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How Does Multicast Work in Batomon Showdown? — Rules & Triggers Explained

Multicast rules in Batomon Showdown: one extra trigger per stack is still player consensus, the 0.1-second floor has official text behind it, the rest stays labeled.

9/27/2026 1.4.0 Last updated: 10/24/2026 17 min read

FAQ

How does Multicast work in Batomon Showdown, in one sentence?
The community's one-line rulebook: every stack of Multicast makes the ability trigger one extra time, each trigger occupies 0.1 seconds, a monster can never trigger faster than once per 0.1 seconds, and stacks beyond the ability's cooldown window do nothing. Multicast the keyword is official; the per-stack rule is still player consensus that no patch note confirms. One number has since gained official standing — patch 1.2.0 and the 1.4.0 notes both reference a 0.1-second cooldown minimum — but as a cooldown floor, not as the per-stack trigger rule.
Is Multicast an official mechanic or a player nickname?
The word itself is official. It prints in the game's keyword styling on monster cards — an official store screenshot shows Brawlmantis with "Deal 50 damage, Multicast: 2" — and patch 1.1.0 rebalances Clawnetic's own Multicast value from a flat 1 to 1/2/3 across its levels. What is not official is the math: no patch note, store description or devlog states the per-stack rule or a trigger interval.
What is the fastest a Batomon can trigger?
The 0.1-second figure now has official standing — as a cooldown minimum. Patch 1.2.0's bugfix list says "Fixed cooldowns showing 0.0 sec when they are actually at the 0.1 sec minimum", and the 1.4.0 notes add that cards "show the red LIMIT badge again when a monster's cooldown is already at the 0.1 sec minimum and more Cooldown Speed does nothing". Whether the same 0.1 seconds governs the gap between Multicast triggers inside one cooldown window is still the community's reading: it appears independently in three Reddit threads, is turned into arithmetic by one commenter ("for a 6.0s cooldown you would need 61 multistrike to always attack"), and is stated on camera in Haelian's multicast video below — but no official text addresses the trigger interval itself, and no in-game test has reproduced it for this page.
Do "on cast" and "on trigger" work differently with Multicast?
Unknown — this is the game's most visible unresolved interaction debate. One thread argues the two wordings describe different events, so an effect that reads "on trigger" would fire once per cast rather than once per Multicast hit; the replies do not settle it. The only official text near the dispute is statistical, not mechanical: patch 1.2.0's QoL notes count "how many times a monster triggered, instead of counting every Multicast cast separately". Until a controlled test adjudicates cast-worded versus trigger-worded effects, treat any build advice that depends on the difference as unconfirmed.
How do you get more Multicast stacks?
Four sources are now officially on the record: Clawnetic's own Multicast ability (1/2/3 per level since 1.1.0), the Brawlmantis event option ("Gain a Brawlmantis with +1 Multicast"), Aviarab's armed Multicast for the next Flying Batomon (named "Aviarab's multicast buff" in 1.2.0, taxed twice in 1.3.0 and 1.4.0), and the Black Feather trinket ("Fixed Black Feather wasting its Multicast on a Zephyrex", 1.4.0). Community accounts add Aerophim — whose fan-database card reads "Give adjacent allies +1 Multicast permanently" — plus bonus accumulation through merging and a "Rare Feather Trinket" run report. The Aerophim card is fan data, not official text.
Does merging two of the same Batomon keep Multicast bonuses?
The mechanics are still undocumented, but the vocabulary is no longer missing: patch 1.3.0's bugfix list uses "merge" three times — a shop "merge preview", a "merged monster" carrying buffs that a Twins copy can miss, and buying into a chain "past level 3" — and 1.4.0 adds "the same merge". So the interaction officially exists and the shop previews it. Whether carried Multicast bonuses accumulate — "when it merges the multiattacks gained get added to the total", as players explain early x15+ Multicast — remains an unverified community claim.

How does multicast work in Batomon Showdown?

The answer players give each other, thread after thread: one stack of Multicast makes an ability fire one extra time, every trigger takes 0.1 seconds, no monster can trigger faster than once per 0.1 seconds, and any stacks left over after the cooldown window closes simply do nothing. That rulebook matches every “how does multi-cast work?” thread on the game’s subreddit. Multicast the keyword is real and printed on the cards; the per-stack arithmetic around it is still community consensus — and this page keeps that distinction visible in every section, even where official text has started to echo one of the numbers.

What Multicast is — on the record

Multicast is one of the game’s printed mechanic keywords. Patch 1.0.0 formally introduced keyword styling (its notes call out Cooldown Speed and Income “becoming keywords”), and Multicast behaves the same way in the balance notes: it names a stat, and patches move that stat’s number. The clearest official sighting sits on an ordinary monster card in the game’s own store screenshots — an event reward panel for Brawlmantis showing a 5.5-second cooldown, “Deal 50 damage” and a blue keyword line reading “Multicast: 2”:

The Brawlmantis event-reward inspect panel from an official Batomon Showdown store screenshot: a 5.5 second cooldown box beside “Deal 50 damage” with a blue “Multicast: 2” line under it, plus the monster’s On Victory ability

Screenshot: official Steam store page (berrymint, September 2026).

Three official facts anchor the keyword:

Official fact Exact record Source
Multicast prints on monster cards Brawlmantis panel: “Deal 50 damage / Multicast: 2” under a 5.5 sec cooldown Official store screenshot (release build)
Patch notes adjust Multicast values Clawnetic’s Multicast changed “1/1/1 → 1/2/3”, one value per level Patch 1.1.0 notes
A 0.1-second cooldown minimum is official “Fixed cooldowns showing 0.0 sec when they are actually at the 0.1 sec minimum” (1.2.0); cards “show the red LIMIT badge again when a monster’s cooldown is already at the 0.1 sec minimum” (1.4.0) Patch 1.2.0 notes · Witch Update (v1.4.0) notes
Events can grant Multicast outright Event option: “Take the boxing mantis (Gain a Brawlmantis with +1 Multicast)” Official store screenshot

What the record never shows is the word used in a sentence of rules — no note explains what a second Multicast point does. That silence is why the community threads exist, and why the best-teams overview treats Multicast as an archetype anchor while its mechanics still live on this page.

The rules players agree on — with proof status attached

Three rules recur across every mechanic thread. Each one is quoted back consistently by multiple commenters, and none of them is official:

# Rule as players state it Where it repeats Status
1 Each stack of Multicast adds one extra trigger of the ability “How does multi-cast work?” · “How is this multicast possible?” · “How do people get velocect with x15+ multicast early?” Community consensus — unverified in game
2 Every trigger occupies 0.1 seconds; no monster can trigger faster than once per 0.1 seconds Rule repeated in the first thread’s replies, restated in the interaction-question thread (“A monster cannot trigger more often than every 0,1 sec”), worked into arithmetic in a third thread (“for a 6.0s cooldown you would need 61 multistrike to always attack”), and stated on camera in Haelian’s multicast video embedded below Community consensus, multiple independent sightings — unverified in game
3 Multicast stacks beyond the ability’s cooldown window are wasted Same threads, plus Haelian (“that’s too bad that something like times 31 multicast doesn’t matter”) and a commenter’s “after certain point you can’t attack fast enough for this much multi to matter” Community consensus, multiple independent sightings — unverified in game

Read together they sketch a coherent model — the cooldown window is the boundary, 0.1 seconds is the tick rate, stacks only buy extra ticks inside it — and that coherence is probably why the answers keep repeating. The 0.1-second figure now has the strongest paper trail of the three: three independent Reddit sightings with the same number, one of them turned into math (cooldown ÷ 0.1, plus one for the base cast), one creator stating it on camera while explaining why his 31-stack build stopped scaling — and, since October, two official footnotes that use the same figure for the cooldown floor. Neither official line says it is the trigger tick rate, so the community reading stays a reading — but it is now a reading with official numbers to test against. A stopwatch on a real battle is still the only thing that can confirm any of the three rules.

The on-cast vs on-trigger dispute

One thread asks a sharper question than “how many triggers”: does Multicast count as one cast or many? The dispute concerns monsters whose abilities are worded around events — the thread uses Puffloon as its example, whose card text reads “triggers when adjacent…” per the original poster’s screenshot — and whether an effect that reads “on cast” resolves differently from one that reads “on trigger”. The thread’s most specific position, quoted exactly: “Puffaloon says ‘on cast’ not on trigger. Multicast 100 only counts as 1 trigger.” (That commenter spells the name Puffaloon; other posts write Puffloon.) The same commenter adds a history claim no official text confirms either way: “They fixed it in beta to say on cast 3 months ago. They messed up and reverted the wording on release but the mechanics are still On cast.” A reconciliation reading from another reply: “just think of it as, ‘Triggering the whole attack box’ so its triggered the whole sequence of multi cast, but its 1 trigger, not ‘trigger this when adjacent ally casts’”. Nobody in the thread tests any of it, and the two readings still disagree on the only question that matters for builds: whether a trigger-worded support fires once per Multicast hit or once per sequence.

Why a wiki should care: if the two wordings resolve differently, then Multicast multiplies cast-worded effects but not trigger-worded ones — which would reorder half the build advice in the game. If they resolve identically, nothing changes. The thread does not settle it either way, no official text addresses wording, and this page claims no verdict. It is the first thing a controlled test should adjudicate after the base rules.

One piece of official text entered the dispute after this page’s first pass: patch 1.2.0’s QoL notes — “The post-battle stats now count how many times a monster triggered, instead of counting every Multicast cast separately.” The sentence uses both words in one breath, for stats display — which confirms the game’s own vocabulary treats a ‘trigger’ and a ‘Multicast cast’ as distinct counts. It does not settle whether cast-worded and trigger-worded abilities resolve differently, but it is the first official reason to think the distinction is real.

How you get more Multicast

Four sources are officially on the record. The rest are player accounts — the answers under the “x15+ multicast” thread are where the community’s early-stack stories concentrate.

Source What the record shows Status
Clawnetic’s ability The 1.1.0 notes rebalance its Multicast to 1/2/3 across Levels 1/2/3 — the patch’s only qualitative ability restructure Official (patch notes)
Bug-collector event Official screenshot offers “Gain a Brawlmantis with +1 Multicast” as an event pick Official (store screenshot)
Aviarab The official record keeps stacking up. The 1.3.0 notes raise its Cost 20 → 25 “[because] giving multicast is very strong, and it looks to be overperforming”, and the same patch’s bugfix list reveals the interaction’s shape: “Fixed Aviarab’s armed Multicast being lost when you bought a Zephyrex, which can’t gain Multicast. It now waits for the next Flying Batomon”. Patch 1.2.0 had already used the phrase “Aviarab’s multicast buff” in a bugfix line, and the 1.4.0 notes tax it again — Rarity Uncommon → Rare, Cost 25 → 30 — while calling it “still looking like the strongest Uncommon in Jinto even after the nerf last patch”. Community accounts add the numbers flavor — “each copy is +1 multiattack”, Shiny “buffs the whole shop instead of just next bought” — and one thread chains Gemwing + Aviarab into the biggest stack totals in the game Official (1.2.0 wording + 1.3.0 reasoning and bugfix + 1.4.0 tax) plus community accounts
Black Feather trinket 1.4.0’s bugfix list: “Fixed Black Feather wasting its Multicast on a Zephyrex” — a trinket that carries Multicast, and the same official Zephyrex exclusion Aviarab’s grant hits Official (1.4.0 bugfix)
Aerophim The fan-maintained Batodex database lists its card as Mythical, Flying, $80, 6.0 sec: “Give adjacent allies +1 Multicast permanently and transform them into random monsters of their rarity” — and 1.4.0’s bugfix list independently confirms Aerophim acts on the slots next to it (“Fixed Petrirex and Aerophim not highlighting the slots next to them”). Community threads report “brute force multicast growth” wins with it Fan database (Batodex) + official adjacency bugfix + community threads — the card numbers are unofficial and unverified
Combining duplicates Same replies: multiattack bonuses accumulate when two copies combine Community account — unverified (next section)
“Rare Feather Trinket” A run report credits “a Lv. 2 Saberhorn with a +1 Multicast (Rare Feather Trinket)” — possibly the same item 1.4.0 names as Black Feather, but no source has matched them Community account — one run report, unverified
A Mythical that grants Multicast “Probably the mythical that rerolls the creature and gives it multicast, forgot it’s name” — the name was never settled in the thread. Aerophim’s fan-database card (“+1 Multicast permanently”, transforms its neighbors) fits the description almost word for word, but that is a fan-site match, not an in-game confirmation Community account — single reply, now with a fan-database candidate

The official four prove the game deliberately sells, buffs and hands out Multicast as a build-around stat — which is what makes the missing rules document so conspicuous. The community accounts, if they survive verification, explain the eye-watering stack counts in clip titles like “31 Multicast”. A complete source list — every monster and trinket that grants stacks, with exact values — still waits on an in-game sweep rather than thread quotes and fan databases.

Combining monsters: the merge question

Searches for how to merge in Batomon Showdown land here because combining and Multicast are entangled — the community’s explanation for huge stack counts is that bonuses pile up through combines. When this page first checked (October 2, 2026), the word “merge” appeared nowhere in official text, and the developers’ vocabulary was “level up” and “evolution”. Patch 1.3.0 (October 6) changed that in its bugfix list, three times over:

“Fixed Twins’ copy missing buffs the merged monster got right after the merge, like Silver Watch’s Cooldown Speed or an Aviarab’s armed charge.”

“Fixed the shop’s merge preview saying LV 3 when buying a Swoonet would chain past level 3.”

“Fixed a Twins copied by Mysterious Mask not making its twin when a Mega Upgrade Disc fired on the same merge.” (1.4.0)

So the record now officially confirms: a merge interaction exists, the shop previews it before you buy, two of the same species can chain levels past 3, and merged monsters carry buffs that other effects can miss. What the record still does not document is the part a Multicast run needs — whether the Multicast bonuses a copy accumulated survive the merge and stack on the result.

What exists beyond that is a consistent player description: buy (or otherwise end up with) two copies of the same Batomon, they combine, and bonuses the copies were carrying accumulate on the result — “when it merges the multiattacks gained get added to the total”, as one commenter puts it in the x15+ Multicast thread. A separate morph-and-fuse thread describes monsters independently turning into the same species and fusing on their own. Those accounts stay unverified, and the mechanics that would make or break a Multicast run — whether carried stack bonuses truly persist, how levels transfer, what a merge costs — are still inside that unverified zone.

The level-up guide treats the level side of the same system, and the Level 4 guide keeps a running table of exactly these community accounts. When the merge interaction is verified in a real run, all three pages update together — and if this section starts pulling its own search traffic before then, it graduates into a dedicated merge page rather than a subsection.

Patch 1.1.0 slowed the whole engine down

If multicast-and-cooldown builds were a niche, the developers would not have spent a balance patch on them. Patch 1.1.0 (September 22, 2026) nerfed the entire cooldown-trinket family by name — Quick Bell, Quick Flag, Tempo Charm (5% → 4%), Speed Whistle, Silver Watch, Speed Crest, Blitz Bell, Haste Crown, Haste Orb, Momentum Flag and Alpha Crown — and also trimmed Boomagon, the game’s most popular monster, whose power rides the same fast-cast economy. Alpha Crown’s rarity moved up to Mythical in the same breath.

For this page’s topic the nerf wave is indirect evidence: the developers visibly agree that trigger speed was the strongest axis in the game, even though the patch notes publish the trinket percentages and never the trigger math underneath. For build planning the practical takeaway is date-stamped: every cooldown value and Multicast interaction discussed above describes patch 1.1.0, and the developers have said balance patches are planned roughly every two weeks — so verify the current numbers before copying a stack-heavy build into ranked. Patch 1.2.0 (September 30) followed a week later and left the cooldown-trinket family and Clawnetic alone — its balance went to monster numbers instead — while quietly adding the first official 0.1-second mention in a bugfix line.

Patch 1.4.0 (October 21, 2026) then gave the topic its most official breadcrumbs yet: the red LIMIT badge for cards at the 0.1-second cooldown minimum, a bugfix for monsters “attacking a fraction of a second off the cooldown their card shows”, a second Zephyrex exclusion — “Fixed Black Feather wasting its Multicast on a Zephyrex” — and a second tax on Aviarab, the Flying multicast enabler (Rarity Uncommon → Rare, Cost 25 → 30, “still looking like the strongest Uncommon in Jinto even after the nerf last patch”). The developers are still tuning the multicast axis hard, and still publishing no rules for it.

Multicast showcases from the community

Three videos carry the Multicast conversation. They demonstrate outcomes, not rules — treat their builds as leads to test, not as confirmation of the consensus above. View counts are as of September 27, 2026.

Video Channel Views What the title claims
Do we think 31 Multicast is enough? Haelian 15,445 Extreme stack counts are reachable
I Broke Batomon Showdown with 0.0s Cooldowns Danagast 8,624 Cooldown manipulation can hit zero
So. Much. Multicast!!! Haelian 6,682 Stacking multicast pays off

Haelian — Do we think 31 Multicast is enough?

Danagast — I Broke Batomon Showdown with 0.0s Cooldowns

Haelian — So. Much. Multicast!!!

The “31 Multicast” and “0.0s cooldowns” titles are also a stress test of the consensus rules — and the 31-stack video now doubles as the loudest public statement of them: Haelian tells his audience that “when a monster cannot attack faster than every 0.1 seconds with multicast, that basically means it takes 3.1 seconds” for his 31-stack monster to finish multicasting — the same arithmetic the Reddit threads use, which is why his build “kind of just doesn’t matter” past a point. If the 0.1-second interval is real, extreme stacks must eventually stop scaling inside a fixed cooldown window — exactly the point where players report wasted stacks. Watching the footage with the three rules in mind is the closest thing to a replication attempt the public record currently offers; a timed screenshot run is still the only thing that can confirm them.

Sources behind this page (patch notes re-checked October 24, 2026)
  • Patch 1.0.0 release notes (Steam, September 15, 2026): keyword styling introduced (Cooldown Speed, Income named).
  • Patch 1.1.0 notes (Steam, September 22, 2026): Clawnetic Multicast 1/1/1 → 1/2/3; the eleven named cooldown-trinket nerfs (Tempo Charm 5% → 4%); Boomagon trimmed; Alpha Crown rarity Legendary → Mythical.
  • Patch 1.2.0 notes (Steam, September 30, 2026): the triggered-vs-cast stats QoL; “Fixed cooldowns showing 0.0 sec when they are actually at the 0.1 sec minimum”; “Aviarab’s multicast buff” bugfix wording.
  • Patch 1.3.0 notes (Steam, October 6, 2026): Aviarab Cost 20 → 25 with the “giving multicast is very strong” reasoning; the Zephyrex/Flying bugfix; the three “merge” bugfix lines.
  • Witch Update (v1.4.0) notes (Steam, October 21, 2026): the LIMIT badge at the 0.1 sec minimum; the timing-drift bugfix; “Fixed Black Feather wasting its Multicast on a Zephyrex”; Aviarab Rarity Uncommon → Rare, Cost 25 → 30; Petrirex and Aerophim adjacent-slot highlighting.
  • Future Update Plans (Steam, September 21, 2026): balance patches planned roughly every two weeks.
  • Official store screenshots (Steam store page, release build): Brawlmantis panel with “Multicast: 2” and a 5.5 sec cooldown; bug-collector event offering “Gain a Brawlmantis with +1 Multicast”.
  • Batodex (fan-maintained database, batodex.com): the Aerophim card — unofficial data, unverified in-game on this site.
  • Reddit threads (r/BatomonShowdown, all community-authored): 1wr0hyx, 1wr3tyy, 1wqvs17, 1wht22x, 1wpg7u2, 1wr2r3u — source of every rule, quote and account labeled unverified above, including the 0.1-second arithmetic and the Feather-trinket and Aviarab accounts.

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