Aviarab — the Multicast Engine Batomon Showdown Officially Confirmed in 1.3.0
Patch 1.3.0 confirms Aviarab arms Multicast on the next Flying Batomon, prices it up because multicast "is very strong," and bugfixes the Zephyrex interaction.
FAQ
What does Aviarab do in Batomon Showdown?
Why did patch 1.3.0 make Aviarab more expensive?
Why is Zephyrex mentioned in Aviarab's bugfix?
Can the Multicast stack higher than one grant?
What did the official patch notes say about Aviarab?
Before October 6, 2026, Aviarab existed only in community accounts — threads about huge Multicast stacks and a trainer-board line about Jinto flying builds. Patch 1.3.0 then mentioned it twice in one patch, which is the whole official record:
| Type of entry | Official text | What it establishes |
|---|---|---|
| Balance (1.3.0 notes) | Cost 20 → 25 — giving multicast “is very strong, and it looks to be overperforming” | Aviarab grants Multicast, and the developer considers the axis strong enough to tax |
| Bugfix (same patch) | “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” | The arming rule: the buff targets the next Flying Batomon you buy, skipping ones that cannot take it |
Two entries, one patch, and the ability’s core rules are on the record — which is why this page publishes while most community-only monsters on this site stay drafts.
What the community adds — labeled
The community side of Aviarab is older than the official record and consistent across threads:
- The stack math: “each copy is +1 multiattack” — players in the “x15+ multicast” thread treat extra copies as additive stacks, and chain “Gemwing + Aviarab to give the gemwing multicast” into the game’s biggest totals. Community-sourced, unverified.
- The Shiny difference: “buffs the whole shop instead of just next bought” — a behavior difference reported in a September build thread, and unconfirmed by any patch note so far. The same thread pattern is why Shiny variants are treated as mechanically distinct on this site.
- The trainer fits: the September trainer board’s Bug Catcher read — “stronger in Jinto (due to Aviarab + Gemwing into a good flyer like a Cawnushi/Quillustrous)” — and its Monster Ranger warning, “it can mess up certain Batomons completely (like Aviarab…)”, both live on the trainer tier list with their labels.
One more community-adjacent fact has real consequences: because the arm waits for a Flying Batomon, a non-flying build that buys Aviarab banks nothing until a flyer appears — which is exactly the situation the Zephyrex bugfix cleaned up. The Jinto region guide covers why these flying chains live in that pool.
What is still unknown
- Aviarab’s cost at each level, attack, health and full ability text — the patch entries give the Cost move and the arming rule, not the card.
- Whether the community’s “+1 per copy” and Shiny shop-wide behaviors match the live game — unverified.
- How the arm interacts with more than one Aviarab, or with Multicast from other sources (Clawnetic’s own ability, the Brawlmantis event reward) — no source on record covers the stacking.
Every source used on this page (all checked October 12, 2026)
- Patch 1.3.0 notes (Steam, October 6, 2026): the Cost 20 → 25 balance entry with the “very strong… overperforming” reasoning, and the armed-Multicast/Zephyrex bugfix — Aviarab’s first official mentions.
- Community threads (r/BatomonShowdown, labeled as community): the “x15+ multicast” discussion (per-copy stacks, the Gemwing chain), a September build thread (Shiny shop-wide behavior), and the September trainer board (Bug Catcher and Monster Ranger lines).
- Patch 1.1.0 notes (Steam): no Aviarab entry — the pre-1.3.0 record is community-only.
The monster list files Aviarab under the Jinto pool, the best teams overview tracks the multicast archetype the 1.3.0 tax aimed at, and the Zephyrex page carries the other half of the same bugfix.
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