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All Comps — Best Teams & Counters

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.

9/27/2026 1.5.1 Last updated: 11/12/2026 17 min read

FAQ

Pantra or Jinto — which region should I build in?
Both regions are viable after 1.1.0. Jinto had the stronger late game by the developer's own numbers (day-10+ median DPS almost double Pantra's), but the patch nerfed 16 Jinto Batomon and buffed 14 Pantra Batomon to pull the regions together, and a popular player thread argues Jinto still offers more build variety. Patch 1.2.0 kept pulling the same direction — fourteen more Jinto cuts and three Pantra buffs — while the notes concede the gap is "still around 1.5x" at day 10+. Pick the region whose monster pool you enjoy — the power gap is being actively flattened.
What is the single best team in patch 1.1.0?
Nobody can honestly name one yet. The meta is two balance patches old, exact six-slot rosters have not been verified in-game, and the developer has committed to balance patches roughly every two weeks. Directionally, poison, shield and burst engines are the systems players complain about most, and Boomagon is still officially the most popular pick in the game even after its nerf — patch 1.2.0 left it untouched.
How many Batomon are on a team?
Six. Battles run with six active slots per side (two rows of three), so most comps are built as a three-piece core plus three support or scaling slots. Bench space lets you hold substitutes while the shop rotates.
How often does the team meta change?
The developer plans balance patches about once every two weeks, possibly weekly during the launch period. Check the gameVersion badge at the top of this page against the latest patch on the game's Steam news feed — if the badge is behind, the comps and numbers here are one patch stale.

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.

Official Batomon Showdown versus promo: two trainers square off across a blue-versus-red split with a large VS emblem between them

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:

  1. 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.
  2. 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.
  3. 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:

A late-game battle in a snow-field arena: both team HP bars read 5700 while Level 3 Batomon trade hits with damage numbers as high as 910

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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