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All Monsters — the Batomon Showdown Dex (Batopedia)

Petrirex — the Jinto Knockout Scaler Through Three Balance Patches

Every official Petrirex change: 1.1.0 cut 50/100/150 → 30/60/90, 1.2.0 removed Damage and slowed the cast, 1.3.0 handed the cooldown back — plus the community read.

10/6/2026 1.3.0 Last updated: 10/6/2026 4 min read

FAQ

What does Petrirex do in Batomon Showdown?
Officially, it scales per knockout: the 1.1.0 notes rebalance "Shield and Damage per ally knocked out" from 50/100/150 to 30/60/90, and patch 1.2.0 restates the ability as "Per ally knocked out: 30/60/90 Shield and Damage → 20/40/60 Shield only" — so after 1.2.0 it pays Shield only. Community reports add the shape: a scaler-over-time that wants long battles, not burst.
Was Petrirex nerfed in patch 1.2.0?
Yes, twice over: its per-knockout payout lost the Damage half (20/40/60 Shield only) and its Cooldown stretched from 5.5 to 7 seconds. Patch 1.3.0 then reverted the second half — Cooldown 7 → 5.5 — with the notes' own reasoning: "Revert the cooldown change as the scaling nerf from last patch was already pretty heavy." The Shield-only payout stands.
Is Petrirex still good after the nerfs?
Unverified — no public win-rate data exists for any monster. The community split visibly in the "Knockout teams are nerfed way too hard" thread: one player calls Petrirex "completely useless now" and "literally a liability", another answers that it is "now a scaler over time, which synergizes greatly with Curio type teams" and predicts it finds its way back "almost immediately". Both are opinions, not data.
Which pool is Petrirex from?
Jinto. Patch 1.2.0 frames its Petrirex entry with "another balance pass on Jinto to tone down the more powerful Batomon", and the 1.3.0 entry sits in the same Jinto Batomon section — the monster list page files it accordingly.

What do the official patch notes say about Petrirex?

Petrirex has the longest official balance trail of any monster on this site — named in all three post-launch patches, each move on the record:

Patch Date Official change
1.1.0 Sep 22, 2026 “Shield and Damage per ally knocked out: 50/100/150 → 30/60/90”
1.2.0 Sep 30, 2026 “Per ally knocked out: 30/60/90 Shield and Damage → 20/40/60 Shield only”; Cooldown 5.5 → 7
1.3.0 Oct 6, 2026 Cooldown 7 → 5.5 — “Revert the cooldown change as the scaling nerf from last patch was already pretty heavy.”

Read as one arc, the developer agrees with itself in stages: the 1.1.0 numbers were too big, the 1.2.0 fix overshot — its own words say so — and 1.3.0 hands back exactly the piece it took last. What never came back is the Damage half of the payout: a Petrirex today scales Shield per knockout on a 5.5-second cast, where the launch version scaled both on the same cast.

What does the community say about Petrirex?

The one concentrated argument on record is the Knockout teams are nerfed way too hard thread right after 1.2.0, where both camps are loud and labeled:

  • “Useless now”: the original poster opens with “Rattleghast doesn’t scale, Petrirex is completely useless now”, and one reply computes the cost — “With his increased cooldown, you’re now lucky if he can knocksout the mons in your team twice”, adding that cheaper options “essentially d[o] the same thing without requiring 4-5 spots on a team to work.”
  • “A scaler over time”: the counter-argument — “Petrirex is now a scaler over time, which synergizes greatly with Curio type teams… In fact Petrirex is less a nerf to the ghost team as it is a buff to the curio team.” A third voice splits the difference on design: “I think they should have nerfed Petrirex’s scaling OR cooldown, but not both.”

Patch 1.3.0’s cooldown revert reads like an answer to exactly that third position. One more official breadcrumb: the 1.3.0 bugfix list mentions “a Bonshell next to a Petrirex with Shikitsune” reviving a just-knocked-out monster — confirmation that Petrirex sits in revive-adjacent lines where its per-knockout engine keeps firing.

What is still unknown

  • Petrirex’s cost, attack, health and per-level values — the knockout payout and Cooldown are the only numbers on official record.
  • Any measured performance — no win rate, pick rate, or a single documented high-rank run.
  • Whether “Curio type teams” survive contact with 1.3.0: the cooldown came back, the Damage did not, and no thread has re-tested the combo on record.
Every official source used on this page (all checked October 6, 2026)
  • Patch 1.1.0 notes (Steam, September 22, 2026): “Shield and Damage per ally knocked out: 50/100/150 → 30/60/90”.
  • Patch 1.2.0 notes (Steam, September 30, 2026): “Per ally knocked out: 30/60/90 Shield and Damage → 20/40/60 Shield only”; Cooldown 5.5 → 7; Jinto framing.
  • Patch 1.3.0 notes (Steam, October 6, 2026): Cooldown 7 → 5.5 with the “already pretty heavy” reasoning; the Bonshell/Petrirex/Shikitsune revive bugfix line.
  • Community thread (October 2026): Knockout teams are nerfed way too hard — the “useless” vs “scaler over time” exchange. Community-sourced, not official.

The monster list keeps the full roster accounting, the Batomon tier list tracks how the three patches graded every engine, and the best teams overview carries the knockout-archetype fallout.

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