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."
FAQ
What did patch 1.1.0 change about Cinnabark?
Was the Cinnabark nerf reverted?
Did patch 1.3.0 touch Cinnabark?
Is Cinnabark good after the revert?
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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