One of the first things you may notice when you begin your Temtem journey is that some of your techniques are grayed out when you start the battle. This is because some techniques in Temtem have something called Holds. Holds are when you have to wait a certain amount of turns before you can perform a technique.
How to Identify a Hold
A Hold can be identified by a single or set of bars shown underneath the technique name. If it is grey, you cannot use the technique. Once the bars are all shown in full color, you can use the technique. You have to wait for the hold all over again once the technique is used. Techniques can have a hold of 0, 1, 2, or rarely, 3.
How to Lessen the Burden of a Hold
Cheer Up is a technique that costs seven stamina, and reduces the hold of a temtem’s techniques by 1. This would be useless for a temtem that only has one hold on its technique, but for techniques with a hold of two or three, this technique can speed things up a lot. It can be learned by the Paharo, Pewki, Platypet, and Hidody temtem lines.
Send out a temtem mid-battle
When you switch your temtem into battle, the turn they are switch in counts as a turn in terms of holds, meaning the first turn you switched out temtem can use a one hold technique, or they are already 1 step closer to performing an attack with a higher number of holds.
All Techniques with a Hold of 3
|Gaia||Nature Technique – Recovers Stamina fully|
|King’s Roar||Neutral Technique – Decreases the speed and attack stats of both enemies|
|Psychosis||Mental Technique – The target gains a doom counter of 4. Once the counter reaches zero, the temtem is knocked out|
|Magma Cannon||Fire Technique – Deals 70 damage and burns the target for 3 turns|
|Held Anger||Neutral Technique – Deals 130 damage|