Batomon Showdown // mechanics

Batomon Mechanics
Read the battle.

Learn how Batomon Showdown shops, merges, formations, and battles work. Your team shares the Trainer’s HP, Shield, and status effects. Batomon occupy a fixed two-row, three-column board, where their positions determine which units their abilities can affect.

Core rule 01

Your team shares HP.

Trainer HP15,373 / 47,300
Shield3,960Burn · Poison · Shock share this battle context

Damage, healing, Shield, and status effects apply to the Trainer. Individual Batomon summaries show what each unit contributed to the battle.

Core rule 02

Fixed 2 × 3 formation

1top · left2top · center3top · right4bottom · left5bottom · center6bottom · right

The board has two rows of three slots. Left, right, above, and below refer to each Batomon’s position on this board.

Before battle // game build 26170127

Shop, Items and level-up gifts

Shop rank, Batomon level and rarity are separate rules. These basics explain how purchases and merges turn into a stronger team and more Trinkets.

Shop rank changes what appears.

After each day, your shop rank increases. Higher ranks let rarer Batomon appear; rerolling replaces the current shop selection. Basic Bait lowers shop rank, allowing a low-rank shop strategy to continue.

Items have a daily allowance.

Normally, you can buy one Item each day. After that allowance is used, its shop slot offers a Batomon instead. Membership Card lets you use one additional Item each day. Witch's daily Potion can still appear after the normal allowance is spent; Potion Pack also has its own temporary shop choices.

Duplicate Batomon merge.

The usual same-species recipe is three level 1 copies into one level 2, then two level 2 copies into one level 3. Swoonet is an exception: it needs only two copies to level up and can keep levelling indefinitely.

Level-ups offer Trinket gifts.

Levelling a Batomon lets you choose a Trinket gift. Rarer Batomon give rarer Trinket choices: the levelling Batomon's rarity matters, rather than simply reading the shop rank as the gift tier. Treasure Map raises the next gift's choices by one rarity tier.

Gift quantity has its own conditions.

Scavenger adds a copy when a gift gives a non-unique Common or Uncommon Trinket. Greedy Gloves lets you take every choice from the next gift. Raising choices to Rare or above removes Scavenger's extra-copy benefit for those choices.

Sell value is a unit stat.

Inspect a Batomon's Sell Value before selling it. Gold Bracelet gives a random Batomon +8 Sell Value at the start of each day. Gold Trophy instead grants $8 on victory, so selling and winning produce gold through different rules.

Ability targets

Where does the ability reach?

Read the direction in the ability text and check the highlighted slots. Targets that are still unconfirmed are marked as unknown.

Left / Right

Same row, neighboring column.

Above / Below

Same column, opposite row.

All adjacent

Occupied slots immediately left, right, above, or below.

Mirror

The corresponding slot on the opposing board.

All allies

Targets the allied board. The effect depends on the ability and battle conditions.

Unknown

The ability's target has not been confirmed.

Use Team Builder to arrange six Batomon, select forms and levels, and check occupied allied positions. Read each ability’s full text for type and trigger requirements; a position check alone does not confirm that the effect will apply.

Battle recap

What you can review

Review Trainer health, Batomon actions and the result. The timeline lists the recorded battle events; it is not a video replay.

01

Action / cast

The recap counts each Batomon’s recorded actions and casts.

02

Trainer state

The record tracks Trainer HP, healing, Shield, Burn, Poison, and Shock during battle.

03

Batomon changes

The record distinguishes knockouts, revivals, spawns, and transformations.

04

Sudden death

The battle can enter a separate sudden-death phase with its own start time.

05

Battle end

The record shows the battle result and the Trainer’s final state.

From shop to battle

Follow the whole run.

A Showdown can include preparation, events, rewards and battle recaps. Each record shows which parts are available.

01

Prepare

Trainer, Trinkets, shop state, event choices, resources, and the exact six-slot formation can change before battle.

02

Battle

Both teams fight on fixed boards. The record tracks Trainer HP, Shield, statuses, and Batomon actions.

03

Recap

Review the result, duration, final Trainer state, formations, and each Batomon’s contributions.

04

Advance

Collect rewards, review lives and second-chance choices, and move through events to the next Day.

Planning tools

From base stats to battle timing

Cooldown formula

Cooldown Speed

The calculator divides the base cooldown by 1 plus the Cooldown Speed bonus: +50% means dividing by 1.5. In build 26170127, the result rounds to the nearest 0.1 seconds, then has a minimum of 0.1 seconds. Trainer, Trinket, ability, and status effects may change the cooldown in a real battle.

max(0.1, round to 0.1s(base ÷ max(0.1, 1 + speed bonus)))

Form and level data

Normal / Shiny / Level

Choose Normal or Shiny and a level to see the available values. Some Shiny effects are not yet documented.

Community-observed

Multicast queue

Community modding discussions describe a 0.1-second multicast queue. This timing has not yet been verified for every game version.

Game updates

Check the version.

Abilities and values can change after a patch. Compare the build shown on the reference with your game or recorded Showdown.

About the information

Reading the labels

Official sourcePublished by the game’s creators in release notes, artwork or other official material.
Game versionThe Steam build the displayed ability or stat belongs to.
BatoForge analysisOur strategy advice and explanations of the rules.
Not availableThis detail is not yet confirmed.