Danuki — the Damage-Share Engine and Its Shiny Numbers in Batomon Showdown
Official record: 1.1.0 cut Danuki's knockout share to 70% (Shiny 84%), 1.3.0 cut Cost to 45, 1.5.0 raised the share to 85% — no Shiny value restated.
FAQ
What does Danuki do in Batomon Showdown?
Was Danuki's Shiny nerfed differently?
What did patch 1.3.0 change about Danuki?
What did patch 1.5.0 change about Danuki?
Is Danuki still good after the nerf?
What did the official patch notes say about Danuki?
Four official moves, across three patches, on two different stats:
| Patch | Date | Official change |
|---|---|---|
| 1.1.0 | Sep 22, 2026 | Share of a knocked-out ally’s Damage 100% → 70% (Shiny 120% → 84%) — Jinto Batomon section |
| 1.2.0 | Sep 30, 2026 | No entry |
| 1.3.0 | Oct 6, 2026 | Cost 50 → 45 |
| 1.5.0 | Nov 6, 2026 | Damage inherited from a knocked-out ally 70% → 85% — base share only; no Shiny value restated |
The 1.1.0 line is one of the Jinto wave’s engine cuts: Danuki’s payoff for standing next to knockouts dropped by nearly a third. The 1.3.0 line is the follow-up no other monster in this page’s neighborhood got — not a revert, not an un-nerf, but a price cut on the same card. The 1.5.0 line is the third turn: the payout dial itself moves back up, restoring a third of the 1.1.0 cut — though 85% still sits below the 100% launch value.
Two dials, three patches
The arc is worth reading as developer method. Faced with a Jinto region outproducing Pantra at day 10+, the 1.1.0 pass cut what Danuki’s engine pays out. Faced with the post-nerf meta six days later, the 1.3.0 pass did not give the payout back — it made Danuki cheaper, moving the 50-gold buy-in down to 45. The 1.5.0 pass, a month after that, turned the payout dial back up instead. Tuning a card’s power and its price are separate dials, and the record shows the developer working both.
What it does not show: whether any of it worked. No public win-rate or pick-rate data exists for any monster, and no community thread on this site’s record argues Danuki by name — its visibility is entirely in the patch record, which the Batomon tier list carries row by row.
What is still unknown
- Danuki’s attack, health and the rest of its kit — the damage share and the Cost are the only official numbers.
- Whether the share applies per knockout, per battle, or caps somewhere — the ability’s rules text is unpublished.
- The Shiny variant’s current share — 1.5.0 republished only the base value, so the newest Shiny figure on record is the 84% printed at 1.1.0.
- Any measured performance across the four states (100% at 50g, 70% at 50g, 70% at 45g, 85% at 45g) — no data exists for any of them.
Every official source used on this page (all checked November 7, 2026)
- Patch 1.1.0 notes (Steam, September 22, 2026): “Share of a knocked-out ally’s Damage: 100% → 70%” with the Shiny sub-entry “120% → 84%”, Jinto Batomon section.
- Patch 1.2.0 notes (Steam, September 30, 2026): no Danuki entry.
- Patch 1.3.0 notes (Steam, October 6, 2026): Cost 50 → 45.
- Patch 1.5.0 notes (Steam, November 6, 2026): “Damage inherited from a knocked-out ally: 70% → 85%” — base share only; no Shiny value restated. (Steam news URL pending — to be added on the next source sweep.)
The monster list files Danuki under the Jinto pool and quotes the same Shiny line, the Batomon tier list tracks both rows in its patch record, and the best teams overview shows what Jinto’s damage-sharing engines look like across Danuki’s three balance entries (1.1.0, 1.3.0, 1.5.0).
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