Batomon Showdown Starters Guide: Trainer Select & First Days
How a Batomon Showdown run opens: three random trainer cards and no reroll, the day-1 shop, six battle slots — and the run rules still officially undocumented.
FAQ
How does a Batomon Showdown run start?
Can you reroll your starting trainer in Batomon Showdown?
Which trainer should a beginner pick?
How long is a Batomon Showdown run?
What should I buy on day 1?
How every run opens in Batomon Showdown
The first screen of every run is the trainer select: three trainer cards and one prompt — “Select a trainer to begin your journey.” The three you see are a random sample of a much larger roster, the choice sticks for the whole run, and there is no reroll through patch 1.4.0 — a point the community has argued about in a Steam discussion titled “Please let us reroll the starting trainers”, where the most common counter-argument was that balancing weak trainers beats letting people “gravitate to the meta picks”. The 1.1.0 patch did touch this screen, adding Batopedia, Settings and Quit buttons, and patch 1.4.0 added a whole new trainer to the pool — the Witch — so the developer keeps iterating on exactly this moment.
Your trainer choice is the run’s first — and stickiest — decision
The trainer pick matters more than almost any single monster: the ability sits on the left panel of your shop screen all run, applying every single day. The shop screenshot that shows the layout — trainer card and ability right above the HP bar — is the trainer tier list’s, and that placement is where the pick keeps paying out or punishing you for the rest of the run.
Three confirmed facts to anchor the choice:
- The offer is random. You see three cards from the full roster; you cannot reroll; you cannot plan a specific trainer into a run.
- The roster is bigger than the documented part. Fifteen trainers are on official record through the 1.4.0 Witch update (names and, for a few, ability texts — the Witch is the first with a dedicated item family, fifteen Potions only she can bring); the September community board rates 22; the full in-game roster is larger still.
- Region changes the answer. The community board’s own comment section demands region splits — “the tiers change a lot depending on which one” — with concrete examples like Musician rating S in Pantra and bottom-tier in Jinto.
For the full board, every rating and its source thread, see the trainer tier list — this page deliberately does not re-rank it. What a beginner can act on today: read all three offered cards, notice which one references a type or keyword you can actually see in your first shop, and remember the choice is permanent.
The first days, in confirmed mechanics
The loop a new player enters has four documented pieces:
| System | What is confirmed | Where it is documented |
|---|---|---|
| Team size | Six active slots per side, two rows of three | Store screenshots; the best teams overview |
| Levels | Bought monsters enter at Level 1; ability numbers climb through Level 2/3 tiers; a Level 4 exists with its own resale rule | Patch notes; the leveling guide |
| Cost | Every monster card carries a Cost — the budget dial behind your six slots | Patch notes rebalance Costs every patch (Kappow 30 → 25 in 1.3.0; Gildshell 20 → 25 and Aviarab 25 → 30 in 1.4.0; Pipskull 15 → 10 in 1.5.0) |
| Days | Content is day-tagged: Talonite is “a day 6 event Batomon”; the Gamer’s Mythical arrived “on day 9” until patch 1.5.0 (November 6, 2026) moved that arrival — and its $30 payout — up to day 8 | Patch notes and the trainer-select store screenshot |
| The Witch | The first shop rolled each day contains a Potion, “a new family of 15 items that only she can bring to the shop” | Witch Update (v1.4.0) notes |
Two economy nudges from patch 1.1.0 show the developer actively tuning the opening: 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. Both point the same direction — the first days were too easy to snowball, so the early discount shrank and the comeback currency grew.
What the confirmed edges leave open
Everything a checklist would normally spell out: how many days a run lasts, what a loss costs, what “championship” requires, when the shop upgrades, and which opening purchases are safe. The game teaches the basics through its overhauled in-game tutorial — the 1.0.0 notes’ own words — but no public text documents the curriculum, and this site does not invent steps. The one extra official crumb: the patch notes name an “Extended Mode” (1.2.0 and 1.3.0 bugfix lines mention it) — officially real, publicly undefined, and connected to no documented win count. The same discipline applies to the monster half of the opening decision: the monster list tracks every officially named Batomon, and the Batomon tier list ranks the engines the community argues about, region splits included (the Jinto guide explains why the pools differ).
Sources
- Official Batomon Showdown Steam store page: the trainer select screenshot (“Select a trainer to begin your journey”) and the day-1 shop layout.
- Patch 1.1.0 notes (Steam, September 22, 2026): Coupon 5 → 3, Gray Chip 5 → 15, Talonite “a day 6 event Batomon”, the Batopedia/Settings/Quit buttons.
- Patch 1.2.0 notes (Steam, September 30, 2026): no reroll added; trainer-select context; the first “Extended Mode” mention.
- Patch 1.3.0 notes (Steam, October 6, 2026): Kappow/Sarudo/Cinderfly and Aviarab Cost moves; the second “Extended Mode” mention.
- Witch Update (v1.4.0) notes (Steam, October 21, 2026): the Witch trainer and her Potion family; no reroll added.
- Patch 1.5.0 notes (Steam, November 6, 2026): the Gamer’s Mythical and $30 payout moved from day 9 to day 8; Pipskull Cost 15 → 10; no reroll added. (Steam news URL pending — to be added on the next source sweep.)
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