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Temtem News

Patch 1.5.1

[h2]New stuff[/h2]

The Ignoramus Cloack is no longer a unique item! You'll be able to obtain a second one in the Pansun route.

[h2]Improvements[/h2]

We've reviewed a very, very long list of emotes (49 on surfing board/skates, 31 sitting/espectating) so they can be used during spectating, sitting, surfing and crystal-skating! Try your favorite emotes to see if they made the list.
Lair Bonuses will now increase depending on the group size, to make Lairs more attainable.
1-player Lairs will have 3 times the Bonuses, and 2-player Lairs will have twice the Bonuses.

[h2]Balance[/h2]

PvE

We've reduced the amount of Jewels needed to revive in some parts of the Mythical Lairs for all parties of 1 or 2 players.
This will only take place once you're in the second half of the Lair.
Amount of Jewels needed 4 ⇒ 3.
We've reduced the possibilities of getting Neutral or Crystal Tems in the Pansun Sanctum Lair.
We've increased the possibilities of getting Water, Nature and Digital Tems in the Pansun Sanctum Lair.
The Nature to Toxic bonus has been changed to Toxic to Nature in the Pansun Sanctum Lair.
DEF and SPDEF of Lair Boss Galios has been reduced by 15%.
We've adjusted the scaling up of Jewels required in DigiLairs.
As announced in 1.4, DigiLairs were going to require 1 extra Jewel, but unexpected implications caused the scaling to go haywire.
You'll be required 10 Jewels in base difficulty, and 13, 15, 16 and 18 as you increase the difficulty and rewards.
The Umbra Radar price for some species has been adjusted, in this case, decreased.



[h2]Bug Fixes[/h2]
All platforms

Fixed a hard lock when using synergy Swarm Aid if the Temtem was under 50% of their health.
Fixed a softlock in Lairs if another Lair player disconnects.
Fixed a softlock when using the Piercing Wheel technique with Mimit in the Randomlocke mode.
Fixed a softlock when using the Rotten Goo technique with Mimit in the Randomized and Randomlocke modes.
Fixed a softlock when evolving a Tem before leaving the Lab in the Randomized and Randomlocke modes.
Fixed a soft lock in DigiLairs caused by Trades being accepted.
Fixed a softlock caused by being able to start a battle against the DigiLair's boss if you had no valid Temtem in your squad.
Fixed a black screen if the player receives a Tem through trade in a Lair if their Squad was already full.
Fixed a black screen if the player suffers a reconnect at the same time a fishing encounter pops up.
Fixed getting stuck seeing the Backpack if you were intercepted by a Laser in the Cipanku Dojo, and a lot of consequential malfunctioning.
Fixed Lair Offering Nodes always requesting and rewarding the same type of elements.
Fixed the FreeTem! Kudo that wasn't completing properly.
Fixed not seeing the entry pop-up for new zones under certain circumstances, and thus those zones not counting for the Explorer Kudo.
Fixed some Weekly Challenges not being progressed by encounters in an Umbra Radar until the player relogged. It will now properly track your progress.
Fixed some instances where the weekly Koish quest wasn't being completed properly for some players.
Fixed some Techniques with recoil not showing properly in game, and the Tem appearing to stay alive after using it. This was the case for Kinu's Sacrifice.
Fixed that once-per-battle Gears could re-activate after Galios revives thanks to its traits.
Fixed Shuine's Horn not changing the Toxic type techniques into Water type techniques.
Fixed 0b10's Source Replicator not activating when the ally joins the battle carrying the Morale-Boosting Whip.
Fixed Galios reviving through any of its Traits despite Tyranak's Intimidator being active at the time.
Fixed Mimit becoming untargetable if it dies to Doom while being transformed into Galios.
Fixed Hedgine's Going away gift trait not activating if the Hedgine had fainted due to damage caused by anything other than Techs.
Fixed the health recovery desync for the Swarm Aid synergy on any ally that is not Waspeen.
Fixed that Gears that are activated upon entry are only being announced during the first turn of combat.
Fixed Galios' Traits changing in Showdown if they had been triggered during the previous combat.
Fixed some invalid techniques in Shuine's preset kit in Showdown.
Fixed Vitamin Complex activating on the wrong turn. It will now activate on turn 3. Its description has also been fixed
Fixed the game's AI considering Electromagnetism a positive Technique.
Fixed being unable to see the Details section of any egg created between certain subtypes of Chromeon and Koish.
Fixed losing the strength/weakness indicator on Temtem the player had registered as Umbra.
Fixed not seeing the right amount of Umbra in the Tamer Info of another player.
Fixed some Unique bonuses stacking during Lairs.
Fixed Chromeon and Koish losing their sub-typing if we traded them during a Lair.
Fixed being able to spam Trade requests to an user currently in battle in a Lair.
Fixed being able to close the Shop for another Player in a Lair if a trade request was sent and canceled.
Fixed seeing your Temdeck empty after opening it following a Lair where you had initiated a Trade.
Fixed a situation where players wouldn't be able to see the Trade UI if they had quickly cancelled and sent a new Trade request.
Fixed not seeing a Tem as the selectable DigiLair boss if we already have both the Umbra and Luma version for that Tem.
Fixed that reconnecting during the Safari activity will make our equipped Gears not show during the rest of the activity.
Fixed the Fusion and Fomuball emotes visually disappearing from a player's Inventory when in a Co-op party.
Fixed being able to skip a quest of the Main Story, which would then lock the player out of using the Matter Transfer Drones.
Fixed being able to skip some battles after the Lochburg cinematic if you're retrying it.
Fixed being unable to properly navigate a Tem's moveset with a keyboard or a controller if the Tem is missing a Tech.
Fixed the NICE bug that caused the Goolder mount to walk wonky after walking through inclines.
Fixed an error if the player suffers a reconnection while scrolling through their Inventory.
Fixed the very funny bug where characters would get an enlarged head while playing an emote.
Fixed the Shining Colors Seal not reproducing and causing the Temtem intro animation in battle to be skipped.
Fixed the Soundwaves Seal not reproducing its sound effects.
Fixed some distorsion on Saipat's head.
Fixed some missing textures in the walls of Telobos, and the Sea-Queen's Aquarium.
Fixed two housing layouts (Cozy space floorplan and Comfy corner layout) were showing wrong corners, wrong walls and the bright pink color of default assets.

Hallow's Tem, our Halloween event, starts now!

Temtem's next event! Prepare to get spooky during Hallow's Tem, our Halloween event!

Ghouls, witches, zombies, ghosts, all creatures of the night are welcome to walk the Archipelago starting on October 23rd, and until November 13th! Complete challenges to earn the following exclusive rewards!

ːtemlumaːA very eerie Hallow's Tem diorama
ːtemlumaːA super cute Pumpkin Vulvir holo
ːtemlumaːThe Pumpk-a-ton Seal to add Halloween drip to your Tems
ːtemlumaːThe Ghostie Mimit banner (remember when you saw it as a ghost before you meet it?)
ːtemlumaːThe really neat Witchy Hat!
ːtemlumaːA very Groovy Zombie emote!



Remember these rewards will only be available to collect for the duration of the event, and remember you have to claim them! Have fun, and see you around (spookily)!

Devblog: Creating Galios

Hello, Tamers! Patch 1.5 launched late September, and with it, Temtem’s third Mythical Tem, Galios. Since it’s such an important Temtem, and the last to fulfill the Temtem roster, I sat down with Art Director Cris “Nae” Jiménez and Game Director Guillermo “YaW” Andrades to learn and share some insight on the birthing of the supernova Temtem! Grab a sippy drink and follow me.

[h2]Nae, what was the goal in mind with Galios’ design?[/h2]
Since lore-wise Galios is in charge of rotating the Pansun’s plates and keeping the archipelago afloat, its design had to show power and omniscience. In addition, it was like the “final boss” of the game so it had to feel really special, almost like a god.



[h2]Was the shape something you already had in mind, or did it come later?[/h2]
At first we explored the idea of making a creature with a more delicate and small appearance, but with large plates around to protect it, which would allow it to be tanky despite its size. This creature would base its menace mainly on its great mental power, but this design didn’t end up working like we wanted, so we ended up discarding it.



Then we went for a slightly-bulkier and traditional tank silhouette, but with an ethereal touch, almost incorporeal, an elemental of the cosmos. The first iterations felt too mental and less earthy, so we evolved that design until we found the perfect balance.



[h2]How did you include and apply the cosmic theme into its design?[/h2]
As you can see in the previous image, the cosmic theme came quite straight from the exploration sketches for the silhouette. It seemed to fit quite well with the lore and with the mystic mood of the Tem. Besides, we had already explored this aesthetic a bit with Inkki and it had worked quite well, so with this one we wanted to go a step further.


[h2]What do the color choices mean? Was it a straightforward process or did you explore other color patterns before reaching the current one?[/h2]
Color palettes are never a straightforward thing haha! We started exploring a darker palette, closer to the Umbra’s color range, but the colors of the types were completely lost in that scheme, so we tried to explore a more traditional palette that represented them better. However, this gave us the idea that the boss itself could be in its Umbra version the first time you face it, and thus link it in a much better way with the later appearance of these.

We really loved the first tests with the blue and pink tones, but the mental type was much more predominant than the earth type, so we ended up using the original palette for the Luma and making a more balanced one for its regular look.



[h2]How was the designing process? Was there any blocker, any issue that arose during the designing?[/h2]
As this was the last Tem planned we wanted it to be a very choral design where everyone in the team could pitch in. The whole 2D team was involved in its creation, giving feedback or new ideas, so you could say that it has a little bit of each one of us. We kept iterating on the design until both us and the design team were happy with the result.

During the design we had two main blockers. One, the initial idea of making the “tail” as if it were some kind of tornado. We were investigating how it could be done and if it was technically possible, concluding that it was going to make things quite difficult and possibly cause the in-game result to be worse.

And two, the introductory cinematic of the Tem. We wanted to represent the idea that Galios is actually incorporeal, that he is formed only by pure cosmic energy holding the rocks around its body so…we went crazy with the storyboard.



[h2]YaW, what was the reasoning behind Galios’ type choices?[/h2]
While most of the userbase thinks we simply designed Galios as a Mental/Earth because it was the only typing without representation in Temtem, that wasn’t really the reason, but more like a happy coincidence.

When we started thinking about Galios, we wanted for them to be fully incorporated into the lore of Temtem. The idea that Galios was living on the Pansun and was in charge of moving its tectonic plates was something that we had in mind very early on, so everything has been designed around that idea. We wanted to focus Galios on the tectonic plates and not the proper Pansun core, so having an Earth type relates a lot with the very earthly plates. Since we also wanted for them to be the one in charge of “moving” the plates, the Mental typing is a cherry on top, since it explains its ability to move something so heavy purely with its mind.


[h2]How was its kit designed? Was the idea of making a Doom-centered Temtem already in your backlog?[/h2]
Designing and balancing Mythical Tems has always been something complicated. On one hand, we want them to feel like a special Temtem, something that is very unique and powerful, so the word “mythical” makes sense on them. On the other, we don’t want to create a Temtem so overpowered that it dominates the meta.

So for mythicals our vision has always been to create something unique that no other Temtem has. Something that can be defining for a match, but not something that reigns over the whole game constantly in every situation. For Galios, the art team embraced the “cosmic” approach very early on, so we wanted to go on that direction too. We started thinking about processes that stars or other cosmic entities could do and we reached the Supernova/Protostar duo that we liked a lot.

Doom is always a very conflicting mechanic, with mixed reception amongst the community, so we didn’t want to do something very oppressive with it. Instead, we wanted to think of a fun new way to use Doom. That way we ended up deciding that rather applying Doom to the enemies, Galios would be applying Doom to itself and working out the effects of the passives around it.



That will be all for today! Hope you’ve enjoyed this little insight into creating a Mythical Tem, and see you soon for our Halloween event and patch 1.5.1!
Have fun and Temtem up!

Temtem is 40% off during this week!

Enjoy Temtem at a discounted price during this week to commemorate the 1.5 patch launch!



Have fun and Temtem up!

Patch 1.5 is now live! Meet a new Temtem, discover its Lair and a huge secret...

New Stuff


[h2]A new Mythical Temtem is here[/h2]

Galios is the third and last Mythical Temtem. With a kit focused on Doom, new Traits with new mechanics, and a brand new route and Lair, it's sure to spice things up around the Archipelago, a place it hasn't visited in eons.
There's a new quest that will take you to its Lair and unprecedent new heights. You can start it at Nanto Labs, in Cipanku.

[h2]A new quest and a new route[/h2]
Come onboard to a most distant land. The third Mythical Lair can now be unlocked, if you dare.
Meet a mysterious Order on your way to Galios, and find out more about their intriguing schemes.



[h2]A new type of Temtem: Umbras are real.[/h2]
After teasing this for months, Umbras really do exist and have been included in this update.
Umbras are a new type of differently-colored Tems. They're Lumas' dark, even rarer counterpart. They have a new effect, exclusive to them.
Umbras won't spawn until you have finished their respective quest, and after defeating the third Mythical, Galios.
There are three ways to obtain Umbras, whose base rate of apparition is 1/75.000:
Wild: Using the base rate, an Umbra can appear in any wild battle where a Luma could appear too. If Lumas are blocked on a specific activity or battle type, Umbras will be locked too.
Breeding: Umbras are infertile, but Luma parents can produce Umbra children. Each time a Temtem breeds, the base rate will be used to determine if it's an Umbra. If one of the parents is a Luma, the rate for the child being an Umbra will also be multiplied by 10 (1/7.500) and if both parents are Luma, the rate will be multiplied by 100 (1/750).
Umbra Radars: These work like the current Radars, but boost Umbra odds instead. They will be purchasable with Luma Drops in Nanto Labs. These have a different icon and a tweaked UI so you can easily tell them apart from regular Radars. The Umbra rate will be multiplied according to the current radar capture number (0-100: Base rate x10; 101-200: Base rate x50; 201-300: Base rate x100).
All Umbra have their SVs set to 50, all the possible Egg Techniques already learned, 0 fertility, and they will be soulbound.
Please note that anything that boosts Luma chance (like Saipark or Temtem radars) doesn't boost Umbra chance, unless specifically mentioned.

This is not a drill, nor a joke. Umbras really do exist. They are very hard to achieve, require huge effort, and are a steep climb from Luma hunting. Umbras are meant as a new goal for our most dedicated players, please don't expect them to casually pop up! The odds are not in anyone's favor. But still, best of luck, and we hope to see an Umbra or two soon!

[h2]Time for a new Season![/h2]
Season 5 is called Endless Night and it's the dark and spooky season all us goths deserve.
Season 5 will be the first one to last one month longer, so it'll be on from today, September 25th, until January 29th, 2024. Remember you can see this in-game, on the upper right corner of the Tamer Pass!
There will be two events during this Season: the first one will be, of course, a Halloween-themed event.



[h2]A new Challenger Mode: Randomized![/h2]
The Randomized mode is similar to the Randomlocke mode, but without the hardcore Nuzlocke rules. -This means your Tems won't permanently faint, and you'll be able to catch more than two per route.
Most things will be random in this mode: Temtem you find, the Techniques they have, items you might find.
You can co-op this mode as well, as long as you follow the Challenge modes co-op rules.
This mode comes with its own set of exclusive, new rewards, and its kudo, so give it a try!

[h2]Lairs v2! Lairs have been revamped following player feedback.[/h2]
Apart from the usual ones, you can now form parties of 1 and 2 players.
Less Jewels are required to access the Mythical boss according to party size.
Rewards have been adjusted according to party size.
These new party sizes are focused on players who might not have reached endgame yet. The rewards are focused on resources to build a good, competitive team that can withstand the endgame content.
The 3-to-5-person Lair will still be the most challenging and the ones that require the most effort, so they will still be the ones that reward most handsomely. The rewards for 3-to-5-people Lair have been adjusted to account for this.
You can get a Mythical egg in Lairs of any size, but Lairs of 3 to 5 players will provide eggs with boosted Luma rates.

We've introduced a new Node that will let you trade with other players in the Lair.
You can only trade with players in your same Lair.
The person who reaches the Node initiates the trade. The person on the receiving side must be out of combat to be able to accept and engage with the trade.
We're trying to improve the feeling of cooperation in Lairs, and we believe this will also improve the completion rate of Lairs.
This trading node will also be added to DigiLairs.

Starting from this patch, you will only be able to revive once per Lair.
We're trying to prevent bitter Lair experiences where one player single-handedly consumes all of the teams' Jewels, and
This change will not apply to DigiLairs.

We've added a pity system to Lairs. This means that per each node you conquer successfully you'll net yourself 100 Pansuns even if you don't defeat the boss or leave the Lair in the middle. All nodes count for this.

[h2]Casual Dojo rematches are here[/h2]
You will be asked to choose your difficulty level when walking up to any Dojo Master for a rematch. You can choose between Disciple and Casual.
Casual Rematches have been scaled down so players who haven't reached endgame yet have a better chance at winning the rematches and get to practice on the competitive mode.
You can complete the Casual option first, and the Disciple option later. If you complete the Disciple option first, the Casual version will be counted as completed as well, and you will get the Casual rewards automatically.

[h2]Dye preview in the Luma Drops store![/h2]
You will now be able to preview the Luma Dyes on the Luma Drop store before you buy them. They'll preview over a generic t-shirt.

A new musical instrument: the Theremin!


Improvements


Premium Store items from Season 1 have been added to the rotating Daily Store pool!

FreeTem! has received a lot of changes:
You’ll now be asked to release Tems from 4 particular, randomized species, instead of the current anything-goes method.
Each player will get 4 different species at random, so each set of groups will be different for each player.
You can release them in any order, and at any time during the week, even switching from group to group at random.
Groups will be equalized in terms of difficulty, factoring in spawn rate and catch rate.
The max amount of releases required is 90, and the minimum is 5.
We've made it so you can only get one group of the maximum amount per week, making sure FreeTem is never more demanding than before.
The released Tems will maintain the current FreeTem! restrictions, such as having to have been captured that same week, and having to have your OT.
Rewards will be Feathers and Pansuns per each group completed, as opposed to the previous Tier system.
Every group gives the same amount of rewards, regardless of the group, the week or the player.
You can do as many and as little groups as you please. You can do them all, just half, none at all... whatever you feel like that week!
With this change we hope FreeTem! feels a bit more fresh, more interesting and challenging, and closer to our idea of an actual activity.



We've made it so currently equipped cosmetics and currently placed furniture items don't show up in trades or while selling to an NPC. No more accidentally selling your clothes!
We've added a new feature for clarity that will let you see some Gears at the beginning of a turn, even if their behavior hasn't been activated yet. This will record them in the Battle Log and make it harder to forget they're there. You'll see the complete list in the Balance section.
Mythical Temtem now have variants in their intro and fainting VO sounds.
Credits have been updated. We've added the newer Crema peeps to them!
Matter-Transfer Drone travel transitions now have sound effects and audio behavior like the Narwhal travels do.
Special trainers now have a distinctive music intro.
We've reviewed the cosmetics in the regular loot pool to make sure all of them are sellable to NPCs and tradeable.

Balance


[h2]Economy[/h2]


The Feather reward for the GritArena has been increased by 33%.
The Feather reward for the TemSafari has been increased by 15%.
The Feather reward for the DraftArena has been increased by 15%.

Disciple Dojo Rematches now provide better rewards through the extra rewards obtained from automatically beating Casual Dojo Rematches.

The rewards for 3 to 5-people Mythical Lairs have been adjusted so they are more reliable and more consistent, with less difference from one run to the other. We've also moved some of the rewards to match the difference in challenge between small-sized Lairs and regular size Lairs
DigiLairs will now ask for one more Jewel to access the DigiLair boss.

Cosmetics in the city boutiques have had their price reduced a 40%.

Ranked rewards have been adjusted slightly depending on whether you're playing with a Pro Squad or a Showdown Squad: Games played with a Showdown Squad will now provide slightly less rewards, while games played with a Pro Squad will now provide slightly more rewards.


[h2]PvP[/h2]

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

HIGHLIGHTED CHANGES

[h3]#004 – Chromeon[/h3]
STA has been increased 55 ⇒ 61.
SPATK has been increased 78 ⇒ 85.
Shy Shield has been removed from its tech pool.
Generify has been removed from its tech pool.
Data Burst has been removed from its tech pool.
Hologram is now learned at level 8.
Binary Flood is now learned at level 15.
Rainbow Guard is now learned at level 29.

Chromeon has been awaiting a rework for quite some time, and it's finally here! Its tech pool has been greatly improved so that Chromeon can achieve diversity while staying true to its glass-cannon identity. You'll notice that some variations, like Electric, will remain mostly the same, while other types like Mental are receiving some much-needed new tools. Its signature move, Torrent, has been buffed, ensuring that every Chromeon has a decent turn 1 technique.

In terms of its traits, Chromeon's Special Attack (SPATK) has been adjusted to match the nerf that has been applied to Synertyper. This adjustment prevents Chromeon from falling short when the trait isn't activated, while also ensuring it doesn't become overwhelming at lower TMR ranges. This is particularly important as digi-aggro poses a significant hurdle for less experienced players to overcome. On the other hand, Pigment Inverter has been changed with the aim of turning it into a healthier mechanic. The previous iteration's lack of information was a problem for players in terms of clarity. While we acknowledge that this version may be less prevalent and more situational, we believe it leads to much more dynamic and creative gameplay, allowing for the setup of combos and even the choice to nullify your ally.

Here are the list of changes per Chromeon type, and other changes that affect it specifically:

[Crystal] 
Quartz Dirt has been added to its tech pool.
[Digital] 
Overclock has been added to its tech pool.
Token has been added to its tech pool.
[Earth] 
Petrify has been removed from its tech pool.
Sludge Gift has been added to its tech pool.
Drought has been added to its tech pool.
[Electric] 
Electric Storm has been added to its tech pool.
Tesla Prison has been added to its tech pool.
DC Beam has been added to its tech pool.
[Fire] 
Fire Tornado has been added to its tech pool.
Fire Flame has been added to its tech pool.
Fiery Heist is now learned at level 85.
[Melee] 
Kesa Gatame has been added to its tech pool.
[Mental] 
Energy Manipulation has been added to its tech pool.
[Nature] 
Allergic Spread has been added to its tech pool.
[Neutral] 
Willpower Drain has been added to its tech pool.
[Toxic] 
Toxic Gas has been added to its tech pool.
[Water] 
Tsunami has been added to its tech pool.
Water Blade has been added to its tech pool.
Sharp Rain has been added to its tech pool.
[Wind] 
Blizzard has been removed from its tech pool.
Gust has been added to its tech pool.


Torrent
Damage has been increased 65 ⇒ 95.

Pigment Inverter
Previous effects no longer work.
New effect: When attacking a Temtem with an ineffective technique, the target receives 3 turns of Nullified.

Synertyper
Damage increase has been reduced 30% ⇒ 25%.

Now, onto another Tem:

#034 – Nagaise
HP has been increased 47 ⇒ 53.
DEF has been increased 58 ⇒ 62.
SPDEF has been increased 76 ⇒ 78.
Deceit Aura
Previous effects no longer work.
New effect: From Very Low to Very High, the priority of the techniques used during a turn is inverted.

Nagaise has been a significant challenge for both players and the balance team. Deceit Aura has, arguably, been the most polarizing trait in the game's history, so it's undergoing a comprehensive rework. With this trait change and buffs to its base stats to compensate for what Nagaise has lost, we aim to establish a new starting point for this Temtem. This will allow us to reintroduce moves or base stats adjustments that had to be removed due to the impact of Deceit Aura, or fine-tune the values for this trait.

For now, we've kept the 4-turn restriction to assess how Nagaise performs after the change with moves like Lullaby, 5PPEH, Zen Meditation, etc., before removing the turn limit. Our team of balance helpers has reported that, since it's now less punishing to be fast against Nagaise, this approach to Deceit Aura will make speed control more relevant in the meta. We hope this new Deceit Aura change will provide a more user-friendly experience, but we'll closely monitor its impact, as mentioned.


[h3]#101 – Kauren[/h3]
Willpower Drain is now learned at level 30.
Nightmare Feed has been added to its tech pool.
Earth Wave has been removed from its tech pool.
Stone Ball has been removed from its tech pool.
Stampede has been removed from its tech pool.
STA has been increased 54 ⇒ 57.
ATK has been reduced 81 ⇒ 52.
SPATK has been increased 52 ⇒ 81.

Petrify
Hold turns have been increased 1 ⇒ 2.
Trap turns have been reduced 3 ⇒ 2. 
Damage has been increased 60 ⇒ 61.
STA Cost has been increased 12 ⇒ 17.
New effect: Overexerts the target.

Skull Helmet
New effect: The Temtem is now immune to the Exhausted Status Condition.

We came across a player feedback thread on Kauren that suggested a shift to a Special attacker. Given our previous unsuccessful attempts to improve this Temtem, we decided to give this idea a try. The outcome has made Kauren more efficient in terms of damage output and stamina management. This change, paired with the introduction of Nightmare Feed to address the healing deficiency in Skull Helmet builds (which has also been improved), can potentially help Kauren find its spot in the meta. We are optimistic that it will be as effective as proven during our internal scrims.


[h3]#143 – Koish[/h3]
STA has been increased 55 ⇒ 61.
HP has been increased 51 ⇒ 57.
SPDEF has been increased 54 ⇒ 58.
ATK has been reduced 83 ⇒ 76.
Bubbles has been removed from its tech pool.
Water Cannon has been removed from its tech pool.
Finbeat is now learned at level 1.
Ice Cubes is now learned at level 6.
Hypnosis is now learned at level 12.
Rainbow Guard is now learned at level 21.
Waterjet has been added to the general tech pool and it's learned at level 32.

Here are the list of changes per Koish type, and other changes that affect it specifically:

[Crystal] 
Sharp Stabs has been added to its tech pool.
Crystallize has been removed from its tech pool.
Sharpening has been added to its tech pool.
Mineral Hail now is learned at level 80.
[Digital] 
Autodestruction has been removed from its tech pool.
Cyberclaw has been added to its tech pool.
Generify has been added to its tech pool.
Faraday Cage has been added to its tech pool.
[Earth] 
Stone Ball has been removed from its tech pool.
Earth Wave has been removed from its tech pool.
Rockfall has been added to its tech pool.
Quicksand has been added to its tech pool.
Earthbreaker has been added to its tech pool.
[Electric] 
Sparkling Bullet has been added to its tech pool.
Electromagnetism has been added to its tech pool.
Charged Iron Fillings has been added to its tech pool.
[Fire] 
Lava Wave has been removed from its tech pool.
Meteor Swarm has been added to its tech pool.
Quetza-leño has been added to its tech pool.
[Melee] 
Nito Seiho has been removed from its tech pool.
Haito Uchi has been removed from its tech pool.
Wrenching Massage has been added to its tech pool.
Helicopter Kick has been added to its tech pool.
[Mental] 
Ultrasound has been added to its tech pool.
Blackhole has been added to its tech pool.
Transient Echo has been added to its tech pool.
[Nature] 
Roots has been added to its tech pool.
Photosynthesis has been added to its tech pool.
Revitalize has been added to its tech pool.
[Neutral] 
Harmful Lick has been removed from its tech pool.
Late Torment has been removed from its tech pool.
Held Anger has been added to its tech pool.
Stampede has been added to its tech pool.
Cooperation has been added to its tech pool.
Goring has been added to its tech pool.
[Toxic] 
Wastewater has been removed from its tech pool.
Toxic Ink has been removed from its tech pool.
Noxious Bomb has been added to its tech pool.
Urushiol has been added to its tech pool.
Venomous Claws has been added to its tech pool.
Metabolize has been added to its tech pool.
[Water] 
Aqua Stone has been added to its tech pool.
Flood has been added to its tech pool.
Laundry has been added to its tech pool.
Sanative Rain has been added to its tech pool.
[Wind] 
Boomerang has been removed from its tech pool.
Turbine has been added to its tech pool.
Refreshing Breeze has been added to its tech pool.

Stream
STA Cost has been reduced 23 ⇒ 20.

Earth Stream
Damage has been reduced 95 ⇒ 85.

Neutral Stream
Damage has been reduced 105 ⇒ 85.

Iridescence
Previous effects no longer work.
New effect: When receiving a technique, the type of this technique is ignored but it deals 12.5% more damage to Koish.

Koish, like Chromeon, has been awaiting a rework for quite some time, and it's finally here as well. We've applied the same principles we employed with Chromeon. A review of the entire tech pool for each type was done to ensure they all feel relevant, while also addressing the unhealthy trait (Iridescence) and adjusting the rest of Koish's kit accordingly.

The new Iridescence offers flexibility in teambuilding and helps variants that were weak on the defensive side but had offensive potential, such as the Mental variety. In the early stages of testing Iridescence, combined with the changes to base stats, it felt quite strong. That's why we added the extra damage taken to balance it, especially since Synergy Adept benefitted from the additional stats. This flexible value provides us with a tool to balance this build if needed once players have their hands on the Temtem.



[h3]#165 – Galios[/h3]
We want to let the playerbase discover what this Temtem is capable of and enjoy the surprises it brings naturally, so information here will be brief. Testing has revealed that this Temtem is quite complex, so we expect player experimentation to discover new builds or combos that we might have missed. We will be monitoring this Temtem throughout the season as we understand the impact it could have on the PvP scene. We have some potential changes prepared, depending on how its adaptation to the meta goes.

That's it for this patch's highlighted changes! You can find the complete list of changes here.


Fixes
All platforms

👥Fixed a soft lock if Mimit uses Gamma Burst on the Randomlocke mode.
Fixed the issue that caused a soft lock when attempting to play a Challenge Mode.
Fixed being able to get stuck while surfing in Turquesa.
Fixed getting stuck in the pick and ban phase, followed by a black screen on Temtem: Showdown, if there were certain Tems on the Squads of any of the two players on the Ranked match.
Fixed an error while opening an Umbra egg.
👥Fixed being unable to place the Pewkirium in your house. Poor Pewki.
👥Fixed not having a Luma available in Showdown if we had maxed its TVs trough the Fruit Blender in the base game.
👥Fixed seeing all Club activity log display the same action when it had been full previous to it.
👥Fixed seeing a bubble chat message if your message was the last one to be sent in the Club chat, no matter when it had been sent.
👥Fixed getting the message that a player needs to complete their placement matches if we, as the Club Leader, try to promote them to recruiter, co-leader or leader.
👥Fixed a visual desync in health with Inductor and Fainted Curse that could lead to a softlock during combat.
Fixed seeing a Tem as overexerted after swapping the actually overexerted one for a Tem with Stamina.
👥Fixed that Voodoo wasn’t copying both the Status conditions and stage changes if both were applied, copying only the stage changes. It will now copy both, as it should.
👥Fixed seeing the notice for the Rusher trait twice, and seeing the ATK+2 indicator five times on Minothor.
Fixed the notice sign for the new Iridiscence trait was not popping out when it should.
Fixed seeing a Gear appear as disabled before it acts if it activates in the same turn it’s gonna be disabled by Snare.
Fixed seeing the Royal Jelly indicator notice before it should appear, and showing the name of a Tem that had previously fainted, if Waspeen is the last Tem alive on the team.
👥Fixed Mimit not showing three out of their four Techs if the player enters a Ranked match while on an encounter with untamed Tems.
Fixed losing focus if we try to switch to a controller after moving the mouse outside the navigable buttons in the Showdown lobby.
Fixed the controls for musical instruments appearing in the Battle category in Settings.
👥Fixed having the door from an old preset will still show in your house if you sell it while equipped.
👥Fixed seeing the Tamer banners of other players wrongly and overlapping in the Interact menu while we’re inspecting a player.
👥Fixed seeing the visual effects wrongly placed the second time we perform the weeping emote.
Fixed not seeing the visual effects for any looped emote in the world if we previewed it in the character customization menu and closed it abruptly.
Fixed the UI for the Settings remaining on screen after we make changes to the video settings and cancel those changes by going back.
Fixed the UI remaining and overlapping if we lose connection during the last scene of the competitive tutorial.
Fixed briefly not seeing the Rewards screen immediately after finishing a Ranked match.
Fixed the lighting changing slightly if one exits the Galios Lair right after the party size selection menu.
👥Fixed the missing emissive effects on the wings and body of the Tukai mount.
👥Fixed the missing emissive effects on the fins and tail of the Ukama mount.
👥Fixed a missing gender tag in a dialogue during a cinematic in Tucma.
Fixed the individual date format per language was not being applied, and instead the English one was displayed regardless of the language selected. This applied too to high numbers.
👥Fixed a text overlap at the Crema offices’ elevator in French.

Fixes, features, and improvements marked with the 👥 icon are originally suggested, inspired by, or reported by our community in our Discord server and subreddit.

Have fun, and Temtem up in 1.5!