Evershifting Tower Guide

 A Guide to Temtem's Evershifting Tower

Temtem recently reached it's 1.0 update, and with it came a number of new activities. One of the more reviled ones is the Evershifting tower, with many proclaiming it to be too time consuming or unfair. That may be fair in some regards, but In this post I wanted to outline some of the helpful things I've learned over my 5 wins and 20 runs. All information is accurate as of patch 1.0.1

1)Starter Choice

One of the first decisions you make upon starting a run is your starter. In most runs, you'll have the choice between Raiber, Platypet and Spriole. Occasionally, these 3 will be replaced with Smolzy. This is a good thing as Smolzy is easily the best of the four. I'll outline the pros and cons of each, but if you want my recommendation, of the main 3 pick Spriole. 
Raiber:
Pros: 
-Ember provides damage reduction and chip at a cheap cost
-If you evolve it up fully and get lucky on it's trait, Motivator can help your allies in the stamina starved tower
-Decent damage
Cons:
-Stamina HUNGRY even with motivator
-Frail
-Easily outclassed by other fire types
-Pretty slow

Platypet:
Pros:
-Dual stab combination gives your team more diversity early
-Platox is the most OK of the middle stages
-Can use a dodge and damage move in toxin shower when fully evolved
-Fast and strong
Cons:
-Stamina hungry even when using weak moves like water blade
-Poor physical bulk and HP
-Doesn't learn Rotten Goo for consistent toxic damage until level 84

Spriole
Pros:
-Very physically bulky even in it's prevolved stage
-Provides healing with Revitalise to save healing items
-VERY fast
Cons:
-Poor Special bulk
-If needing to use water cutting lilly repeatedly, will run dry on stamina fast

Smolzy
Pros:
-Evolves into Golzy, which sweeps the entire tower with barely any support
-Excellent dual stab combination when fully evolved
-Fast and strong

Cons:
-Frail
-Not amazing until fully evolved (this should be a major priority though)

2)Scouting and Catching

Before charging headfirst into a fight, scour the first floor for resources and the exit/final holo trainer. While doing this, be careful to not trigger the fight of any trainer, or you'll likely wipe. While you travel, you'll find various patches of grass where you can catch more Tems. This is where the meat and potatoes strategy of the run comes in, in the teambuilding. Generally, you're looking for high level tems, with types that cover your starter and the rest of the team. Look out for synergies and other beneficial pairings. The level of wild tems is determined by a combination of their evolution stage (lower evolution stages are higher level) + their catch rate. So tems like Hazrat and Yowlar will be at a high level, as will tems like Smolzy and Raiber. 
An Example of a trap

When you're looking for new tems, remember the golden rule ; High levels are a trap. Now that may sound counter-intuitive. I just told you to look out for high level tems, right? Well yes and no. Yes, you should look for tems at a decent level, around level 65-75, but going above that will cause the level of the holo tamers you fight to skyrocket since they *seem* to be dependant on a combination of the level of your party and their distance from the entrance. (Note that I have no hard data or formulas on exactly how the level scaling in this place works, so this is just an educated guess based on my experience in the area.) Catching a level 100 baby and evolving it up will cause the enemy levels to increase dramatically, and that means your single high level tem will be overwhelmed leaving your level 60s and 70s to be crushed. Keep everything around the level of your starter, and you should get on just fine. 

An example of a sneak
I would also like to mention, it's very easy to sneak around a lot of holo-tamers and gain their item without having to battle them, giving you valuable loot and heals. In the diagram to the left, I show you one-such sneak, but I encourage you to practice and find your own as they will improve your runs a lot. 

Don't underestimate the TV essences in shops! They're pretty cheap and radically improve your tems' stats. I in particular recommend Watermelon essence if you see it, the more stamina you have the more moves you can click. Stamina items such as the fake beard and sweatband are also useful. Healing items are usually way too overpriced, but if you desperatly need a key team member healthy for an upcoming fight they can work great. 


3)Battling and Movesets

A lot of your ability to battle in this tower will be dependant on your skill in general at this game's combat. However, the tower does have a few quirks you can take advantage of. Firstly, I recommend keeping a low stamina stab move on all your tems. Happily, all 4 starters get one, with Platypet's water blade, Raiber's Embers, Spriole's sharp leaf and Smolzy's Sparkling bullet. Your tems are only level 50-70, and don't have the high stamina pools you may be used to from every other activity in the game. Thus, these low stamina options gain a lot of value. I still think high damage moves should be on your set to gain important KOs, but chipping away at your enemies and not taking recoil damage from overexertion will do a lot for you. A lot of enemies are terribly self-destructive, using high stamina moves and rapidly overexerting. You can take advantage of this with stamina control moves like Energy Manipulation or Willpower Drain, or just out-tempo your foes with the low stamina cost moves previously described.

Good healing items should usually be saved for important battles, as stalling your foes out of stamina with small heals can be your chance to get ahead. Remember ; level is just a number, and even if your opponent seems to be unbeatable, they're gonna be completely immobile and out of moves in 2-3 turns. 

4)The endgame, and general tips

Keep a cool head when going into the third floor, and do the same scouting you've been doing the whole run so far. The healing items will help if the main holo tamer turns out to have a massive spike of difficulty. You hopefully shouldn't need to alter your team too much, but if you do stay away from high level tems like I mentioned. 

Of especial note is what I like to call the "True Final Boss". Often guarding the chest at the end, and your final reward, is one or two holo-tamers. If you've already fought the Main holo-tamer and are bruised, battered and low on resources, this can feel like a punch in the gut. Stay cool, calm and collected, and keep scouting for healing items, and static heals. These tamers are not as hard as the main holo tamer, and you've already finished the run.

BE CAREFUL OF THE TEMS IN THE GRASS AT THE START! If you're just hanging with your starter, and fail a run into a wild tem, you can die early. Sometimes it can be necessary to catch a tem you didn't necessarily want just to prevent a pointless wipe.

Thanks for reading! I'll update this guide as I gain even more experience in the mode. 

Much love,

Abbi

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