How to use Neutral Koish
Neutral Koish is one of the temtem that hits the hardest on turn 1. Strategically give it the right trait, a gear like Resistance Badge to boost its damage, and put it next to allies that apply defence debuffs.
Match Replay: Making the Enemy Surrender in Two Turns
In the above match, I started with Neutral Koish and Tuvine versus Seismunch and Barnshe. Because Tuvine threatens a heavy 2x damage onto Barnshe, I expected them to swap. Because Seismunch likes to Heat Up turn one to boost its attack, this was also anticipated, allowing me to use the powerful combo of Humiliating Slap and Harmful Lick, killing Seismunch.
In turn 2, Skunch faced the same fate as Koish survived healthily the Noxious Bomb from Volarend, thanks to the Iridescence trait. The opponent decided to concede in the 5 v 3 as Tuvine would have done 2x damage into the left slot (vs. Myx or Barnshe), and there was no effective way for them to deal with either Tuvine or Koish.
High Base Power of Harmful Lick and STAB
In temtem, Neutral techniques tend to have stronger base power (perhaps due to the lack of x2 type effectiveness), which makes them quite useful when no type effectiveness is in play. Harmful Lick, in particular, has a base 150 power with no hold (i.e. you can use this turn 1 without having been on the field). Its' 1 Priority means that is a slower technique, which allows allies to throw Humiliating Slaps or Perfect Jabs to lower the enemy defence before Koish gets to Licky Licky the opponent.
![Harmful Lick description on tem.team](https://steemitimages.com/640x0/https://i.imgur.com/RF9w4B4.png)
Similar to Pokemon, Temtem also has STAB (Same Type Attack Bonus), in which where the typing of the temtem (e.g. Neutral Koish) and the technique typing (e.g. Harmful Lick) match, the technique damage is boosted by 50%.
Gear: Resistance Badge
Each temtem can also equip a gear - an item that can bring utility or boost a particular attack or defence. In this case, I equipped Resistance Badge to boost the Neutral damage by 15%. This brings the total base power of Harmful Lick 172.50. Should another of your temtem already be quipping the Resistance Badge, War Drum is also a viable choice as it boosts physical techniques of both your temtem and its ally by 8%.
![Resistance Badge description on tem.team](https://steemitimages.com/640x0/https://i.imgur.com/ciumoJS.png)
Temtem Debuffs
Like any other strategic battler, temtem can be buffed or debuffed, altering their stats within that match. In the above video, I used Humiliating Slap by Tuvine to do some damage into Seismunch, as well as lower its defence by 1 stat. A -1 debuff lowers its defence by 33%
![Damage Calculation without defence debuff](https://steemitimages.com/640x0/https://i.imgur.com/QqM41lM.png)
tem.team provides an accurate Damage Calculator to analyse such scenarios. For example, without the debuff on a Seismunch trained with 500HP, my max attack Koish would only do 159 damage, equivalent to 59.55% of Seismunch's HP.
![Damage Calculation after defence debuff](https://steemitimages.com/640x0/https://i.imgur.com/ydGpP1c.png)
Once a -1 defence debuff is applied to Seismunch, the damage of a Harmful Lick with the above bonuses does 231 damage, equivalent to 86.52% of Seismunch's HP pool. Because Humiliating slap takes more than 14% of its HP, this means that Seismunch is dead turn 1.
Choosing the Iridescence Trait
Each temtem has one of two traits, in the case of Koish, both traits are viable. The Iridescence trait reverses resistances and weaknesses, meaning that instead of taking 2x damage from the Volarend's toxic technique, Noxious Bomb, Koish only took 1/2x damage, making it unthreatened on the field.
![Description for Iridescence Trait](https://steemitimages.com/640x0/https://i.imgur.com/j6cZWOz.png)
Koish's other trait is Synergy Master in which any damaging synergy technique performed by itself or its ally is boosted by 25%. In this case, since I am not using techniques with synergy boosts, the trait is practically useless. Moreover, the Iridescence trait proved extremely useful, since for a tem that goes last in every round, survivability is key.
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