Nature Koish
Details
Synergy Master
Iridescence
Base Stats
HP |
51 |
STAMINA |
55 |
SPEED |
66 |
ATTACK |
83 |
DEFENSE |
68 |
SP ATTACK |
70 |
SP DEFENSE |
54 |
Overview
Nature Koish has access to the Synergy Master trait as well as a very high power synergy move in Water Cutting Lily. This allows it to output massive damage to any Tem that doesn’t resist Nature. Nature Koish is often seen on hyper-offensive teams alongside Tems that can effectively hit Nature resistances, assuring critical damage every turn. Nature Koish also boasts Water coverage to hit the Fire types which resist its Water Cutting Lily, and Hypnosis. Nature Koish’s typing provides it two 4x resistances to pivot with, as well as a 4x weakness to Toxic, making Nature Koish a matchup-dependent option.
GRASS KOISH BASIC BUILD
by East_25
Updated as of Patch 1.3
Trait & Items
Synergy Adept
Techniques
Water Cutting Lily
Rainbow Guard
Water Cannon
Hypnosis
TVs
|
Base |
TV |
Total |
HP |
51 |
0 |
285 |
STAMINA |
55 |
41 |
65 |
SPEED |
66 |
459 |
264 |
ATTACK |
83 |
500 |
301 |
DEFENSE |
68 |
0 |
175 |
SP ATTACK |
70 |
0 |
179 |
SP DEFENSE |
54 |
0 |
151 |
Description
(1.3 DUKE'S NOTES - WHAT IF WE HAD ASKED THE COMPETITIVE TEAM REP TO SHOW US THE KOISH/CHROMEON CHANGES? WOULD THEY HAVE SENT US A RICKROLL LINK? RAINBOW GUARD GIVES ANOTHER TURN OF IMMUNE? IS THAT IT? HUH!?)
Nature Koish, once a feared teambuilding check, has become far less prevalent after Synergy Master was changed to Synergy Adept, and Water-Cutting Lily was nerfed. However, it is not to be underestimated - its combo potential is massive, and its defensive typing is respectible, if completely useless against toxics.
Many players through the Cipanku era of Temtem Early Access will tell you of the nightmare of Nature Koish + Mimit, cranking out double Synergy Master WCLs for insane damage on any target that didn't resist it (and some that did). WCL is still Koish's bread and butter attack, and it is still a 134 base power technique with a 15% bonus modifier when used with synergy. Water Cannon and Ice Cubes lets Koish threaten fire tems, and Hypnosis to disable slower threats. Rainbow Guard can also be used over Ice Cubes.
Nature Koish has traditionally been a good partner for water/toxic tems like Kalabyss, Platimous, Hazrat and Mastione. Of course, its most infamous partner is Mimit, and that combo is still powerful today.
Nature Koish - Your Nature to Kill
by Rig
Updated as of Patch 1.0.0
Trait & Items
Synergy Adept
Techniques
Water Cutting Lily
Water Cannon
Finbeat
Hypnosis
TVs
|
Base |
TV |
Total |
HP |
51 |
1 |
286 |
STAMINA |
55 |
63 |
69 |
SPEED |
66 |
434 |
259 |
ATTACK |
83 |
500 |
301 |
DEFENSE |
68 |
2 |
176 |
SP ATTACK |
70 |
0 |
179 |
SP DEFENSE |
54 |
0 |
151 |
Description
What is Nature Koish's Role in PVP?
Nat Koish hits so hard and so fast that, with the right allies, it will almost always kill an opposing tem before it can move. The only downside is that you have to double down with water/nature allies a lot of the time, which can mean stacking weaknesses.
What Kind of Teams Appreciate Nature Koish?
Nature Koish is one of those tems you build around. It has very specific strengths and weaknesses, and for it to reliably do its job it can cause "gaps" and weakness stacking in teams. Waters and tems that like Water or Nature synergy are all the rage with Nature Koish cores, essentially.
Allies that can swap into and quickly handle Toxics are a requirement. Toxics completely destroy Nature Koish's gameplan and often threaten Nature Koish's best friends (excluding an ally Hazrat). While Nature Koish & ally natures (like Cern) who can appreciate Koish's aren't weak to Electrics, they often struggle to damage Electrics. Consider friends who can wave away foes like Raignet or Amphatyr.
What is the Specific Goal of this Nature Koish Build?
Hit good, hit fast.
Stamina lets you do WCL x2 without overexerting, and you can do a third WCL with heavy overexert damage to ensure you die. Ensuring you die means you don't have a useless, frail fish on the field and can get a very safe swap into one of your backline tems.
You can't move faster than decent-speed tems that have 3 Priority moves (such as speedy Mouflank) but you will move faster than literally anything that lacks 3 Priority moves (unless the opponent has whip or other speed control options). You can consider using a whip ally with Nature Koish to make it obnoxiously fast, also.
Final Words
Go forth and faint things before they move. Be degenerate. That is the way of Nature Koish.