Stats

 are the seven factors that determine how Temtem perform in combat. They affect damage calculations, turn order and limits to the use of techniques.

Stats
The seven stats are HP,  STA,  SPD,  ATK,  DEF,  SPATK, and  SPDEF.

HP
HP stands for Hit Points. It represents the health of a Temtem and is displayed with a green bar at the top in various interfaces. This value can be reduced when the Temtem is hit with damaging techniques. When the HP of any Temtem reaches zero, it is considered fainted or exhausted (not to be confused with the same-named status condition) and can not participate in combat anymore.

The amount of HP subtracted for each hit depends on the damage value and class of techniques, the ATK or SPATK value of the attacking Temtem, and the DEF or SPDEF value of the defending Temtem. HP reduction can also occur due to certain Status Conditions.

STA
STA stands for Stamina. It is presented as a cyan bar underneath the HP bar and above the XP bar in various interfaces. This stat determines how many techniques a Temtem can use during combat.

Each technique has a Stamina cost that is subtracted upon use. Techniques can be used normally up until the STA bar reaches zero. If a technique requires more Stamina than the Temtem has remaining, the use of this technique will lead to the Temtem damaging itself via overexertion, and obtaining a turn penalty for the next round during which it can only Rest and not perform Techniques. The amount of HP reduced depends on the difference between the Stamina cost of a technique and the remaining Stamina. For each Stamina point overexerted, HP is reduced by 2 for Temtem that have lower than 100 maximum HP and 3 for Temtem that have 100 or above maximum HP. Untamed Temtem will not use techniques if overexertion would lead to them getting knocked out (unless they are exhausted; or are damaged within the same round). Similarly, if insufficient hit points remain, they do not use certain techniques with self-incurred damage like Chain Lightning.

At the end of each turn, a bit of Stamina is recovered based on its stat total, as displayed in the table below (5% + 1 of its stat total, rounded up). Swapped out Temtem also regain this amount of stamina at the end of each turn. If a Temtem is ordered to Rest, it recovers an additional 15% for a total of 20% + 1 (rounded up), while not performing any technique for that turn. The STA bar refills after each battle.

SPD
SPD stands for Speed. It determines the order in which Temtem use techniques during a turn in combat. This greatly depends on the Priority of techniques, which effectively acts as multiplier for the SPD value. The Temtem with the highest SPD just before it uses a Technique acts first. If you get hit with a SPD reducing Technique before you use a Technique the SPD change is immediately applied. The value also affects the order in which Temtem switch out during a turn before techniques are used.

ATK
ATK stands for Attack. It represents the power of Physical techniques and is used to determine the damage delivered using such techniques against opponent Temtem.

DEF
DEF stands for Defense. It represents the resistance against Physical techniques and is used to determine the damage received by opponent Temtem using such techniques.

SPATK
SPATK stands for Special Attack. It represents the power of Special techniques and is used to determine the damage delivered using such techniques against opponent Temtem.

SPDEF
SPDEF stands for Special Defense. It represents the resistance against Special techniques and is used to determine the damage received by opponent Temtem using such techniques.

Stat Total
The total value for each of the seven stats is displayed in the left column on the Temtem details page. The formulae used to determine these values depend on the Temtem's level, the species' Base Stats, the individual Temtem's Single Values and their Training Values. During combat, the final values can be affected by stat modifiers.

HP = $$\lfloor(\tfrac{((1.5 * Base) + SV +\tfrac{TV}{5}) * Level}{80})\rfloor + \lfloor(\tfrac{SV * Base * Level}{20000})\rfloor + Level + 15$$

STA = $$\lfloor(\tfrac{Base}{4}) + (Level^{0.35}) * 6 +(\tfrac{SV * Level * Base}{20000}) + (\tfrac{TV * Level * Base}{30000})\rfloor$$

Other stats = $$\lfloor(\tfrac{((1.5 * Base) + SV + \tfrac{TV}{5}) * Level}{100})\rfloor + \lfloor(\tfrac{SV * Base * Level}{25000})\rfloor + 10$$

Note: $$\lfloor$$ and $$\rfloor$$ denote floor functions.

Base Stats
Base Stats are unique for each species and can not be changed aside from evolution. They can be viewed in the Tempedia.

Single Values (SVs)
Single Values are mostly uncontrollable factors of individual Temtem, ranging between 1 and 50. They can only be increased by use of Telomere Hacks. SVs are displayed in the middle column on the Temtem details page.

SVs are randomly generated for each untamed Temtem encounter. However, untamed Luma Temtem are always generated with at least three maxed SVs, and the remaining stats with exception of SPD have a range between 20 and 50. Temtem obtained via breeding can inherit SVs from their parents, which can be manipulated with the use of breeding gear. Starter Temtem and most Temtem received from NPCs have fixed SVs.

Training Values (TVs)
Training Values are controllable factors of individual Temtem that influence how their stats develop. TVs are primarily gained by defeating other Temtem in combat. These are displayed in the right column on the Temtem details page. A maximum of 1000 TVs can be earned, with a limit of 500 per stat. At level 100, every 4 TVs in HP adds 1 point, every 10 TVs in STA adds one point, and every 5 TVs in each other stat adds one point.

Stat Modifiers
Certain techniques in combat may trigger stat modifiers to increase or decrease stats in stages. Stats that are currently available for modifier in increment (denoted by up arrow) or decrement (denoted by down arrow) of five stages include SPD, ATK, DEF, SPATK and SPDEF. Modifiers on Temtem persist until the end of battle and do not reset upon Temtem switching in and out.

ATK / DEF / SPATK / SPDEF
ATK, DEF, SPATK and SPDEF gain an additional 50% for each stage, meaning they can be boosted to 150% / 200% / 250% / 300% / 350% of their initial value when raised by 1 / 2 / 3 / 4 / 5 stages, respectively. The reciprocal applies to lowered stats which are reduced to 67% / 50% / 40% / 33% / 29% of its initial value when lowered by 1 / 2 / 3 / 4 / 5 stages, respectively.

Raised stats multiplier = $$\tfrac{2 + Stage}{2}$$

Lowered stats multiplier = $$\tfrac{2}{2 + Stage}$$

SPD
As of Alpha 0.7, SPD got seperate, less impactful stat modifiers, SPD gains an additional 25% for each stage, meaning it can be boosted to 125% / 150% / 175% / 200% / 225% of the initial value when raised by 1 / 2 / 3 / 4 / 5 stages, respectively. The reciprocal applies to lowered SPD which is reduced to 80% / 66% / 57% / 50% / 44% of its initial value when lowered by 1 / 2 / 3 / 4 / 5 stages, respectively.

Raised SPD multiplier = $$\tfrac{4 + Stage}{4}$$

Lowered SPD multiplier = $$\tfrac{4}{4 + Stage}$$

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