Core rule 01
Your team shares HP.
Damage, healing, Shield, and status effects apply to the Trainer. Individual Batomon summaries show what each unit contributed to the battle.
Batomon Showdown // mechanics
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
Damage, healing, Shield, and status effects apply to the Trainer. Individual Batomon summaries show what each unit contributed to the battle.
Core rule 02
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 rank, Batomon level and rarity are separate rules. These basics explain how purchases and merges turn into a stronger team and more Trinkets.
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.
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.
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.
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.
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.
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
Read the direction in the ability text and check the highlighted slots. Targets that are still unconfirmed are marked as unknown.
Same row, neighboring column.
Same column, opposite row.
Occupied slots immediately left, right, above, or below.
The corresponding slot on the opposing board.
Targets the allied board. The effect depends on the ability and battle conditions.
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
Review Trainer health, Batomon actions and the result. The timeline lists the recorded battle events; it is not a video replay.
The recap counts each Batomon’s recorded actions and casts.
The record tracks Trainer HP, healing, Shield, Burn, Poison, and Shock during battle.
The record distinguishes knockouts, revivals, spawns, and transformations.
The battle can enter a separate sudden-death phase with its own start time.
The record shows the battle result and the Trainer’s final state.
From shop to battle
A Showdown can include preparation, events, rewards and battle recaps. Each record shows which parts are available.
Trainer, Trinkets, shop state, event choices, resources, and the exact six-slot formation can change before battle.
Both teams fight on fixed boards. The record tracks Trainer HP, Shield, statuses, and Batomon actions.
Review the result, duration, final Trainer state, formations, and each Batomon’s contributions.
Collect rewards, review lives and second-chance choices, and move through events to the next Day.
Planning tools
Cooldown formula
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
Choose Normal or Shiny and a level to see the available values. Some Shiny effects are not yet documented.
Community-observed
Community modding discussions describe a 0.1-second multicast queue. This timing has not yet been verified for every game version.
Game updates
Abilities and values can change after a patch. Compare the build shown on the reference with your game or recorded Showdown.
About the information