Batomon Showdown Best Teams — Meta Comps for Pantra & Jinto (Patch 1.5.1)
Poison, shield and burst comps after four balance passes — 1.5.0 (November 6) retunes Gildshell, Danuki, Lamplet, Bonshell and Noxnimbus. Rosters unverified.
FAQ
Pantra or Jinto — which region should I build in?
What is the single best team in patch 1.1.0?
How many Batomon are on a team?
How often does the team meta change?
What are the best teams right now? (Patch 1.5.0)
The strongest directions after the 2026-09-22 balance patch are keyword engines — poison, shield ramp and one-shot burst — rather than single-type stacks. Jinto teams were dealing almost double the median DPS of Pantra teams at day 10+, so 1.1.0 nerfs 16 Jinto Batomon, buffs 14 Pantra Batomon and cuts every cooldown trinket. Concrete six-slot rosters: still unverified. Patch 1.2.0 (September 30) ran a second pass — cutting fourteen more Jinto engines and adding the Smuggler, the first trainer to pull Batomon from other regions into your shop — and patch 1.3.0 (October 6) partly unwound it: Opalion and Petrirex get their cooldowns back, the Opalion–Cairnage synergy is weakened by name, and Aviarab’s Multicast engine costs more. Patch 1.5.0 (November 6, 2026) is the fourth pass — its moves are logged in the snapshot below; no roster on this page has been re-verified against it yet.

Promo art: official Steam store page (berrymint, September 2026).
Where the meta stands after 1.1.0
Patch 1.1.0 is Batomon Showdown’s first real balance reset, and it came with an unusually candid diagnosis. One week after release, the developer published the region-power numbers behind the patch — first in the Future Update Plans post (September 21), then again in the 1.1.0 notes themselves:
“Jinto end game is full of one-shot kills, which I think is unhealthy and unfun for most players. At days 10+, median DPS of Jinto teams are almost 2 times higher than Pantra teams. I’m aiming to get the power level of all regions into a similar ballpark.” — berrymint, official patch notes
Three verified facts from the patch tell you where team power currently sits:
- Boomagon is still the most popular pick in the game. The developer’s words, not a tier-list guess — and it took a small nerf (Cooldown Speed 4/8/12% → 3/6/9%) precisely because it “can feel centralizing on the meta”. If you queue into it every other match, that’s why.
- Cooldown-speed trinkets were nerfed across the board. The patch calls them “close to the most popular and most powerful trinkets of each tier”, so fast-cast engines — multicast lines, low-cooldown carries — got slower everywhere at once.
- Alpha Crown moved from Legendary to Mythical, with the note that it “can be instantly game winning” in most games. Old Alpha Crown carry lines are now much harder to assemble.
Day 1 economy took a nudge too: the Coupon item’s discount dropped from 5 to 3 gold (“a much stronger start than all the other items”, per the notes), while Gray Chip’s win bonus rose from 5 to 15 gold.
Full cooldown trinket nerf list (patch 1.1.0)
| Trinket | Cooldown Speed change |
|---|---|
| Quick Bell, Quick Flag, Tempo Charm | 5% → 4% |
| Speed Whistle, Silver Watch | 15% → 12% |
| Speed Crest | 20% → 15% |
| Blitz Bell | 30% → 25% |
| Haste Crown | 30% → 20% |
| Haste Orb | 15% → 10% |
| Momentum Flag | 10% → 8% |
The late-game fights these changes target look like this — 5,700-point team health pools and three-digit damage numbers trading in seconds:

Screenshot: official Steam store page (berrymint, September 2026).
One more clock to keep in mind: the developer plans balance patches once every two weeks (weekly during the launch window). Every comp on this page is a snapshot against 1.1.0 — the gameVersion badge above tracks which patch it describes.
Where the meta stands after 1.2.0
Patch 1.2.0’s own diagnosis: the first nerf wave wasn’t enough. “After last patch’s Jinto nerfs, Jinto teams’ median DPS is still around 1.5x higher than Pantra teams at day 10+.” The pass that follows cuts fourteen more Jinto Batomon, buffs three Pantra picks — and, for the first time, reverses two of the developer’s own cuts:
| Batomon | Pool | Patch 1.2.0 change |
|---|---|---|
| Petrirex | Jinto | Per ally knocked out 30/60/90 Shield and Damage → 20/40/60 Shield only; Cooldown 5.5 → 7 |
| Opalion | Jinto | Cooldown 8 → 9; Shield 84 → 90 |
| Nekoffin | Jinto | Damage 250/500/750 → 200/400/600 |
| Vengrieve | Jinto | Cooldown 6/3/2 → 7.5/3.75/2.5 |
| Cairnage | Jinto | Shield-to-Damage multiplier x1/2/3 → x0.8/1.6/2.4 (per-monster page) |
| Ninflora | Jinto | Cooldown Speed on victory 12/24/36% → 10/20/30% |
| Cawnushi | Jinto | Damage per knockout 70/140/210 → 60/120/180 |
| Shrinell | Jinto | Cost 50 → 55 |
| Shikitsune | Jinto | Cooldown Speed per revive 20/40/60% → 15/30/45% |
| Emburn | Jinto | Burn now only from its own and allies’ knockouts; Burn per knockout 4/8/12 → 3/6/9 |
| Bonshell | Jinto | Damage and Shield per cast 100/200/300 → 80/160/240 |
| Steamscuttle | Jinto | Cooldown 2.5 → 3 |
| Cinnabark | Jinto | Reverted to Cooldown 4 — the patch calls 1.1.0’s cut “a little overzealous” |
| Drumire | Jinto | Reverted to Cost 45 |
| Thorntail | Pantra | Damage per Poison applied 6/12/18 → 8/16/24 |
| Noxnimbus | Pantra | Poison to adjacent Toxic allies 2/4/6 → 3/6/9 |
| Cinderfly | Pantra | Cost 30 → 25; Burn 6 → 7 |
Three team-level reads:
- Petrirex’s second cut is the pass’s biggest roster shock. The 1.1.0 stall anchor now pays out Shield only — its per-knockout Damage is gone — on a longer 7-second Cooldown. Jinto stall lines need a new anchor.
- Smuggler changes what “region” means for team-building. “Brings Batomon from the other regions into your shop” — the first official path to mixed-pool comps, though nothing about its cost or rate is documented yet (trainer side).
- The one-shot-line trio took two hits. Opalion and Cairnage, two pieces of the community’s unverified burst line, were both cut; the line’s page tracks it.
Outside the monster tables: Crimson Ticket 50 → 30, Zenith Stone no longer boosts % bonuses, trainer buffs for Chemist (Toxic starting Poison +1 → +3) and Redhead (Burn per win +2 → +3), Gamer now reveals your day-9 Mythical from run start, and two event changes — the traveling merchant can offer Cordycant and Sproach, and Dragon Egg hatches Ouroblaze, Tsunamere or Stellagon.
Where the meta stands after 1.3.0
Six days later, the third pass (1.3.0 notes, October 6) stopped pushing Jinto down and started repairing its own cuts — while taking one aim explicitly at a community comp. The comp-relevant moves:
| Batomon | Pool | Patch 1.3.0 change | Why it matters for comps |
|---|---|---|---|
| Opalion | Jinto | Cooldown 9 → 6; Rock allies triggered 2 → 1 — “Changed to weaken the Cairnage synergy” | The one-shot line’s engine casts faster than ever, but its Cairnage converter fires half as often — the first time the notes name a community synergy as the nerf target |
| Petrirex | Jinto | Cooldown 7 → 5.5 — an explicit revert | The stall anchor’s cast speed returns, but 1.2.0’s Shield-only payout stands (per-monster page) |
| Aviarab | Jinto | Cost 20 → 25 | The Multicast-granting Flying engine costs more — bird builds pay an entry tax (per-monster page) |
| Steamscuttle | Jinto | Cooldown 3 → 3.5 | “Very popular and overperforming” — the cheap tempo piece slows down (per-monster page) |
| Dollhime | Jinto | Damage per trinket gained 40/80/120 → 50/100/150 | A trinket-scaling engine partially un-nerfed (per-monster page) |
| Noxnimbus | Pantra | Cooldown 4 → 3 | The poison enabler speeds up — poison comps get a second consecutive buff |
| Lignite | Pantra | Burn-to-Damage x15/30/45 → x20/40/60; Cooldown 4 → 5 | Burn payoff up, cast speed down — burn lines trade tempo for spikes |
| Guardiant | Pantra | Damage per Bug bought 7/14/21 → 8/16/24 | Bug-buying engine buffed |
The pattern reads differently from the first two passes. 1.1.0 was a broad Jinto nerf, 1.2.0 a second Jinto cut plus Pantra buffs; 1.3.0 is fine-tuning in both directions — three Jinto nerfs alongside five Jinto buffs or reverts, and six Pantra changes mostly aimed at its weaker engines. The one constant across all three: Boomagon untouched, still the developer-named most popular pick. Concrete rosters remain unverified; the direction list above (poison, shield, burst) survives 1.3.0 with adjusted price tags.
Patch 1.5.0 snapshot (November 6, 2026): the fourth pass
A balance snapshot, not a re-ranking — no comp direction or roster above has been re-verified against 1.5.0, so the sections keep their per-patch labels. The 1.5.0 notes’ Batomon lines, quoted as printed:
| Batomon | Patch 1.5.0 change |
|---|---|
| Gildshell | Draconarch + Gildshell trigger retimed — sell value now gained at the start of each day instead of the start of battle, “to break up the synergy” |
| Dracana | Cost 30 → 40 |
| Danuki | Damage inherited from a knocked-out ally 70% → 85% (per-monster page) |
| Pipskull | Cost 15 → 10 |
| Lamplet | Now grants Multicast on level up; Multicast 1/1/1 → 1/2/3; Burn per cast 1/2/3 → 1 |
| Snapscald | Burn 8/16/24 → 6/12/18 |
| Sarudo | Cost 20 → 15 |
| Opalion (Opalion + Bonshell) | Cooldown 6 → 6.5 — the second synergy named in the line’s record (per-monster page) |
| Bonshell | Damage and Shield gained per cast 80/160/240 → 70/140/210 |
| Prismagon | Cooldown 4.5 → 4 |
| Craghorn | Cost 30 → 25 |
| Lignite | Cooldown 4.5 → 5; Burn-to-Damage x20/40/60 → x24/48/72 |
| Emperooze | Damage and Heal at the start of each battle +50 → +60 |
| Aster | Heal to adjacent Water allies 30/60/90 → 35/70/105 |
| Scorchimp, Sunsage | Cooldown 5.5 → 6 |
| Noxnimbus | Cooldown 3 → 3.5 — an explicit revert of 1.3.0’s buff |
Outside the monster numbers, the same patch: the new Plain Lure and Sweet Lure trinkets replace Basic Bait (Plain raises Common shop appearances, Sweet raises Common and Uncommon), the Batopedia now shows each Batomon’s base shop price next to its rarity, and event, trainer and item lines (Bug Collector, Hero’s Sword team damage +12 → +16, Kaleidoscope, Research Notes, Rainbow Berry, Basilord’s Burn 170/340/510 → 190/380/570, Gamer’s Mythical moved to day 8, Gentleman +$5/day, Smuggler’s discount 25% → 35%, Redhead, Burglar, Witch, Green Stone) all await the same verification as every roster on this page.
Patch 1.5.1 (November 11) then hot-nerfed the 1.5.0 wave’s biggest engine: Lamplet’s Cooldown went 2.5 → 4 — the first balance line to touch the Multicast-on-level-up package the table above logs. Quoted as printed:
| Batomon | Patch 1.5.1 change |
|---|---|
| Lamplet | Cooldown 2.5 → 4 |
(Patch 1.5.1 notes; the same hotfix stops Burglar stealing the new lure trinkets and fixes a ranked-rating exploit.)
Pantra comps: the buff wave
Pantra received the largest buff wave of the patch — 14 Batomon adjusted, most of them numbers moving up (a few, like Electranade’s Shock, actually moved down). The verified targets are shield scaling, burn pressure, multicast access and cheaper cooldown cores, which is the clearest official hint yet at what Pantra teams are meant to do.
| Batomon | Patch 1.1.0 change |
|---|---|
| Clawnetic | Multicast 1/1/1 → 1/2/3; Charge fixed at 1 second at every level |
| Galvanine | Cost 50 → 40 |
| Torrantler | Cooldown 8 → 7 (Shiny 6.5 → 5.5) |
| Dribblet | Cooldown 3.5 → 3 |
| Emperooze | Cooldown 3.5 → 3 |
| Panbud | Cooldown 5.5 → 5 |
| Bambudo | Cooldown 5.5 → 5 |
| Zephyrex | Cooldown 11 → 10 |
| Noxalith | Cooldown 8 → 7 |
| Magmalith | Cooldown 10 → 9 |
| Pyronade | Burn 18/36/54 → 20/40/60 |
| Coalem | Shield 450/900/1350 → 550/1100/1650 |
| Aster | Heal to adjacent Water allies 20/40/60 → 25/50/75 |
| Electranade | Shock 28/56/84 → 25/50/75 |
Community context, labeled as community: before the patch, Steam reviews repeatedly pointed at poison and fire as the “play it or lose” systems — one negative review at roughly 26 hours played puts it as “Poison or Fire else you lose”, and another calls poison “completely and utterly broken right now”. Which specific Pantra monsters anchor those lines post-buff is exactly what the table above should reshape, and what per-monster rankings on the Batomon tier list will track as verification lands.
Jinto comps: the nerf wave
Jinto entered 1.1.0 as the officially stronger late-game region, and the patch cut precisely the engines that made it: poison-per-knockout scaling, ally-damage sharing, KO-triggered shields and cheap fast cooldowns. The region keeps its identity as the home of burst and synergy chains — players in a dedicated Reddit thread argue it still has more build diversity than Pantra — but its one-shot margins are narrower than they were in week one.
| Batomon | Patch 1.1.0 change |
|---|---|
| Rattleghast | Poison per ally knocked out 5/10/15 → 4/8/12; Cost 10 → 15 |
| Petrirex | Shield and Damage per ally knocked out 50/100/150 → 30/60/90 |
| Ginsage | Cooldown Speed to adjacent Grass allies 10/20/30% → 7/14/21% |
| Ninflora | Cooldown Speed on victory 20/40/60% → 12/24/36% |
| Brimtoad | Burn and Poison per battle 5/10/15 → 4/8/12; Burn and Poison 5/10/15 → 1/2/3 |
| Sukoi | Cooldown 6/3/2 → 9/4.5/3 |
| Dollhime | Damage per trinket 60/120/180 → 40/80/120 |
| Mallogre | Damage and Shield per trinket 5/10/15 → 4/8/12 |
| Orcana | Damage and Heal per Level 3+ ally 200/400/600 → 160/320/480 |
| Tengusto | Damage per badge 70/140/210 → 60/120/180 |
| Danuki | Share of a knocked-out ally’s Damage 100% → 70% (Shiny 120% → 84%) |
| Snapscald | Heal 50/100/150 → 40/80/120; Burn 10/20/30 → 8/16/24 |
| Lumijel | Damage and Heal to each Level 3+ ally at battle start 20/40/60 → 15/30/45 (Shiny 36/72/108 → 18/36/54) |
| Ouroblaze | Extra Burn, as a share of the enemy’s Burn 70/140/210% → 50/100/150% |
| Cinnabark | Cooldown 4 → 5 |
| Drumire | Cost 40 → 50 |
| Pipskull | Now evolves into Ratacomb on its third knockout instead of its second |
The burst-heavy identity has a mirror: a high-diamond player asking what to pick while pushing for Master is the archetype of the region’s decision pressure — three picks, one slot budget, no room for a wrong read. When those burst comps beat you instead, the counter guide breaks down what the community recommends against the most-hated lines.
Team archetypes: where each system stands
Team strength in Batomon Showdown runs on keywords — Poison, Burn, Shock, Shield, Multicast, Cooldown Speed — and the most-discussed community balance thread (32 comments) keeps repeating one piece of advice: keyword synergy beats type stacking, and flying’s multi-hit triggers matter more than any single type label. Treat that as player consensus, not a developer rule. Wherever a change above lists three values (5/10/15), those are the monster’s ability numbers across its Level 1/2/3 tiers — the level-up guide covers how monsters climb them. Each archetype below gets its own dedicated page as it gets verified; these sections are the permanent anchors.
Poison
The most-cited “too strong” system in player feedback — Steam negative reviews single it out by name, and the 1.1.0 notes answered by cutting the Jinto poison engines (Rattleghast’s poison per knockout, Brimtoad’s per-battle poison) while leaving the keyword itself untouched. PunNoFun’s +360 poison run shows the ceiling the community keeps complaining about:
PunNoFun — The Next Monster You Buy Has +360 Poison
Patch 1.2.0 then buffed two Pantra poison kits — Thorntail’s damage per Poison applied rose to 8/16/24 and Noxnimbus’s poison to adjacent Toxic allies to 3/6/9 — while leaving Rattleghast and Brimtoad alone in its second Jinto pass. The pressure point moved regions; the keyword itself remains untouched by either patch.
Shield
Shield reduces incoming damage, and 1.1.0 moved both of its flagship carriers in opposite directions: Coalem (Pantra) gained roughly 100–300 shield per tier, while Petrirex (Jinto) lost 40% of its per-knockout shield-and-damage — and patch 1.2.0 cut Petrirex again, converting the payout to Shield-only (20/40/60) on a 7-second Cooldown. Shield-stall comps were among the systems high-rank players complained about, so the Pantra side of this archetype is the one to watch.
Burn
Fire/poison were the two systems named in the “else you lose” review quote, and the patch adjusted burn from every direction: Pyronade’s burn went up, event Batomon Basilord’s payoff rose to 170/340/510, while Ouroblaze and Snapscald lost burn output. Haelian has dedicated burn-build videos above 12,000 views on YouTube — the archetype’s popularity outruns its coverage.
Turtle
A community-coined label for defensive, scaling comps that survive the early spikes and win the long game — the archetype behind two heavily watched build videos from the launch window. Retromation’s “Turtling Up for Explosions” is the cleanest showcase:
Retromation — Turtling Up for Explosions
Whether the cooldown-trinket nerfs slow down the burst comps that normally punish turtle lines is untested — that’s the open question for this archetype post-1.1.0.
Multicast (and bird builds)
Multicast repeats a monster’s effect, which makes it the engine behind most “numbers go up” clips. 1.1.0 touched the whole ecosystem: cooldown trinkets nerfed, Boomagon’s Cooldown Speed cut, and — on the buff side — Clawnetic’s own Multicast value went from a flat 1 to 1/2/3. 1.3.0 then priced the archetype’s cheapest engine up: Aviarab, the Flying monster that arms Multicast, went Cost 20 → 25 with the notes calling multicast “very strong… overperforming”. Haelian’s bird-build run is the archetype’s most-watched showcase:
Haelian — Bird Build = Best Build?!
For how multicast stacks, triggers and interacts with merges, see the dedicated multicast mechanics guide.
Related: the full monster list maps every Batomon across the four pools, and How to Get Level 4 separates what the patch notes confirm about the max-level chase from what remains open.
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