around the entire team, which would otherwise be build fast and squishy, which allowed you to have the best of both worlds and build a fast PJab team that was also bulky thanks to the spreading of Protector buffs.

Protector got hit however, and Kinu is much weaker. It's still one of the best tems in the game. All that really changed was that people actually play Benefactor now, and that's fine. Kinu doesn't have a huge role on PJab teams, but it can do a little.

If you're planning to play tems that like to set up buffs on their first turn, like Yowlar or Seismunch, then they can get a nice boost to their bulk with Kinu giving them its only Protector proc. This makes setting up much safer. Kinu pairs especially well with Valash. If you're playing the raid-boss style Valash with Madness Buff and Crystal Spikes, then get yourself a Protector Kinu. That combo is incredibly strong.

Outside of spreading buffs through Protector, Sacrifice and Stone Wall, Kinu doesn't do much for the archetype. I wanted to mention it to make it clear that it still works on these teams as a support for secondary gameplans and pairs well with some tems in this guide, but it's not a tem that specifically works with PJab. This is a tem you'll be using specifically on teams with multiple win conditions, one of which happens to have Kinu support it.

When building your Kinu, build according to the secondary strategy you're using it for.

Vulcrane

 

 

 

 

 

Roles: (Bad) Jabber, Attacker, anti-Myx
Trait: Both have their uses
Gear: Trait Dependant

Vulcrane is a tem that went from mediocre to one with high potential real quickly. Cipanku gave it access Hook and Stone Trench. Both of which make Vulcrane a massive damage threat. A 75 base power spread move coming off of a +1 boost to ATK is very threatening.

Stone Ball is your main move, allowing you to adjust your speed to your Jabbing needs. Stone Trench is as described, quite strong. The damage is good, especially after a Hook. Iron Coating pushes it even higher. It also gives Vulcrane turns of evasion, so it also has defensive utility, making Vulcrane deceptively hard to take out. Flaming Meteorite is your main fire type move, and when boosted by Vigorous, does a significant amount of damage.

Your 4th slot could be anything from Hook (preferred), to Ninja Jutsu, Soil Steam to hit on the special side (forces you into Gravel bag) or even Stare. I'm obligated to mention that Vulcrane learns Stare. I'm also obligated to mention that Vulcrane has far more to offer than clicking Stare. Don't run it.

Trait-wise, Vigorous is your better trait. All of Vulcrane's moves are expensive, and that makes it easy to meet the OX condition for Vigorous, which gives your moves an huge boost in power. At +1, a Vigorous boosted Flaming Meteorite is going to blow something up almost guaranteed. It's big damage. If you want to play the utility game, you can run Receptive. It's definitely worse than Vigorous, but an extra turn of evade each time you Stone Trench, or a 3rd turn of Fake Beard (since you don't want to OX any more now that you've chosen not to run Vigorous) all have some degree of value. Choose your trait as your heart desires, but err towards Vigorous.

Koish

 

 

 

 

 

 

 

 

Roles: Attacker
Trait: Synergy Master (on most builds)

Gear: Type dependant

Koish is a hugely variable tem, given that it can be of any type + its water typing. I can't describe them all, so I want to just list the ones that are worth considering with one line as to why.

Fire – Lava Wave has synergy with waters. Great with Babawa. Is 2 prio without synergy, letting you Jab before it.
Electric: Electropunch is 1 prio without synergy, letting you Jab before it.
Nature: Is absurdly powerful.
Digital: Iridescent Digital Koish has seen some fringe play on digital teams, even non-PJab ones so they don't also become weak to digital.
Neutral: Able to set up Synergy Master boosted Lava Waves and Quetza-Lenos, acting as the synergy type for both moves. This lets you run a double fire team with Raican + Mastione, with neutral Koish tying it all together into one neat package.

Waspeen


 

 

 

 

Roles: Glue, anti-mental, Jabber (for specials)

Trait: Always Royal Jelly
Gear: Defensive

I said I'd get to Waspeen eventually. Waspeen has the absolute bare minimum it needs to maybe fill a slot on a PJab team that wants to run physicals and specials – but only if those specials are super slow.

Being a crystal type, Waspeen can swap in on mental type attacks aimed at your neutral and melee type Jabbers, and, being a stall-based tem, Waspeen takes them really well, and then heals off some of the damage. This makes it a great way to sit in front of mentals and kind of just annoy them off the field so your mental-weak tems can come back in. Crystal Bite can still threaten mentals, as it hits for 2x, and, if attacking into a mental at -1 DEF from a Jab effect, can actually be a threat, even coming off of Waspeen's very weak ATK stat. You'll need multiple CBites to take those mentals out, but you will most certainly outlast them, provided your other slot isn't getting knocked out in the meantime.

Waspeen may make sense as the only potential user of Data Corruption. The move is generally considered kind of weak, due to it being on 2 hold, but Waspeen's movepool is very limited, which holds it back. Out of Waspeen's large number of moves of which it can choose, the (bad) Data Corruption is still one of the better ones. The rest are really bad moves you never want to take. This is like a PJab for the special side, except it has 2 hold, is expensive, and doesn't do damage. It does, however, lower SPDEF by -2.

If you happen to be running Scaravolt, or something similarly slow like Saku, because you're playing PJab with a side of stall, then you can invest a few TV's of speed on your Waspeen. At 36 base speed, Waspeen can potentially Data Corruption before your own Scaravolt, which sets up for surprise KO's. Especially from a Half Full Scaravolt. That's a +1 Scaravolt hitting a -2 target. Big nuke. This helps you to break through big, set up tems on raid boss teams, or those other opposing stall teams.

Do I recommend Waspeen? Absolutely not. The above is its only potential use case, and it's so narrow that I can almost guarantee you could be doing something better with your team. What you just read will probably never work, but if you ever find yourself in the situation in which you need exactly a crystal/digital type, and it happens to be on a team that's running Scaravolt and/or Saku, plus a little Jab support, then maybe, just maybe, Waspeen can fit.

Other than that, never even consider it. Think of Waspeen as a proof of concept. Can a tem that ties the physical and special sides of a PJab team together exist? Waspeen proves that it can. Is it good? That remains to be seen.

Anahir

 

 

 

 

 

Roles: Attacker, anti-mental, anti-Naga

Trait: Flawed Crystal
Gear: Always Fake Beard

Continuing with our trend of terrible tems, we have Anahir. Back in Tucma, this guy was respectable. Since then, however, Anahir has become more and more unplayable. It should be clear that this tem is designed to be bad on purpose for story purposes. Both of your traits have effects that hinder you in some form, but at least Flawed Crystal does that a bit less severely.

In theory, the crystal/fire typing is really nice. It does all the typical crystal things you would want from a crystal type, but also has the offensive benefits of fire. Defensively, it doesn't fare well, however. Melee, water and earth are all common attacking types, so you can expect Anahir to rarely be safe when it's on the board. It's really slow, and its low base HP means that it takes large chunks of damage, even from things that hit it neutrally.

Anahir has a horrible stamina stat, so you have no choice but to use Fake Beard. That's the only gear that makes any sense on it, because it's the only one that makes the tem even slightly usable. At least now, you can stay on the board for 3 turns and actually use your moves, rather than Heat Up, maybe attack once, and then back out.

If it wasn't clear already, Anahir is a terrible tem and should generally not be used. There is one use for it, however. Tiny, but it exists.

Anahir makes a cool anti-lead into Nagaise. See, Deceit Aura reverses turn order. Anahir is absurdly slow, so that actually helps Anahir. Despite being water type, Nagaise doesn't have any hold 0 water moves. This means that, unless the Naga is out next to a Zizare, Anahir is safe for 1 turn, before Nagaise's Fury comes down. This allows Anahir to Heat Up safely when it's under no threat, so it's a fairly reliable way to get that +2 boost to your attack. If you take a speed SV of 5 or lower, you can even be slower than 1 SV speed Nagaise and move before it under DA. In theory, because of this, Anahir wins this matchup. In practice, the Naga switches out and you're stuck with an Anahir that's a sitting duck on any other boardstate. Anahir can do one cool thing, but its usage is otherwise ill-advised.

Tyranak

 

 

 

 

 

Roles: Support, anti-meta
Tait: Meta-dependent
Gear: Meta-dependent

Tyranak is another one of those tems that doesn't necessarily fit on PJab in a natural way, but is able to exist on such a team, so I'm making sure not to ignore it entirely. Tyranak's base stats are spread such that it does lean towards being a bulky physical attacker, and, therefore, it's easy to Jab for and you can use that to help make up for its otherwise very poor offensive presence overall. Simply put – Tyranak is here because it's mostly physical.

You use Tyranak as an answer to meta threats that rely heavily on their traits or gears to be effective. If Nagaise is oppressive in the current meta, then Tyranak turns off Deceit Aura. If Koish is oppressive, Tyranak turns off Synergy Master. If a tem that relies on Fake Beard or Gravel Bag is oppressive, Tyranak's other trait turns those off too.

If you're ever building a PJab team and there are things you desperately need to disable, then Tyranak is playable for you, but it doesn't advance the PJab strategy itself in any way.

Tyranak's traits also work on your ally tem that's out next to it. If you are building with Tyranak, remember this. Don't use tems that rely on their traits/gears to function, depending on which trait you choose to run. You'll be countering your own team. BE CAREFUL.

Volgon

 

 

 

 

 

Roles: Synergy, support
Trait: ALWAYS Superconductivity
Gear: Flexible

Do not be fooled by the listed moveset here. Don't ever run that exact moveset on Volgon. I simply listed them all to show you just how wide its support movepool is. Strangle and Cage are both generically good support moves that are useful in a wide variety of situations. Stare can work on a PJab team, since its Jabbing move. Note that I didn't list Volgon as a Jabber. That's because Volgon has so many great support options, you can use your turns doing far more useful things than clicking Stare.

Purgation is like Sparks, but for physical attack and it clears doom as an additional effect. That makes it an interesting pair for tems like bulky Fkoish or Raican that are slow enough Volgon can outspeed them with Purgation, even with their priority boost from a successful synergy effect. A fantastic move not even mentioned on this list is Willpower Drain, so Volgon's support movepool is so wide that I can't even list them all on one image.

The main reason you bring Volgon, however, is its trait. Superconductivity is absolutely fantastic. It has Volgon count as the correct type for synergy effects of any type. Using Raican Quetza-Leno? It counts as a neutral. Using Urushiol? Counts as a toxic. Using Water-Cutting Lily? Counts as a water.

Volgon's Superconductivity makes it a fantastic fit on teams that use a lot of type-based synergies, and it allows it to tie a team together with synergies that have no business going together, because no such type combinations exist. In this way, Volgon lets you build otherwise “impossible” teams, which makes it very strong. There's no neutral/mental tem in the game, for example, and so it lets you tie together a Quetza-Leno and Slow Down/Deluge team together in a way that no other tem in the game can. Volgon is awesome.

Beware, for Volgon's offensive suite isn't as good as its support options. Thunder Strike and Electric Storm make for fine STAB options, but they do mean that Volgon is predictable, offensively. It does have access to both Blizzard and Undermine, though those two tend to feel quite underwhelming when used by Volgon.

Another thing about Volgon is that, as a PJab team you MUST fear it when you see it in pick/ban phase. Short Circuit Volgon is a hard counter to the PJab gameplan and must be respected if revealed.

A Guide to the Perfect Jab Archetype (Part 1)
Causation
Sept. 19, 2021

Causation

A Guide to the Perfect Jab Archetype (Part 1)

Sept. 19, 2021

Hi there.

I'm Causation. I've been playing Temtem since the release of the first alpha build in 2018 and, in my time with the game, I've played almost exclusively just one type of team. I'm a one-trick-pony of sorts, and I play the Perfect Jab team archetype. I've been a competitive player from when battles against other players was added to the game (it wasn't there from the start) and I've used that time to play the Perfect Jab archetype a whole lot. I've played it in every meta to date, and plan to play it for as long as the game is around. I'll be guide(ha!)-ing you through this archetype. I aim to cover a variety of topics in as much detail as I can, so by the time you're done reading this guide, you should know a lot about how PJab is played.

What is a “PJab team”?

“Perfect Jab” physical-heavy archetype that is built around the use of one category of moves. Being the move that the archetype is named after, Perfect Jab is the main building point of this team:

 

 

 

 

 

 

 

There are a variety of moves that lower the target's DEF by one or more stages, and all of them are grouped together as an unofficial sub-category of move called a “Jab”. The list of moves that have this effect are below:

Non-Damaging moves

- Stare
- Bark

Damaging Moves

- Perfect Jab
- Humiliating Slap
- Piercing Wheel

All of these come together to form the “Jab” category of move. In this guide, whenever I use the term “Jab”, I am referring to the use of this group of moves to lower the target's DEF by one stage. If I'm giving examples, just think about the one that is most relevant to you in that example.

So, I'm sure you get it by now. PJab teams revolve around moves that lower the target's DEF by a stage when used. But how do they play? Put simply, it's a team that places greater emphasis than normal on doubling into one target in an attempt to knock it out in one turn. There are multiple variations of the PJab archetype. I'll get to those later.

You're going to play heavily with physicals on this team, since PJab is a move that reduces physical DEF, as there are very few moves that reduce SPDEF. Special attacking tems can be seen on this team, but that's going into hybrid territory, which is when it gets a little more advanced. I'll get to that when I talk about team types. Firstly, I want to go through the categories of “Jabbers”, and then move onto the types of PJab teams you can build.

What's a Jabber?”

As you may have expected by now, if “Jab” is a type of move that reduces DEF, then a “Jabber” is a tem that carries and uses a move with this effect. Whenever I talk about “your Jabbers” or something similar, I'm referring to any tems on your team that will be using a Jab-type move.

In addition, I may refer to “attackers”. Those are your tems that follow up a Jab with a big hit – preferably on the same turn the Jab was applied.

Note that you can have tems that are Jabbers and attackers at the same time. An example of this might be something like a Raignet. It has access to Perfect Jab, letting it fill the Jab role, but it's also got a low-ish base speed and a 1-priority move in Electropunch, meaning it's also going to move after a Jab, most likely. In this way, Raignet can do both of these things at once.

Wait, there's more! There are also two sub-types of Jabbers. You have faster Jabbers and slow Jabbers. The Jabbers you choose and which of these categories they fit into can, in some ways, influence the overall build of your team and how it plays, so do pay attention to how they fit together.

Fast Jabbers vs Slow Jabbers

As mentioned above, you have two sub-types of Jabbers within this archetype. It may sound like it's overcomplicating things a bit, but decision making turn-per-turn changes based on which you are using, so it's actually a very important distinction.

Fast Jabbers – These are your bread and butter of the archetype. Tems like Skunch and Mushook are your main fast Jabbers. They have high base speed relative to other Jabbers and therefore, are going to be going first before your attackers to set up big damage double-in combos. You're generally playing this type more aggressively. As such, they lend themselves more towards speed investment. If you're playing a faster aggro-ish PJab team, then you want to make sure your team's Jabbers are mostly (or all) of this type. When I go over each tem, I'll be classifying their Jab types, so it should help make teambuilding a little easier.

Slow Jabbers – This Jabbing type is a little more complex to play. Jab into attack is a fairly simple combo. Slow Jabbers are usually moving last in turn order, so they're best used providing other utility for the team, or setting up KO's on following turns. A degree of forward planning is required to use these tems effectively. You want these tems to have utility outside of just Jab options. An example of a great slow Jabber is Kalabyss or Raignet. Kalabyss can add poison ticks, or slow the pace of a battle down with Strangle. Raignet also brings Electric Custodian and Hypnosis to the team. You don't want to have a tem that has a primary role of being a Jabber, but also have them be the slowest tem on the field. That's going to cause them to feel fairly ineffective. In the case of slow Jabbers, providing Jab options should be a secondary role.

It's also worth noting that with heavy investment, you can turn a slow Jabber into a fast(ish) one. For example, some people have been known to invest heavily into speed on their Raignet so they can Jab faster. This is optional and down to what your goals are with your team, but it is a thing you can do. Any tem that's slow can invest in this way. If you think your Turoc needs heavy speed investment because you want it to Jab for your other tems, then go for it.

Many Types of PJab Teams

PJab is a versatile archetype. It's restrictive in the sense that it's a physical-heavy team style, and that's something that isn't looking likely to change. On the other hand, the ways you can build these teams can vary a lot.

Faster PJab Teams

You can play super fast teams that invest heavily in speed and play like a more traditional aggro team. These teams will lean heavily into fast Jabs, like Skunch and Mushook, and will invest quite heavily into speed TV's. They might also run faster tems on the attacker side too. Gyalis fits well into these teams as an anti-mental option (I'll talk about this later), while on slower teams, the Jabbers can rarely (or not at all) afford the TV cost in speed to outspeed your own Gyalis, even at 0 speed TV's. Most commonly, these teams are using Jabbers with high base speed (relative to other Jabbers) and also investing quite heavily into speed to outpace mid-high speed opponents. As a result, they tend to play quite squishy and therefore require more care in board positioning and threat management.

Fast PJab teams being squishy means they are relying on their speed to carry them though. They aim to outspeed the opponent and KO before getting hit at all. It's when they get outsped that these builds of PJab are more vulnerable. As such, they are weakest to moves with high priority. You can expect tems like Tulcan and Ukama to be more problematic for fast PJab teams compared to slower, bulkier ones as they may still outspeed, but your choice to invest into speed means less bulk and you are therefore more likely to get KO'd as a result.

These teams tend to fall apart more quickly once things go wrong – if you start losing combo pieces, it's really hard to come back, since if you lack the speed to keep up with faster opponents, such as an Ukama or a 0B10 that's used Sparks on itself, then they have a tendency to pick your team apart, one by one, with little you can do about it.

Fast teams are also the teams best equipped to take the hybrid route and run special attackers as well, as many special attackers that fit this archetype are either tems with high base speed, or have reasons that mean they want to invest. You might see something like Ukama, Myx or Mudrid fit onto a faster paced PJab team. Ukama pairs with toxics, so you could run Mushook + Nid + Ukama for a mini Water Cannon core. Myx fills a “Mental-hate” role while also having access to Hslap in a 4th slot if you were feeling like taking a teambuilding risk. Conversely, Mudrid is great at dealing with the Myx problem these teams tend to have.

Slower PJab teams

My personal choice for PJab teams is to take the slow route and instead focus on bulk. As you might expect, slow teams forgo winning in turn order entirely and focus on surviving damage to hit back just as hard, or even harder.

The slower teams are more easily shut down by status or stat reduction. Tenderness can be a huge problem for this type of PJab team if you go in unprepared. It's also more vulnerable to the typical counter in mental types – simply because they're probably going to outspeed you. Slower variants of PJab need a bit more “mental hate” than the faster teams which can aim to KO the mentals before they attack.

Super fast tems like Gyalis don't make as much sense on this variant compared to the faster or hybrid speed PJab teams. That's because you have to give up a lot of either bulk or damage in order to properly set up the speed tiers within your own team to PJab for them. You want to have as much as you can of both, and investing too heavily into speed while going for the slow-bulk playstyle usually results in being both too slow and too squishy.

For PJab, it's generally better to have your tems go all-in on speed or bulk (while still investing to max ATK, or close to it), rather than sit in the middle, or you run into the problem of being too slow to move before faster threats (like speedy Kinu) but too squishy to survive double-ins from middling damage threats like Amphatyr and bulky Vulffy.

The bulky variant of this team is much less susceptible to priority compared to the faster version. The fast team is banking on doing damage before taking damage, so priority can ruin your gameplan if things don't go the way you expect. The bulky version of this team instead doesn't care for turn order. It's moving both 3rd and 4th on most turns and therefore, turn order usually remains unchanged and, as a result, the gameplan isn't impacted by the order of movement.

When making TV spreads for this variant, aim to survive double-ins on your key tems. Some things are going to be out of reach. Double Koish is too much damage, no matter what. There's no way you're ever living that without swapping in a resist, and depending on what your resist is, that may not even be worth it. A good example of the kind of doubles you want to survive are things like PyroChip Fiery Soul + Thunder Strike (from Amphatyr).

Since you're taking damage before attacking, defensive gears like Doublescreens and similar are going to have more value than on faster PJab teams, so you may want to consider running those over other options. That said, never ever give up War Drum to do so.

Slow PJab relies more heavily on priority than other variants, so when using priority options, such as Skunch Ninja Jutsu, make sure you run (and memorise!) your speed calcs so you get the absolute most out of using your priority on the turn it is most effective. Your tem is unlikely to live long enough to use it a second time. Make it count.

Hybrid Teams

Hybrid PJab teams can either be a mix of phys/special, or they can be a mix of speeds. If you were running both Mushook with speed invest and Kalabyss with no speed invest, but also running Hslap, then I'd consider that a hybrid speed PJab team.

On the other hand, you can run special tems in PJab teams. If you're new to the archetype and not used to building it, then you may be best going hard into physicals. Once you learn how to cut the PJab core down in size, and then start to add additional team options, then hybrid attack type PJab teams become easier to build. An example of this might be a team with Mushook and Nidrasil on the physical side, but then you add Ukama as a special attacker because it has strong synergy with the two toxic types on your team.

Similarly, Tortenite is a Crystal Spiker that helps deal with mentals and usually invests into SPATK. Ukama pairs well with that, too.

As a side note, in theory, Waspeen can use Data Corruption to provide a (kinda bad) version of PJab for the special side, while also having Crystal Bite on the physical side. There's more to it than that, and I'll go into greater detail on this concept when I talk specifically about Waspeen. However, a tem that ties the physical and special sides of PJab together is, on paper, possible.

You can also run hybrid speed PJab teams. These are the hardest to play among the types of team, because of how important turn order (within your own team) is to your damage output and how the team plays. Your Jab effects going after your primary damage sources is very bad if you want to quickly remove major threats the opponent has, so these teams have the highest risk factor in terms of both clunkiness, and possibility for things to fall apart if a turn doesn't go your way.

The benefit to these kinds of teams is that you have a wider range of tems available to you. Yes – you can play Kalabyss and Gyalis together on a PJab team, but you have to think at least one turn ahead and go for the Hslap at least one turn before you go for your big damage from Gyalis.

Your opponent also has less ability to react. You're not all slow, so you aren't as vulnerable to crowd control like Hypnosis, but you're also not all squishy, so straight up aggro isn't automatically going to run you over either. Personally, I find these teams to have a higher level of difficulty to play, but not enough payoff for that. You tend to get more consistent results with PJab teams that are more consistent in speed within your own team.

The Importance of Internal Speed Stagger

One of the most important things to a PJab team is the turn order within the team itself. The importance of turn order with the inclusion of the opposing team will vary, based on your matchup into what your opponent is playing. Since there's so much variance in what you could be playing against (in theory, literally anything) I'm going to ignore anything your opponent might be doing. That should be treated on a case-by-case basis. Instead, I'm going to focus entirely on the PJab team itself and how you manage speed for your own team.

As a general golden rule your Jabbers should always be the fastest tems on your team, with your attackers each being slower than your slowest Jabber.

In addition, there's another rule that is harder to follow, so is more of a general guideline than a “hard” rule. That being:

You should minimize the gap in speed between each of your tems. Tem A should be 1 point faster than tem B, which is one point faster than tem C, and so on. It is strongly advised that you do not speed tie within your own team.

These are your two major building points and things to think about when figuring out the speed TV's on each of your tems. The reasoning behind the first rule is that you want to make sure you can always get a Jab effect before your main damage. If you set things up so that all of your attackers are slower than your slowest Jabber, then it doesn't matter which combination of Jabber + attacker you have on the board together, the Jabber will always move before your attacker, and that way, you don't lose damage you could otherwise have got in, should your team have been set up properly. To do this, it may mean investing speed TV's on things that don't make sense. Zizare has only 30 base speed, but Piercing Wheel is 3 priority, so investing speed TV's on Zizare lets PW move before some mid-speed attackers like Mouflank. PW followed by Base Jump on a double could be a KO, while Base Jump into PW could miss the KO by as much as even 20%. The -DEF effect multiplies your damage by a large amount, and you must always configure your speed TV's with that effect in mind. It is your primary gameplan. Do not miss out on it where possible.

There are times when you have to just accept that you aren't getting the correct turn order. Raignet is really, really slow compared to Mouflank. If you're playing the slow, bulky variant of a PJab team and have a Raignet and a Mouflank, the TV cost to have Raignet PJab mefore your Mouflank would be very high. In order to do this, you would have to sacrifice bulk. That may not be worth it, and you would therefore have to accept that your Raignet Jabs are moving after your attackers. In that case, you play Raignet as a slow-Jabber and use its Jab to set up KO's on following turns, rather than use its Jab aggressively, like you might a Skunch or a Mushook.

Understanding how the speeds between each member of your team interacts is very important, as it entirely defines how your team is going to play, and the decisions you are going to be making on a turn-by-turn basis.

The second rule is one that helps to keep the team simple and easy to control, while also giving your opponent a minimal chance to interrupt your double-in combos and ruin your gameplan.

The first part of this is based on how the game handles speed ties within the same team. If two tems on the same team speed tie, what happens is that the tem on the left hand side (from the perspective of the player who has the speed tied tems) will move first. So:

1) If it's your team that has the tie, your leftmost tem will go first, followed by your rightmost tem.

2) If it's your opponent that has the speed tie, it's the tem on the right (from your perspective) that goes first, followed by the left (again, from your perspective).

This is really important because if you have a tie, and your Jabber and attacker on on the wrong sides, the attacker moves first, then you get your Jab in and your combo got ruined, resulting in missed damage and potentially even a missed KO. Not picking up a KO on a key turn, or letting a tem live for one turn too many does have the potential to decide games. You want to avoid this as much as possible. You have the ability to have complete control over the speed of your team (internally) through speed TV's. Setting up your team so that there are no internal ties at all is huge, as it means you never have failed combos and missed damage.

The other reason you want to set up your tems close together in speed is because of your opponent.

Imagine a scenario in which you have a big gap in speed between your Jabber and attacker. Your Jabber goes first in turn order, and hits a key target for -1 DEF. Then, both of your opponent's tems go first, double into your attacker and knock it out.

They effectively picked off your attacker for free, taking only a single Jab effect for one of your tems. That's going to put you at a massive disadvantage. The reason that happened is because you had a large gap in speed between your tems. Both of your opponent's tems fit somewhere in that gap and still got to move. If they moved after your Jab effect, then they were at minimum, 1 point of speed slower than your Jabber. That's possible, but there actually being one single point of speed in difference is very low. In an overwhelming majority of cases the gap is going to be larger than that.

If you run your attacker only one speed below your Jabber, what happens is the Jabber goes first, and then your attacker goes immediately afterwards. The probability that you get your full double-in combo off goes up, and your team will become more consistent as a result. At worst, if your opponent really is 1 speed lower than your Jabber, then you tie and, if you win the tie through having the speed arrow, then you get your double. If you lose the tie, and the tie is between your attacker and their faster tem, you take only one hit, attack back, and get your KO, and then the final tem moves. In that case, which is the worst-case scenario assuming a speed tie does occur, then you traded 1-for-1 on tems. Much better than if they took you out for free, in the first example.

Some tems can be both attackers and Jabbers at the same time. An example of this is Skunch. Access to Brawny as a trait, and three high BP moves in Suplex, Oshi and Ninja Jutsu make Skunch an excellent attacker. However, it can also use Perfect Jab, filling the role of a Jabber. So, where do you slot it in speed? For tems like Skunch, you want to still be faster than your other attackers that can't also Jab, while being slower than your other Jabbers. This leaves the option as using Skunch as a Jabber for your slower tems, while filling a role of attacker with your other Jabbers. I can have Mushook Jab before Skunch for PJab into Suplex, or I can have Skunch PJab for a Raignet Epunch.

So, to conclude:

Keep your tems close together in speed, but try to avoid speed ties within the team.

Try to set up your team so that all your attackers are slower than all your Jabbers.

As an aside, it is possible to speed tie tems within your team. For the purposes of this guide, I advise against it, as if you're reading a guide on how to do something, you're likely a newcomer to that thing and therefore, you may experience failures in execution with more advanced techniques. It just comes with being new to something. I will, however, explain at least the concept of it.

The idea of speed ties within your team is to give you some flexibility. Imagine a combination of Skunch + Mushook. You may want to PJab into Wastewater, because you want to hit an Amphatyr or an Ukama. On the other hand, you may be facing down a Yowlar in another situation, so you would rather PJab into Suplex.

If you want the Wastewater to go second, then you position Skunch on the left, the PJab goes first, and Wastewater hits at -1 DEF. If you want Suplex to go second, then you position Mushook on the left, and PJab then goes before Suplex.

This gives you a lot of flexibility in terms of what combos are available to you, but, again, if you're new to the PJab archetype, then I suggest starting off with a more traditional speed stagger setup.

With all the super basic (and some advanced) stuff out of the way (I know this is long already, I'm writing everything I know, so there's plenty more to come), I think now seems like an appropriate time to start talking about individual tems and how they fit on this kind of team.

This brings part 1 of this guide to a close. Next, in part 2, we move onto a list of tems that fit the archetype (or ones that use Jab-like effects to support others). Part 3 will build on what we've learned about those tems and concepts to go into some greater theory.

Guide to an Easy Dojo Rematch Team
Millarz
Sept. 3, 2021

Millarz

Guide to an Easy Dojo Rematch Team

Sept. 3, 2021

This video teaches you about an easy temtem team I created for beginners to help you beat dojo rematches. I’ll go through each temtem, show recommended TV spreads, move sets, strategies for utilizing these temtem against specific dojo masters, and recommend ways of obtaining your temtem.

How to Unlock Volgon Lair + Tips
Millarz
May 31, 2021

Millarz

How to Unlock Volgon Lair + Tips

May 31, 2021

In this video, I teach you how to unlock the new lair in the sacred lake in cipanku, as well as give you tips on how to defeat and obtain the new mythical temtem, volgon.

Timestamps:
00:00Intro
00:31  How to unlock the lake lair
03:31 Lair info and volgon boss tips

 

Mimit Freeteming Guide, Best Money/Release 120k+
Saga
May 23, 2021

Saga

Mimit Freeteming Guide, Best Money/Release 120k+

May 23, 2021

Using this method you can freely farm in the Mimit location without fearing your team being worn down by wild Temtem attack techniques while maximizing catching odds by applying freeze and sleep to the Mimit.

Credits to Sdarbzz for doing the maths behind it all! 

Link to video explaining - youtu.be/zW0HZK45AqA

Basic Breeding Guide
Millarz
May 8, 2021

Millarz

Basic Breeding Guide

May 8, 2021

This video teaches you how breeding works in Temtem. You'll learn about the breeding center, fertility, egg moves, SV heritability, DNA strands, egg timer, incubator, & luma breeding. This is an important video to begin with first before breeding, so make sure to check out the video below!

 

What to Do After You Finish the Story
Millarz
May 8, 2021

Millarz

What to Do After You Finish the Story

May 8, 2021

This video teaches you about all the things you can do in Temtem once you beat the story, including dojo rematches, luma hunting with radars and in the saipark, freetem, breeding, post office daily quests, weekly koish fishing, competitive battles, and lairs.

 

Lairs Guide
Millarz
May 8, 2021

Millarz

Lairs Guide

May 8, 2021

In this video, I teach you what a Temtem lair is, the rewards you get, and how to unlock it to obtain the new mythical temtem, Tyranak.

 

Radars Guide
Millarz
May 8, 2021

Millarz

Radars Guide

May 8, 2021

This video teaches you all about radars, a new luma hunting method introduced in the most recent Kisiwa update in Temtem. In the video below, I'll be going over what radars are, what you'll need, and how to get the most out of them. They're good for more than just luma hunting!

Radars are a reward from dojo rematches, which are available after completing the storyline in kisiwa, and are effectively a luma chaining method with x5 rates during the 200-300 encounters and x10 rates during the 300-400 encounters. Watch the video below for further knowledge!

 

How to Breed a Perfect 7SV Temtem
Millarz
May 8, 2021

Millarz

How to Breed a Perfect 7SV Temtem

May 8, 2021

This video is a step-by-step guide teaching you how to breed your very own perfect, 7SV temtem for competitive battles and for making a pansun profit.

With perfect RNG you would need 62k but its generally advised to have at least 150-200k ready before embarking on your breeding project, check out this video in detail to help easily understand the concepts of breeding Perfect 7sv Temtems!
 

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Best Levelling Method as of May 2021
Saga
May 2, 2021

Saga

Best Levelling Method as of May 2021

May 2, 2021

Utilizing Oceara To Farm Levels at The Earth Shrine (Osukais) in May 2021, check out the video below!

Things you need : 
Hurrywart Oceara - 50spd 50spatk (500spatk + 500speed)

 

Best Freetem Method as of May 2021
Saga
May 1, 2021

Saga

Best Freetem Method as of May 2021

May 1, 2021

Utilizing Oceara To Freetem Farm, Optimal Freeteming in May 2021

With the launch of fresh Cipanku content comes new ways of freeteming! This is one of the fastest methods with 90% success unless SV / TV's are over invested.

All you need: 
- 1sv SPATK Oceara + Hurrywart Trait + 129 Base ATK Value (for Ice shurikens for one encounters)
- Momo Snowstorm
- Random Wind temtem in the back

 

East's Big Book of Everything Endgame
East
April 26, 2021

East

East's Big Book of Everything Endgame

April 26, 2021

Cipanku (Current as of 0.7.1)


1. I JUST REACHED THE END OF THE CONTENT, NOW WHAT!?!?!?

 

Hey, congratulations on getting to the end of Temtem’s content. Still wearing that towel? 

 

Bet you’re probably wondering what to do now! Maybe you want to play Temtem competitively, maybe you want to become a Temtem breeder who trades on the market! Maybe you want to plant and harvest your own berries! Maybe you want your own house with furniture! Well, you can do three of those things, but before we get to that…

 

  1. Let’s get rich!

 

Endgame Temtem revolves around Pansuns (gold, money, gil, etc.) You’re going to need to first set up some sort of routine that’s going to supply you with the cash that you need to acquire whatever your little heart desires. Once you’ve figured out your economy, it’s all about doing what needs to be done to get there, and reaping those sweet, sweet rewards. Until the next patch, anyways.

 

  1. Scheming and Scheduling

 

We’re in an MMO, Neo! Here’s a brief overview of each of the endgame options you have to gain Pansuns - some will be explored in more detail later in the guide:

 

i. The Dojo re-fights: Each Dojo Master can be re-fought once a week. These are challenging battles that use Temtem’s competitive format. They have a startup Pansun investment to build a good team, but are a very quick way to score Pansuns after. Each re-fight win is worth about 7000 Pansuns, for a total of around 42k Pansuns - but you lose about 700 Pansuns per loss. The re-fights refresh every Monday at 1:00 AM PST.

 

ii. Luma hunting: You get 3 Temtem radars from the Dojo Masters (1 each from the first 3 you beat except for Rawiri) that correspond to the type that Dojo Master uses. The radars themselves combine for a roughly 38.5% chance of getting a Luma, which conservatively sells on the market for around 90K Pansuns. After some quick math this works out to about an average of 35k Pansuns a week, though you might choose to keep the Lumas. If you don’t think you’ll have the time to do the radars - and they can be quite time consuming - , you can sell them for 3.75K Pansuns a week.

 

iii. Ranked Matchmaking: Winning matched in Ranked Matchmaking awards you Pansuns based on your TMR. Low TMR yields about 600-800 pansuns per win, mid TMR about 1200-1400, and high TMR (1500 or higher) close to 4K Pansuns per win. Judge accordingly based on your TMR and what time you play (for queue times.)

 

iv. FreeTem!: FreeTem! Is an organization that believes even fictional characters in an imagined, crowdfunded videogame should have conscience enough to click an arbitrary button on a screen once in a while. They will give you Pansuns and rewards based on how many tems you release, what kind of tems, and what level. There are a few FreeTem! location guides on Youtube, in particular look for Saga’s guide!

 

v. Koish Fishing: I’m gonna level with you here for a sec - I hate fishing mechanics in video games, straight-up. That said, maybe you’re really into being bored or just really like Koish. You can get some pretty cool prizes, and they overall add up to about 5k Pansuns worth of rewards per week. You can also freetem them if you want, though Iridescence makes them pretty finicky. As of the Cipanku update, there really isn’t too much reason to Koish fish - it’s inefficient pansun-wise, and its rewards pale in comparison to raids.

 

vi. Deliveries: This takes like 25-30 minutes at most, every day go to the post office in Uhuru. I just did mine as I typed this out, and it netted me roughly 2K Pansuns after using some of the loot table items given by the quest. This requires you to “clock in” once a day, but should net around 13-15K Pansuns per week.

 

Vii. Raids: Raids actually cost you pansuns per session, about 2.5K, but the Telomere Hacks, WishYouWell Coins, and DNA strands can be sold to at least make the money back if not a small profit. Raids are more for people who want a break from the grind, and to play an alternative game mode.

 

So, set some goals for what you wanna buy or how many Pansuns you want to make, and figure out which of these get-rich quick schemes work for you.


 

2. TEMTEM TERMINOLOGY

 

So, on the Temtem Discord servers, people are selling Tems for Pansuns. But how do you know what’s what up in that crazy market? Before we proceed, a quick rundown on what some of these terms mean:


 

SVs: Single Values is the name of the sitcom about my love life. It’s also the term for a set of 7 values that correspond to each Temtem’s stats. These numbers range from 1-50, and except for certain edge cases, almost always we want these to be 50. When someone says they are selling “1SV” or “5SV” tems, they are talking about how many stats have 50 SVs in them. “Perfect” tems have optimized SVs in each stat.

 

TVs: TVs are the values that you raise a Tem with, like Speed, Special Attack, and the capacity to help old ladies across the street. Won’t see this term on the market much, but it comes up in the competitive discord channel sometimes. 

 

Egg moves/EMs: Some Tems only learn some moves through breeding. Check the pins in the competitive discord if you’re unsure if a Tem needs their egg moves or not.

 

Fertility/Fert: Each tem can breed a set amount of times, this is their Fertility, or Fert for short. 

 

Breedjects/Greens: These are Tems who have run out of fertility who haven’t achieved perfect status, or have all green numbers in SVs but are not optimized fully. These are great for building a cheap team for competitive play and the dojo refights.


 

3. FIGHT ME! (Getting into competitive)

 

Temtem has a pretty sizeable competitive community, and there’s a #competitive channel on the discord where we can answer more in-depth, detailed questions. But let’s get some things out of the way first.

 

“What’s a good team to start with/what’s the best team/what’s the meta?”

 

We get this question, or some variant of it, a lot. The short answer is there isn’t one best team. The long answer is that Temtem, as a game, isn’t even finished yet. The meta is constantly shifting and evolving, and what all the top players have, that you don’t, isn’t “the best team”. What they have is that they know how this game works at a top level - experience. Expect to lose matches. Expect to be low TMR. You get good by learning, there are no cheat codes here. 

 

  1. Building a team

 

I recommend looking at top players and trying out what they’re doing. Watch them play their team in a few matches, maybe even ask the player themselves in discord what their team is like. Figure out the movesets and items, and then commit to playing that style. Maybe come up with a small variation or two yourself. Don’t try to reinvent the wheel - you’ll suck, like me.

 

  1. Training your tems

 

Alright, so we got a team. We’re gonna raise them up to take on the Dojo re-fights and then go head to head with other players online. The next step, after acquiring breedjects, greens, or perfects of these tems, is to TV train them and level them to the cap.

 

i. TV training hotspots

 

Here’s a list of TV training hotspots. Keep in mind that any tem that receives experience from the fight will also receive the TVs, and you can equip Proteins to double the TV gain..

 

HP: Gifted Bridges - When you have the first opportunity on this map to use the surfboard, you should be on a long river, surf down it and there should be a patch of grass on the left. Nothing there but Saipats, which give 3 TVs in HP.

 

ATK: Earth Shrine - Catch a team of Vulffys and spam plague to defeat the cultists guarding the Earth Shrine. You can also use this place to EXP grind, but more importantly, the Osukais here are worth 4 ATK TVs.

 

STA: Prasine Coast - Sadly Crema has slower this patch down, putting Saipats in with Tateru, worth 2 STA TVs.

 

SPEED: Corrupted Badlands - The first patch of grass to the right of the crash site has a 95% chance to be Mushi or Orphyll, worth 2 Speed TVs each.

 

DEF: Mines of Mictlan - From Quetzal, take the rightmost path to the mines, and keep walking until you get to what looks like a ledge maze heading down to the left. Here we’re looking for Lapinite and Azuroc - worth 2 and 3 TVs in DEF, respectively.

 

SPATK: Xolot Reservoir -  look on the map for the + sign in on an island in the north - only thing that spawns there are Toxolotl, 2 TVs each. This can be slow to farm because Toxic Farewell deals 10% of your tem’s HP, so you have to run Immunity Shuine with Baton Pass Spreader Tukai, meaning you can only really TV train 2 tems at once instead of 3. Alternatively you can go to the Salt Mines along the Silaro River, and there’s an 85% chance to encounter Wiplump, 2 TVs each

 

SPDEF: Silaro River - Right under the pop-up Temporium on the right coast is 100% Fomu, which give 2 TVs in SPDEF.

 

 

ii. Fast XP grinding

 

To get the fastest gains in EXP, you’re going to want to get access to the Earth, Water, or Crystal Shrines (that’s not what they’re called, but if you search those names in the wiki the right stuff comes up.) The temtem here are high level (70 at the water temple) and give great EXP.

 

To accomplish fast EXP grinding as well as fast TV training, here are a few bonus tips. These are all my personal experience, so take it with a grain of salt.

 

-You can use the Nessla you’re provided over the course of the plot to clear Fomu and Saipat in 1 turn for HP and SPDEF, as well as clear the Wiplumps for SPATK.

 

-For EXP, HP, SPEED, and STA I recommend investing in a high-speed, high-SPATK Tukai with Spreader and Hand Fan. Wind Burst->Tornado will KO everything in 1-2 turns, and hit both tems, including the level 70 Platimous in the Water altar.

 

-For ATK as well as EXP, you can use a Max SPATK Oceara with Hurry-Wart. That gives you a 96% chance to OHKO the Osukais at Earth Shrine.

 

  1. Dojo re-fights

 

The Dojo Master re-fights are a great way to earn a quick Pansun or two, once a week. The Dojo Masters have a random team pulled from a pool of tems, for the most part, and always use the competitive format. They’ll more or less ban based on type charts, as well as make switches and choose moves based on types. Rig.PDX from the Temtem competitive discord channel has this guide, if you want to make a team specifically designed to beat the re-fights. It’s not yet updated for Cipanku, but the craft behind it is still sound: https://docs.google.com/document/d/1qClWAIttWFq48up-tEdzLNLwasqxevuxqkwY_dZte9g/edit

 

  1. Ranked matchmaking

 

After 10 placement matches, you’ll get your TMR and start the climb up the ranked ladder. Remember, you’re still learning, so don’t be too hard on yourself. There aren’t that many people playing ranked this early on, so expect rematches against people roughly the same TMR as you.

 

  1. Tournament play

 

Once you have a team you’re comfortable with of perfect tems, you can enter tournaments (well, I guess you can enter tournaments whenever, if you want?) Check out tournament listings on the Temtem Discord server under #community-events. Some tournaments have specific rules and such, so keep an eye out.

 

  1. Competitive resources

Tortenite's Garden is a great site to learn more about competitive Temtem, and, well, you're already here! Great work! Gold Star!

Check out the #competitive channel on the Discord server, as well as some of these guides/channels:

 

-PlusOp: Good resource for tournament VODs: https://www.youtube.com/channel/UCw6Qfsm4P--Bq2BPKf031SQ

 

-Temtem team builder, tierlist, damage calculator, and more (great resource for team building): https://tem.team/

 

-Taphel’s Competitive moveset list: Good list of how to build some of the meta tems and what to watch out for: https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vTRiMCYEWpEWM8OeW9WRCpV6-vokThqkojrWmhiMfDVgTy_W2U9uxjJzxG08RbHgX8y0tpKhomhd_cZ/pubhtml#

 

-East’s Twitch stream: LOL maybe in a few months when I don’t suck


 

4. I WANNA BREED THE VERY BEST


 

Breeding serves a very important role in Temtem’s MMO economy - rewarding breeders for their hard work creating powerful tems by letting them trade them for Pansuns or items. If you have a significant amount of time and enjoy the process of setting up a breeding chain, you can make some serious dosh. You can breed tems at the Breeding Center in Omninesia, as well as buy items that assist you with breeding there.


 

Breeding perfect tems

 

A picture’s worth a thousand words, so since we’re at 2000+ words already, here’s the image from the wiki:

 


 

(APPARENTLY, the fertility values on this image are not totally accurate, but it still works. Also, if anyone knows who to credit for the above image, please let me know!)


 

Basically, set up a march madness bracket, dunk those SVs from tem to tem, and BAM you got a perfect tem or 2 or 3 or however many. Woohoo!


 

5. GO HOME AND BE A FAMILY TAMER(TRAINER? TEMMER? TEMMASTER?)

 

I dunno I guess there’s cosmetics?


 

  1. Finding a house

 

You can get a house by doing the “On Solid Footing” and then the “If you Build It” sidequest. Your house is sorted into Atoll Row by a sorting hat, and if you get an address you don’t like, just remember - the game did that on purpose.

 

  1. Getting some furniture

 

There are five furniture shops around the Archipelago, one on each island. Malachite is north of Brical De Mar, Sonokeling is in Nanga, Obsidian Furniture is in Quetzal, and East’s Exceptional Essentials is located in Uhuru. The discord market also has furniture sometimes under #wtb-wtt-wts-items

 

  1. Clothing stores

 

I’m being told these are called “Boutiques”, which, sure, whatever. There’s one in Arissola, Turquesa, Nanga, Mokupuni (Hot take - Nanga and Mokupuni are close enough that they should really just be one city, what’s up with that?), Quetzal, and Uhuru. Check out #wtb-wtt-wts-items, too.

 

 

  1. Dyes

 

Fun fact - dye bundles are worth more than a perfectly bred Saipat. You can buy them at all of the “Boutiques” mentioned above, including the discord market one.

 

6. SAIPARK

 

Wow, you really read this far down, huh?

 

 

  1. SAIPARRK

 

The Saipark is Temtem’s version of the Safari Zone from Pokemon, where Luma tems are more likely to appear, and can only be caught by special temcards known as Ultra Temcard Max. Don’t ask me what Saicards do, I assume they work well on Saipat. The Saipark is in Deniz, south of Brical de Mar across a hookshot jump.

 

  1. SAIPARRRK

 

The featured  tems you can encounter at an increased rate in Saipark change once a week. Sometimes these tems have higher minimum SVs, sometimes higher luma rates, and sometimes they come with egg moves already on them. Neat!

 

  1. SAIPARRRRK

 

Thanks for reading this guide! If you have any questions or suggestions, I can be reached at East_25 on the Temtem Discord.

AAL Qualifier 2 Takeaways
East
April 25, 2021

East

AAL Qualifier 2 Takeaways

April 25, 2021

I am way too old to watch the AAL AM Qualifier, but I watched the 7 PM EST Qualifier. Gagbom, Raceia, Vossie and Funkyhao made the qualification cut, bringing the total number of qualified tamers to 8. Here’s five takeaways from the tournament:

 

  1. Janitor Time

Nagaise saw a fair bit of play in the swiss rounds of the tournament, but most of the Naga players opted for the tem’s Water Custodian trait. With powerful water tems like Oceara rising to prominence in the meta, the redirection could prove useful for fire, earth, and digital allies. Despite this pivot, however, Nagaise was not particularly successful in the tournament, and most Naga players finished outside of top cut.

  1. Seppuku-you!

Undoubtedly the coolest new strategy used in the swiss round, in my opinion, was Soliloquy’s use of Seppuku Loatle. The largely-ignored second trait of the floating voodoo turtle doll applies a 2-turn doom effect to anything hit by a move that Loatle uses that causes it to be KO’d, including Sacrifice and Auto-Destruction. This was on display in Soli’s match against a doom stall player, Reaper Syckko,where Loatle was able to use Sacrifice to take down a raid-bossed. Tortenite. Sadly, this strategy finished just outside of top cut on tiebreakers.

  1. Greaseless Kinu

When the changes to the Protector trait were announced, many assumed that Kinu would have to run Grease to disable the trapping effect. Not so for Vossie, who qualified for the AAL league with a 3rd-place finish running a grease-less Kinu! Vossie still employed the powerful combination with Kinu and Yowlar alongside a strong midrange team, but the Kinu - which seemed to have a very powerful Beta Burst suggestive of a high special attack TV investment - certainly held its own.

  1. Chromeo-ronin in top 4

Due to a breeding bug with the tem during release week, the Plus OP 44 tournament didn’t feature very many Chromeon, the special attacking counterpart to Koish, that can be any type as well as digital. Two high-profile players from club Ronin, Gagbom and FunkyHao, were able to secure qualification to the AAL with top-4 finishes with the chameleon tem. Funky’s team made use of the excellent defensive typing of Nature Chromeon, while Gagbom opted for a triple digital core of Mimit, Hedgiene, and Neutral Chromeon to deal major damage while covering for their weaknesses with Generify.

  1. Gagbom’s impressive run

Gagbom ended up taking the win in the qualifier on a 12-1 run, dropping only one game to Vossie. Their team ran some unconventional tems, such as Orphyll, the pre-evo of Nidrasil, and the aforementioned triple-digital combo alongside a powerful fire-water-neutral core of Fire Koish, Oceara, Valash and Mouflank. Harmful Microwaves saw plenty of use in the Mimit-Chromeon combo, burning holes into the opponent’s team and followed up with a powerful double Undermine.


That’s all for this edition - check back in next week and see what the next batch of tournaments have in store for this exciting new meta!

Plus Weekly Tournament 44
Golld
April 25, 2021

Golld

Plus Weekly Tournament 44

April 25, 2021

Hi everyone!

This is going to be a quick recap as this tournament is now over a week old, but as I won this one and it doesn't look like I'm going to win another for a while with how I've been playing recently I should really talk about it.

This tournament was the standard Plus Weekly format but being the first major tournament of the Ciipanku update it was always going to be an interesting one as people try and throw a team together. 

If anyone wants to see the #1 mimit player in action:

 

Me vs Allie - Semi Final

Me vs Ice Red - Final

 

Hopefully going to continue doing one of these for each tournament. 

 

 

HOW TO TV TRAIN FOR BEGINNERS
East
April 23, 2021

East

HOW TO TV TRAIN FOR BEGINNERS

April 23, 2021

One of the common questions in the main Temtem competitive Discord goes something like this:

 “Hey everyone, Shrek here. My favourite tems are Mushook and Cycrox, because I live in a swamp. What TVs should I use on these tems?”

This guide will help our dear friend Shrek, and will hopefully be of use to you!

 

Resources to get you started

A few things we’re going to need to get started. The Temtem Wiki has entries on Cycrox and Mushook that are easily searchable and list the tem’s base stats and moves, so that’s nice to have.

 

EXO. Taphel has a competitive temtem document that contains the Speed Tiers for Cipanku: https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vTRiMCYEWpEWM8OeW9WRCpV6-vokThqkojrWmhiMfDVgTy_W2U9uxjJzxG08RbHgX8y0tpKhomhd_cZ/pubhtml#

 

Tem.team - damage calculator! Important for, uhh, calculating damage.

 

Where to start - Two styles of TV Spreading

 

Those of you coming over from Pokemon will be familiar with the two different common types of TV spreading: general, and specific. In Shrek’s case, we’re going to go over how to spread Cycrox generally, and Mushook specifically. Players who use both spreads have recently top-3’d tournaments, and both spreading strategies can lead to success on ladder. But before these two styles branch out, we’re going to start at the base of the TV spreading tree: Stamina and Speed.

 

The first building blocks: Stamina and Speed

 

Two of the most fundamental things you need to understand in Temtem is who can use what moves before over-exerting themselves, and who goes before who in the turn order. Let’s start with Cyrcox.

 

Since Shrek lives in a swamp, we’re going to combine water and toxic tems on their team. The Cycrox they bought from RatDog on discord has the trait Water Synthesize, so we’re going to use it alongside an Ukama to hit for big damage with Venom Spread. 

 

Cycrox - Speed: Luckily, we don’t need to add any TVs to speed for Venom spread to go after Ukama’s Water Cannon, so we will leave them at zero.

 

Cycrox - Stamina: Here’s where we define a rotation. We want Cycrox to be able to use a combination of moves in succession without over-exerting. Cycrox’s three main attacking moves are Venom Spread, Wastewater, and DigiThreat. Spread and Threat both have a stamina cost of 20, while Wastewater has a cost of 25. So let’s say that over three turns, we want to use all three moves. 65 total stamina. 

 

Cycrox has 52 base Stamina at level 70. If a tem has anywhere between 41-60 stamina, they will regain 4 points on any turn in which they do not rest. This means that by its third attack, Cycrox will have access to 52+4+4 = 60 stamina. That’s not enough. So let’s add 5 stamina to Cycrox’s base using TVs. Per our tem.team calculations, we’ll need to add 29 TVs to get to 57 Stamina. 

 

Nice, so now let’s look at Mushook. This is a Tireless Mushook that Shrek wants to use to dunk on Lord Farquaad on ladder, and wants it to be a fast, all-out attacker - let’s work with that.

 

Mushook - Speed: At the very least, we want Shrek’s Mushook to be faster than Cycrox’s Venom Spread, so that the two of them can work together to deal major damage to non-Toxic tems with Wastewater or Urushiol + Venom Spread as a combo. Mushook’s base speed at level 70 is 141. Cycrox’s Venom Spread clocks in at 151, so let’s get to 152 speed. That requires 79 TVs.

 

Mushook - Stamina: Mushook has the Tireless trait, which actively incentivizes it to over-exert itself, so we don’t need to put any points into Stamina. 0 TVs here.

Now, let’s branch out.

 

General Spreading - Cycrox

 

We have 971 TVs left on Cycrox now that we’ve calculated its stamina and speed. General spreading thinks about the question of “what does this tem do?” Well, we know that Cycrox is using Venom Spread alongside two offensively powerful tems - Ukama and Mushook. Venom Spread, Digithreat, and Wastewater are 2 special attacks and 1 physical attack, so we’re going to concentrate more on Cycrox’s defenses, relying on the toxic ticks, digital’s attacking type, and Venom Spread’s raw power.

 

When spreading defensively, we consider HP, defense, and special defense. Cycrox has solid bases - 73 HP, 61 defense, and 71 special defense. Let’s briefly go over each stat:

 

HP - generally speaking, HP is the most valuable defensive stat to invest in. This should be somewhat straightforward - there are special and physical attacks in this game, and HP increases a tem’s survivability against both, while defense and special defense only works on one. We’re going to max out Cycrox’s HP TVs. 

 

DEF and SPDEF - Defense is going to be our next priority on Cycrox, simply because Cycrox starts with less of it. Each stat we gain in defense is going to be more valuable than special defense. 

 

Think of it this way. Cycrox starts with 117 base DEF and 128 base SPDEF at level 70. Going up 30 stat points in each will require 214 TVs in DEF and 211 TVs in SPDEF. That’s an increase of 25.6% in DEF, and a 23.4% increase in SPDEF. So as you can see, you get slightly more out of defenses and special defenses.

 

We’re going to want Cycrox to have relatively balanced bulk. After adding 494 TVs to max out our HP, we have 477 TVs left over. We’ll put 279 TVs into DEF and 189 TVs into SPDEF so we end up with 156 DEF and 155 SPDEF.

 

Now you might ask, “Hey East, why didn’t we put 500 TVs into HP?” Well, due to how TVs translate into stats, those extra 6 TVs don’t yield us an additional stat. By only adding TVs to the point where they yield stats, we end up with 9 SPATK TVs left over, that can raise SPATK from 133 to 135. Cycrox is finished.

 


 

Specific Spreading - Mushook

 

As we established earlier, Shrek wants Mushook to be an offensive tem that uses the Tireless trait to repeatedly bash its opponents with Wastewater, Perfect Jab, and Uppercut. We have 921 TVs left over after investing 79 into speed. Now, you might think, when specifically calculating TV spreads for an offensive tem, that we’d start by calculating Mushook’s damage against specific threats. In fact, we’re going to do the opposite.

 

This is because we actually don’t need to calculate offensively - our offensive investment is going to be as much as we possibly can. What we want to calculate, specifically, is how to get Mushook to survive specific threats so that it can bring its offense to bear.

 

Let’s say that, for example’s sake, Shrek wants to be able to use this Mushook against opposing Tuvine. We’re going to specifically calculate swapping Mushook into Tuvine’s Crystal Plume Gatling followed by taking its Feather Gatling without dying.

 

This will require 363 HP TVs, or 259 HP and 79 DEF TVs. This leaves us with two options:

 

1: We put the 363 TVs into HP, 500 into attack (unlike before, all 500 are required to get to 211 ATK), and the remaining TVs into HP so that we can leverage that HP into more uses of Tireless, and more bulk.

 

2: We use the specific calculation of 259 HP and 79 DEF, put 500 into ATK, and the remaining into speed, so that we can outspeed some opponents, like a Tuvine with minor speed investment.

 

And with that, boom, our Mushook is complete:

 

Closing thoughts:

 

-I wouldn’t recommend copying these spreads. These are a basic guide to start spreading for yourself, but they would require further evaluation and testing before they’d be settled. Temtem is a very complicated game, and TV spreading is one of its most complex aspects. Like Shrek, it has layers. Items, matchups, buffs, debuffs, and more. You’ll learn these in time. 

 

-This guide is meant to exist outside of the current meta or known spreads. Yes, I am aware that Cycrox and Mushook are not necessarily the best combo in the game. The entire point of this guide isn’t to tell you what the best TV spreads or tems are, but to teach you to think for yourself. Asking what the best TV spread is like asking what the best flavour of ice cream is. Many different players will have many different ideas, and the point is to find your own, not eat other people’s ice cream.

 

That’s all for this piece. Thanks for following along all this time.You can find me on discord if you have any questions. Cheers!

Plus OP 44 takeaways
East
April 18, 2021

East

Plus OP 44 takeaways

April 18, 2021

East’s Tournament Takeaways - Plus OP 44 First tournament of the Cipanku Meta

One of the most anticipated tournaments of the year, Plus OP 44 was the first of the Cipanku meta. I watched it, and here are some observations from some of what the most successful players were running.

 

  1. The Badger’s New Claws

One of the premiere special sweepers of the Kisiwa meta, Valash gained access to Base Jump in the new Cipanku patch, which meant that this was the first tournament in a very long time to feature a Valash with an all-physical moveset, and it showed particularly well, earning a 3rd place finish on Allie’s hyper-offense team. Physical Valash has access to some crazy fast physical moves like Sharp Stabs and Ninja Jutsu, which help it sustain through Scavenger procs.

  1. The more things change…

The top four tems of the Kisiwa meta - Nagaise, Kinu, Yowlar and Fire Koish - all saw representation in the top 8 cut of the first Plus OP Weekly. All four tems have new challenges: Nagaise’s Deceit Aura now only lasts 4 turns, Yowlar’s Comebacker is 30% as effective, Kinu is forced to run Grease or be locked into play, and Fire Koish gives its pilot decision paralysis with 2 overtuned moves to click on turn 1, a 100% increase in busted turn 1 techniques. Despite these changes, it looks like the “big 4” from Kisiwa might be here to stay.

  1. Intimi-mimit-dation

Mimit was one of the more hyped up tems heading into this tournament, and it did not disappoint. All the way to the tournament victory, Golld was able to find creative situations to duplicate his own or his opponent’s tems. Doppleganger Brooch created difficult situations for opposing teams as soon as Golld got a numbers advantage, and the double win condition combo of 2x Fire Koish and 2x Yowlar proved to be an insurmountable advantage in many situations.

  1. Holy Golzy!

Another highly anticipated tem was Golzy, who brings the unique electric/melee typing and a “me smash” playstyle to midrange and aggro teams. A turn one Show-Off into Oshi-Dashi or Charged Iron Filings to do major damage. Ice Red piloted Golzy to a 2nd place finish, often using Kinu to swing Golzy’s otherwise middling defenses with Protector.

  1. Episode Cipanku: Revenge of the Birds

Many competitive Temtem fans held a collective memorial for Wind tems, in particular Volarend, after Turbo Choreography and Hyperkinetic Strike received substantial nerfs, but lo and behold, both Volarend and Tuvine picked up top-2 finishes. Both tems have strong matchups into toxic tems, and that certainly hasn’t changed with the new patch. This could be chalked up to player preference - Ice Red in particular is known for being a Tuvine truther, and while he was a rare sight in tournaments towards the end of Kisiwa, his performance with the tem is eye-opening.

Legacy Beginners Cup 11
Golld
April 1, 2021

Golld

Legacy Beginners Cup 11

April 1, 2021

Hi everyone!

The latest Legacy Beginner Cup took place yesterday, and it was a fun one! Solid casting as always by the legendary Saber and new kid on the block Reinerwahnsinn. 

Lots of good performances from the players, I am sure some of them will end up on our leaderboard in the very near future. 

Congratz to the winner who shall be nameless - check the VOD if you are interested ;)

 

Highlights selected by resident wildcard Sordyrumm: 

Kevy Star vs Dekon  - Solid game from the swiss rounds

 

Zao Lee vs Aniceboat - back and forth semi final series, 

 

Entire Tournament video 

 

 

Welcome!
Golld
Feb. 26, 2021

Golld

Welcome!

Feb. 26, 2021

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Hello everyone, 

Welcome to Tortenite's Garden!

We created this site to be a centralised hub for all things Temtem, with a heavy focus on competivive content and guides to help players across the archipegalo.

There's still a huge amount of features we plan to have added into tortenites-garden, so stay tuned for updates! 

 

 

 

If you have any feedback or would like to contribute to working on the site feel free to join the discussion on our discord. Let us know if you are a TO or streamer and want  your events included in the calendar.