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Scavenger strategy // Jinto

Scavenger guide.
Make the low shop pay.

Turn cheap merges into double Trinket rewards. Use Treasure Map to reach Membership Card, then keep Basic Bait within reach as the shop grows.

TRAINER // SCAVENGERScavenger trainer artworkMore gifts.
More room to grow.

Gain an additional copy of each non-unique Common or Uncommon Trinket from a gift.

Common ×2Uncommon ×2
Non-unique Trinkets received from gifts

01 // Start with the engine

Raise the gift. Keep the shop low.

Basic Bait lowers shop rank to keep cheap copies and more Bait available. Treasure Map raises the next gift's rarity, letting a Common gift offer Uncommon rewards such as Membership Card. Gift rarity and shop rank change separately.

  1. 01Swoonet

    Merge cheap Commons

    Level-ups offer Trinket gifts. Scavenger adds a second copy of eligible Common and Uncommon rewards.

  2. 02Treasure Map

    Reach the green gift

    Lift the next Common gift by one rarity tier to look for the Uncommon engine pieces.

  3. 03Membership Card

    Add daily Item uses

    More Item opportunities help you keep looking for Bait instead of exhausting the day's single allowance.

  4. 04Basic Bait

    Budget for the low shop

    Each Bait costs $10. Buy another as shop rank rises only when keeping cheaper copies available is worth more than a merge or an immediate board upgrade.

02 // Spend gifts on the engine

What to take from a gift.

The first priorities keep the low shop running. Once that is working, economy and broad battle bonuses make each later cycle more valuable.

Common · unlock

Treasure Map

The next gift's choices move up one rarity tier. Take it to reach the green reward pool and look for Membership Card.

Uncommon · sustain

Membership Card

Use one additional Item each day. This is the central green reward: more Item allowance gives the route more opportunities to sustain Bait access.

Uncommon · expand

Greedy Gloves

Take all choices from the next gift. With three eligible non-unique Common or Uncommon choices, Scavenger can turn one gift into six Trinkets.

Common · recycle

Gold Bracelet

A random Batomon gains +8 Sell Value each day. A temporary unit can turn that bonus into cash when sold; a core unit ties up the value while you keep it.

Common · win now

Gold Trophy

Gain $8 on each victory. Take it when the board can already win and you still have upgrades to buy.

Battle rewards · lasting value

Improve the whole team or a board slot.

Choose teamwide or board-slot bonuses while cycling through temporary units. The Trinkets stay useful when a new recruit takes the slot.

Treasure Map raises a Common gift to Uncommon (green), where Membership Card can appear. Scavenger adds one copy to non-unique Common and Uncommon gift rewards. You still need Membership Card to appear among the choices. Read the reward rules →

03 // Permanent value, temporary bodies

Keep these jobs on the board.

For this Jinto build, keep units that turn gifts and ally upgrades into battle strength. Use the remaining spaces for cheap merges and purchase effects.

SwoonetGift source / optional carry

Two copies make another gift.

Swoonet needs only two copies to level up and can level indefinitely. For farming, usually collect the level-2 gift and sell. With spare space, keep it for another merge or a sell-value bonus. Keep pushing to level 5 and beyond only when you are choosing it as a carry.

KindlepotDifferent Trinkets → BurnFurnadon

Keep the Trinket-scaled battle core.

Keep Kindlepot while it collects the five Trinkets needed to evolve into Furnadon. Furnadon gains Burn for each different Trinket you own. Scavenger's extra copy still adds its own effect, but repeated copies count only once for Furnadon.

FrilletAlly upgrades → growthDewlotl

Grow Dewlotl through ally upgrades.

Frillet evolves at level 3. Dewlotl gains permanent Damage and Heal when an ally levels up, rewarding the Swoonet and temporary-unit upgrades you are already making.

04 // Every shop has a job

Buy. Merge. Let it pay. Sell.

Opening

Day 1: build what arrives.

Take enough bodies to play the opener without demanding a perfect set. From day 2, favor Common Batomon costing $5 or $10 so duplicates and merges remain affordable.

Item decision

Compare the $10 Bait purchase.

Before reserving the day's Item allowance for Basic Bait, compare its $10 cost with another merge or a board upgrade. Keep the low shop when your remaining budget can still support the next battle.

Purchase effects

Wait for the useful trigger.

With spare gold, buy a unit whose purchase effect pays immediately, then sell it. If its effect needs the unit to remain on the board, keep it until the intended core receives the buff before selling.

Merge bodies

Take the gift, release the space.

Usually sell temporary units after their level-2 merge and gift. Keep them longer when space allows another merge or a useful sell-value bonus.

Last gold

Keep a board for the battle.

As gold runs low, field useful level-2 units and keep unfinished copies in the four bench slots. Temporary units may also receive the next daily Sell Value bonus.

Reward decision

Choose Trinkets that keep helping after a sale.

Selling a Batomon removes its permanent stat gains from your team. Teamwide and board-slot Trinkets can keep helping as new recruits replace temporary units.

05 // Recognize the next decision

When to farm. When to cash out.

  1. Start

    Find the expansion.

    Build an initial board, merge cheap bodies, and prioritize the Treasure Map → Membership Card bridge. Keep Kindlepot and work toward Frillet's evolution when offered.

  2. Repeat

    Keep farming Common and green gifts.

    Fund each $10 Bait purchase within your merge and battle budget. Recycle temporary units into gifts and gold; let Furnadon and Dewlotl turn the same activity into battle value.

  3. Day 6–8*

    Use the engine's payoff.

    The contributor's favorable Master runs built strong boards around Days 6–8. Use your own gifts, gold and battle output to decide whether to fund another cycle.

  4. Finish

    Choose the final battle plan.

    With a deep economy, you can stop suppressing shop rank. Market License raises it by one, helping access higher-rarity options for the final board. Another optional gamble is Test the Recombobulator, which randomly transforms your Batomon into one-rarity-higher units, up to Mythical.

*Days 6–8 describe the contributor's favorable runs; this timing is not guaranteed. Swoonet can also be held at high level for a late event opportunity; the transformation result is random.

06 // Ranked pool results

Scavenger's observed builds.

Loading daily Ranked results…

Quick answers

Before the next run.

Why does Scavenger want a low shop rank?

This route wants repeated access to cheap Common Batomon and Basic Bait. Cheap merges create gifts; Scavenger duplicates non-unique Common and Uncommon Trinkets from those gifts.

Why is Treasure Map an early priority?

It raises a Common merge gift to Uncommon, the green tier where Membership Card can appear. More daily Item uses help keep Basic Bait available as the shop grows. Membership Card is one possible choice.

Does Scavenger need a fixed six-Batomon team?

Keep the units whose battle value grows with your gifts and merges. The other slots can cycle through cheap merge bodies, purchase effects and units waiting to be sold. Your late board can change with what the run offers.

When should I sell Swoonet?

For gift farming, usually take the level-2 gift and sell. With spare space, keep it longer for another merge or sell-value growth. Keep leveling it only when you are deliberately investing in it as a carry.

BatoForge field guide. This Jinto route draws on the contributor's approximately 200 hours of Master-level play. The ability reference includes build 26170127's Furnadon update; Ranked results below use their own dated observation period and may reflect other game versions.