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All Monsters — the Batomon Showdown Dex (Batopedia)

Cinnabark — the First Revert in Batomon Showdown (Patches 1.1.0-1.2.0)

The Jinto monster whose 1.1.0 cooldown nerf lasted eight days: patch 1.2.0 rolled it back and called the original cut "a little overzealous."

10/12/2026 1.3.0 Last updated: 10/12/2026 4 min read

FAQ

What did patch 1.1.0 change about Cinnabark?
One line in the Jinto Batomon balance section: Cooldown 4 → 5. Cinnabark was one of sixteen Jinto monsters cut in the same sweep, a wave the patch justified with its own measurement — Jinto teams' day-10+ median DPS was almost double Pantra's.
Was the Cinnabark nerf reverted?
Yes — and it was one of the game's first two reverts. Patch 1.2.0 (September 30, 2026) rolled the cooldown back 5 → 4 alongside Drumire's cost revert, with the notes' own words: the 1.1.0 cut was "a little overzealous." Cinnabark's cooldown has been 4 seconds ever since.
Did patch 1.3.0 touch Cinnabark?
No. The 1.3.0 notes (October 6, 2026) contain no Cinnabark entry in either direction — the reverted 4-second Cooldown is the current official number, now unchanged across two full balance passes.
Is Cinnabark good after the revert?
Unverified — no public win-rate data exists for any monster. What the record shows is a developer judgment, not a rating: the nerf was wrong by the developer's own admission, which is unusually strong evidence the pre-1.1.0 Cinnabark was not actually overpowered.

What did the official patch notes say about Cinnabark?

Two balance entries, one week apart, pointing in opposite directions — the shortest complete balance arc any Batomon has on record:

Patch Date Official change
1.1.0 Sep 22, 2026 Cooldown 4 → 5 (Jinto Batomon nerf wave)
1.2.0 Sep 30, 2026 Reverted — Cooldown 5 → 4: the previous cut was “a little overzealous”
1.3.0 Oct 6, 2026 No entry — the restored numbers stand

The 1.1.0 cut itself was unremarkable on paper: one second added to one cooldown, part of the sixteen-monster Jinto sweep the patch justified with its region-power diagnosis (“at days 10+, median DPS of Jinto teams are almost 2 times higher than Pantra teams”). What makes Cinnabark worth a page is what happened next.

What the revert does and does not tell you

Read carefully, the two entries are evidence about the nerf, not about the monster. The 1.1.0 note never claimed Cinnabark was overpowered — it cut sixteen Jinto engines at once for a region-level statistic, and Cinnabark was in the blast radius. The 1.2.0 revert then says, in the developer’s own words, that this particular cut went too far. That is a stronger official statement about Cinnabark’s intended power level than most monsters ever get: the launch tuning was, on the record, roughly right.

What neither entry provides: Cinnabark’s cost, attack, health, ability text or per-level values — the Cooldown is the only line of its card on official record, and the monster list keeps the per-monster accounting as more lands. No public win-rate data exists for any monster, so “is the reverted Cinnabark good?” has no measured answer anywhere.

Where the community conversation stands

No community thread on record argues about Cinnabark by name — it does not appear in the game’s most-commented balance discussions, the complaint threads or the build shortlists this site tracks. Its visibility lives in the patch record itself: the revert is why the Batomon tier list files it under “cut, still proven” with the 1.1.0 row, and why the same page’s 1.2.0 section lists Cinnabark as one of the game’s first reverts.

The closest indirect signals are the region debate it sits inside — Jinto’s burst identity, the Jinto region guide’s subject — and the cooldown-speed economy its 4-second cast plays in, which the best teams overview tracks patch by patch.

What is still unknown

  • Cinnabark’s cost, attack, health and ability text at each level — the Cooldown line is the only official number.
  • What Cinnabark’s ability actually does — no patch note, store screenshot or devlog on this site’s record describes it.
  • Any measured performance before, during or after the nerf-revert window.
Every official source used on this page (all checked October 12, 2026)
  • Patch 1.1.0 notes (Steam, September 22, 2026): Cooldown 4 → 5 in the Jinto Batomon section; the region-DPS framing behind the sixteen-monster wave.
  • Patch 1.2.0 notes (Steam, September 30, 2026): the Cinnabark revert, Cooldown 5 → 4, with the “a little overzealous” annotation.
  • Patch 1.3.0 notes (Steam, October 6, 2026): no Cinnabark entry — the reverted numbers remain current.

The monster list files Cinnabark under the Jinto pool, the Batomon tier list tracks both balance rows in context, and the best teams overview shows where Jinto’s cooldown engines stand after three patches of tuning.

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