Team building // positions and abilities

Batomon Teams
Six slots, one plan.

Build a Batomon Showdown team around your Trainer, then place each Batomon where its ability can reach the allies it needs. Check forms and levels as you plan upgrades through the run.

Check the board

Position changes who an ability reaches.

An ally above, beside or opposite a Batomon may receive a different effect. Moving the same six Batomon can change how the team works.

1top · left2top · center3top · right4bottom · left5bottom · center6bottom · right
01

Trainer

How does your Trainer passive change shop choices, rewards or battles? Build around the passive you picked. For example, the Scavenger economy loop depends on the rarity and uniqueness of Trinket gifts.

02

Trinkets

Which Trinket effects affect your gold, ability timing or battle stats? Check whether a one-use effect is still available. Effects such as Membership Card can also change your daily Item allowance.

03

Positions

Place each Batomon in its intended slot on the two-row, three-column board. Moving it between rows or columns can change which allies its ability reaches.

04

Ability targets

Read the selected form and level’s ability text, then compare its direction requirements. Check type and trigger conditions as well as occupied slots. If its target is unknown, treat that interaction as uncertain.

05

Triggers and timing

Abilities can trigger at battle start, on a cast or hit, or when another effect occurs. Read their triggers and use the cooldown calculator to compare base cast timing. The Cooldown Speed rules explain the calculation and its battle limits.

Formation example / build 26170127

Connect the ability before adding power.

Try this Pantra Toxic board to see how adjacency and “ally above” work together. The layout is an illustration, not a recorded team. Start with Normal forms and use your units' actual levels.

Top leftSpinarai ↗

Toxic trigger source

Top middlePuffloon ↗

Follows adjacent Toxic triggers

Top rightNoxnimbus ↗

Battle Poison for adjacent Toxic allies

Bottom leftThorntail ↗

Damage growth from allied Poison applications

Bottom middleNoxalith ↗

Normal form trains the Toxic ally above

Bottom rightFumungus ↗

Damage from enemy Poison stacks

Check three different links.

Puffloon in the top-middle slot is next to Spinarai, Noxnimbus and Noxalith. Each still needs the Toxic typing and qualifying trigger described by Puffloon. Normal Noxalith is below Puffloon, so its “ally above” target points at Puffloon. Noxnimbus is beside Puffloon and above Fumungus, giving its adjacent Toxic targets a different role from Noxalith's permanent training.

One swap can remove a trigger source.

Swap Spinarai and Fumungus. Spinarai moves diagonally below-right of Puffloon: it still casts, but its triggers no longer activate Puffloon's adjacent-ally effect.

Poison stats, applications and stacks

Noxnimbus raises an ally's Poison stat. Thorntail grows when an ally actually applies Poison to the enemy. Fumungus gains Damage from the Poison stacks already on the enemy. Each needs a different part of the chain to work.

Fix what is holding the team back.

Move a diagonal trigger source into reach first. If Spinarai casts too late, check its cooldown and speed. If the team dies too soon, look for survival support. Before replacing a trained unit, check which links the newcomer would keep or break.

Shiny Noxalith trains adjacent Toxic allies instead of the ally above, so adjust the layout if you change forms. Team Builder checks positions and base stats; it does not simulate the fight.

A different route / Knockout and revival

Protect the role that keeps the plan running.

Petrirex and Shikitsune create a different positioning problem. Place intended Knockout recipients beside Petrirex, and keep the reviver outside those sacrifice slots. A unit such as Nekoffin can provide a resource payoff from an actual Knockout; a growing damage recipient has a different job.

With Petrirex at top-left, its adjacent slots are top-middle and bottom-left. Shikitsune at bottom-right stays out of reach. Moving the reviver to top-middle makes it a Knockout target too, which can stop the revival plan. Cast order and whether a revived ally gets time to act still need checking in battle.

Protect may keep a support unit available while also blocking a Knockout you wanted elsewhere. Identify the actual recipient before adding it. Shield growth still needs useful damage output, and a revived unit needs time to act.

Read the acquisition and failure cases →

Share a build

Include the setup and upgrades.

Show the positions, forms and levels alongside your Trainer and Trinkets. Add the Run Day and any upgrades the team relies on so another player can try it.

  • Game version / Steam build
  • Trainer and owned Trinkets
  • Two rows × three columns
  • Normal / Shiny and level
  • Ability targets and triggers
  • Stats before and during battle
  • Run Day and important upgrades
  • Any unknown abilities or values

Try your formation

Arrange six slots in Team Builder.

Choose your Batomon, forms and levels, then try different positions. Team Builder shows base values and whether allied target slots are occupied. Check type and trigger requirements in the ability text as well.