Batomon Showdown Tier List (Patch 1.5.1) — Pantra & Jinto Rankings
Patch 1.5.0 (November 6) retunes Gildshell, Danuki, Lamplet, Bonshell and Noxnimbus — logged as a snapshot; the evidence-tagged Pantra & Jinto Batomon tier list.
FAQ
Is there an official Batomon Showdown tier list?
Why are Pantra and Jinto ranked separately?
How often does this tier list update?
Why isn't every Batomon on the list?
Are Mythical Batomon automatically S tier?
Which Batomon are strongest after patch 1.5.0?
Boomagon is the only monster the patch notes single out — “still the most popular pick in the game” — even as they nerf it, and no pass from 1.2.0 through 1.5.0 has touched it since. The passes after 1.1.0: 1.2.0 (September 30) cut fourteen more Jinto engines after the region’s median DPS stayed around 1.5x Pantra’s at day 10+, reverted its own first-pass cuts on Cinnabark and Drumire, and buffed three Pantra picks. 1.3.0 (October 6) then handed Opalion and Petrirex their cooldowns back, priced up Aviarab multicast and added a Master-rank leaderboard. Patch 1.5.0 (November 6, 2026) is the fourth pass — logged as a snapshot below, with no row re-graded against it yet. Community consensus adds poison, shield and flying triggers on top.

Screenshot: official Steam store page (berrymint, September 2026).
How the tiers on this page are decided
The signals follow their source, in order of weight: what the developer wrote in patch notes first, then what several independent community threads agree on, then single-thread impressions. The board also follows the game’s own structure — patch 1.1.0 files Jinto Batomon, Pantra Batomon, Event Batomon and Cross-Region Batomon as separate pools, and players rank them separately too: the community’s trainer tier list thread treats merged, region-blind lists as distorted. Each pool gets its own table, and the trainer tier list ranks the trainer half of the same decision.
| Tier signal | What earns it | Monsters |
|---|---|---|
| S — official callout | Singled out by name in the developer’s balance notes as popular or meta-centralizing | 1 |
| A — patch-favored | Power officially raised in 1.1.0, 1.2.0 or 1.3.0, or flagged strong across several independent sources | 17 |
| B — cut, still proven | Nerfed in 1.1.0/1.2.0/1.3.0 from a strength level the developer itself documented | 17 |
| Contested | Official and community signals point in opposite directions | 3 |
| Situational | Strength is real but bound to a phase of the run | 1 |
| Unrated | Named in official notes or community threads, not enough current evidence to place | 9 |
Type signals the community agrees on
Before the monster names: the game’s most-commented balance thread (32 comments) repeats one piece of advice — keyword synergy beats stacking a single type — and flags flying, whose monsters trigger effects across multiple hits, as the most important type, while bug is described as falling off late in a run. That is one thread’s consensus rather than a developer rule, but it is why the tables below rank engines and triggers instead of type labels.
Patch 1.2.0 (September 30): the second Jinto pass — and the first reverts
One week after 1.1.0, the developer ran a second balance pass and opened with the numbers: “After last patch’s Jinto nerfs, Jinto teams’ median DPS is still around 1.5x higher than Pantra teams at day 10+.” Fourteen more Jinto Batomon got cut, three underperforming Pantra picks got buffed — and two of 1.1.0’s own cuts were rolled back, the game’s first reverts:
| Batomon | Pool | What 1.2.0 did |
|---|---|---|
| Petrirex | Jinto | Per ally knocked out 30/60/90 Shield and Damage → 20/40/60 Shield only; Cooldown 5.5 → 7 |
| Opalion | Jinto | Cooldown 8 → 9; Shield 84 → 90 — its first balance entry ever (per-monster page) |
| Nekoffin | Jinto | Damage 250/500/750 → 200/400/600 |
| Vengrieve | Jinto | Cooldown 6/3/2 → 7.5/3.75/2.5 |
| Cairnage | Jinto | Shield-to-Damage multiplier x1/2/3 → x0.8/1.6/2.4 (per-monster page) |
| Ninflora | Jinto | Cooldown Speed on victory 12/24/36% → 10/20/30% |
| Cawnushi | Jinto | Damage per knockout 70/140/210 → 60/120/180 |
| Shrinell | Jinto | Cost 50 → 55 |
| Shikitsune | Jinto | Cooldown Speed per revive 20/40/60% → 15/30/45% |
| Emburn | Jinto | Burn now only from its own and allies’ knockouts; Burn per knockout 4/8/12 → 3/6/9 |
| Bonshell | Jinto | Damage and Shield per cast 100/200/300 → 80/160/240 |
| Steamscuttle | Jinto | Cooldown 2.5 → 3 |
| Cinnabark | Jinto | Reverted — last patch’s nerf rolled back (“a little overzealous”), Cooldown 5 → 4 |
| Drumire | Jinto | Reverted — Cost 50 → 45 |
| Thorntail | Pantra | Damage per Poison applied 6/12/18 → 8/16/24 |
| Noxnimbus | Pantra | Poison to adjacent Toxic allies 2/4/6 → 3/6/9 |
| Cinderfly | Pantra | Cost 30 → 25; Burn 6 → 7 |
Three 1.2.0 moves matter most for team-building:
- The Petrirex cut converts the strongest stall engine’s payout to Shield-only — its per-knockout Damage is gone, and its Cooldown stretched from 5.5 to 7. Jinto stall lines need a new anchor.
- The community’s one-shot line took a direct hit. Two of the unverified Opalion + Cairnage + Talonite line’s three pieces were cut the same day — Opalion’s Cooldown up, Cairnage’s conversion multiplier down 20% (the line’s own page keeps the unverified label).
- Smuggler arrived. The new trainer “brings Batomon from the other regions into your shop” — the first official bridge between the region pools this site ranks separately; the trainer side is tracked on the trainer tier list.
Also in 1.2.0, outside the monster tables: trainer buffs for Chemist (Toxic starting Poison +1 → +3) and Redhead (Burn per win +2 → +3), a Gamer QoL that reveals your day-9 Mythical from run start, the Zenith Stone trinket no longer boosting % bonuses, Crimson Ticket 50 → 30, and two event changes — the traveling merchant can now offer Cordycant and Sproach, and Dragon Egg can hatch Ouroblaze, Tsunamere and Stellagon.
These rows stand as the patch’s own record; folding them into the four tier tables below is the next refresh’s job.
Patch 1.3.0 (October 6): the cooldown reverts — and the first named-synergy nerf
Six days after 1.2.0, the third balance pass partly unwound its own predecessor and, for the first time, named a community synergy as a nerf target. There are no trainer balance entries and no new trainer — the patch’s one new feature is competitive: Master rank players can now open a top-10 leaderboard from the title screen (1.3.0 notes).
| Batomon | Pool | What 1.3.0 did |
|---|---|---|
| Opalion | Jinto | Cooldown 9 → 6; Rock allies triggered 2 → 1 — “Changed to weaken the Cairnage synergy” (per-monster page) |
| Petrirex | Jinto | Cooldown 7 → 5.5 — an explicit revert: “the scaling nerf from last patch was already pretty heavy” |
| Steamscuttle | Jinto | Cooldown 3 → 3.5 — “Very popular and overperforming” (per-monster page) |
| Kappow | Jinto | Cost 30 → 25; Cooldown 4.5 → 5.5 — slightly worse as a gold engine |
| Aviarab | Jinto | Cost 20 → 25 — giving multicast “is very strong, and it looks to be overperforming” (per-monster page) |
| Dollhime | Jinto | Damage per trinket gained 40/80/120 → 50/100/150 — “previous nerfs may have been too heavy” (per-monster page) |
| Mallogre | Jinto | Cooldown 9 → 8 |
| Danuki | Jinto | Cost 50 → 45 (per-monster page) |
| Sarudo | Jinto | Cost 35 → 25 — “underperforming hard. May need another round of buffs” |
| Guardiant | Pantra | Damage per Bug bought 7/14/21 → 8/16/24 |
| Noxnimbus | Pantra | Cooldown 4 → 3 |
| Lignite | Pantra | Burn-to-Damage x15/30/45 → x20/40/60; Cooldown 4 → 5 |
| Stalagrove | Pantra | Cooldown 5.5 → 4.5 |
| Aegistruct | Pantra | Cooldown 7 → 6 |
| Geminiss | Pantra | Cooldown 12 → 10 |
Three reads for team-building:
- The Opalion–Cairnage line is now officially acknowledged. 1.3.0 hands Opalion its cooldown back — 6 seconds is faster than even the pre-1.2.0 8 — but cuts Rock allies triggered 2 → 1, and the reasoning line is a first for these notes: “Changed to weaken the Cairnage synergy.” The community’s unverified one-shot line has now been acted on in consecutive patches: nerfed blind in 1.2.0, rebalanced by name in 1.3.0.
- Petrirex gets its cast speed back, not its payout. The cooldown revert restores the 5.5-second trigger, but 1.2.0’s removal of per-knockout Damage stands — the Shield-only scaler-over-time read from the community’s Curio-team discussion still applies (Petrirex’s own page tracks all three patches).
- The multicast axis got a price hike. Aviarab — the Flying monster that arms Multicast — went Cost 20 → 25, and the notes say why in plain text: giving multicast “is very strong, and it looks to be overperforming.” Bird builds pay more for their engine.
Outside the monster tables, 1.3.0 is mostly repairs: keyboard hotkeys, an optional background FPS limit, and over twenty bugfixes — among them Zenith Stone still boosting Cooldown Speed (the 1.2.0 nerf leaked), the Smuggler sometimes bringing the wrong tier mix, and Shiny Wishwash being no better than regular Wishwash at level 4.
Patch 1.5.0 (November 6): a balance snapshot — no re-grades yet
The fourth pass goes wide rather than deep, and this page logs it as a snapshot: the rows above keep their evidence labels until someone verifies how the new numbers actually play. The 1.5.0 notes’ Batomon lines, quoted as printed:
| Batomon | Patch 1.5.0 change |
|---|---|
| Gildshell | Draconarch + Gildshell trigger retimed — sell value now gained at the start of each day instead of the start of battle, “to break up the synergy” |
| Dracana | Cost 30 → 40 |
| Danuki | Damage inherited from a knocked-out ally 70% → 85% (per-monster page) |
| Pipskull | Cost 15 → 10 |
| Lamplet | Now grants Multicast on level up; Multicast 1/1/1 → 1/2/3; Burn per cast 1/2/3 → 1 |
| Snapscald | Burn 8/16/24 → 6/12/18 |
| Sarudo | Cost 20 → 15 — a third straight cost cut since 1.3.0’s “may need another round of buffs” |
| Opalion (Opalion + Bonshell) | Cooldown 6 → 6.5 — the second named-synergy line in the record (per-monster page) |
| Bonshell | Damage and Shield gained per cast 80/160/240 → 70/140/210 |
| Prismagon | Cooldown 4.5 → 4 |
| Craghorn | Cost 30 → 25 |
| Lignite | Cooldown 4.5 → 5; Burn-to-Damage x20/40/60 → x24/48/72 |
| Emperooze | Damage and Heal at the start of each battle +50 → +60 |
| Aster | Heal to adjacent Water allies 30/60/90 → 35/70/105 |
| Scorchimp, Sunsage | Cooldown 5.5 → 6 |
| Noxnimbus | Cooldown 3 → 3.5 — an explicit revert of 1.3.0’s buff |
Outside the tables: the Batopedia now shows each Batomon’s base shop price next to its rarity; the new Plain Lure and Sweet Lure trinkets replace Basic Bait (Plain raises Common shop appearances, Sweet raises Common and Uncommon); and the event, trainer and item lines — Bug Collector, Hero’s Sword team damage +12 → +16, Kaleidoscope, Research Notes, Rainbow Berry, Basilord’s Burn 170/340/510 → 190/380/570, Gamer’s Mythical arriving at day 8, Gentleman +$5/day, the Smuggler’s discount 25% → 35%, Redhead, Burglar, Witch, Green Stone — are recorded here and await the same evidence standard as every row above.
A hotfix landed mid-cadence on November 11 — Patch 1.5.1, the fifth pass, logged as a snapshot like the rest:
| Batomon | Patch 1.5.1 change |
|---|---|
| Lamplet | Cooldown 2.5 → 4 |
The Lamplet cooldown jump (2.5 → 4) is the first balance line to touch the 1.5.0 Multicast engine — the 1.5.0 table above keeps its as-printed wording until the next full re-grade. (Patch 1.5.1 notes)
Pantra rankings: the fourteen monsters 1.1.0 buffed
The developer’s own framing is modest: “I’m also buffing up some lesser played or underperforming Pantra Batomon to help the region match the power level of Jinto teams.” Read that carefully — these fourteen are the patch’s bets, raised because they underperformed, not rewards for already being strong. Clawnetic is the standout: the patch’s only qualitative ability restructure.
| Batomon | What 1.1.0 did | Tier signal |
|---|---|---|
| Clawnetic | Multicast 1/1/1 → 1/2/3; Charge pinned at 1 second at every level | A — patch-favored |
| Galvanine | Cost 50 → 40 | A — patch-favored |
| Torrantler | Cooldown 8 → 7 (Shiny 6.5 → 5.5) | A — patch-favored |
| Dribblet | Cooldown 3.5 → 3 | A — patch-favored |
| Emperooze | Cooldown 3.5 → 3 | A — patch-favored |
| Panbud | Cooldown 5.5 → 5 | A — patch-favored |
| Bambudo | Cooldown 5.5 → 5 | A — patch-favored |
| Zephyrex | Cooldown 11 → 10 (per-monster page) | A — patch-favored |
| Noxalith | Cooldown 8 → 7 | A — patch-favored |
| Magmalith | Cooldown 10 → 9 | A — patch-favored |
| Pyronade | Burn 18/36/54 → 20/40/60 | A — patch-favored |
| Coalem | Shield 450/900/1350 → 550/1100/1650 | A — patch-favored |
| Aster | Heal to adjacent Water allies 20/40/60 → 25/50/75 | A — patch-favored |
| Electranade | Shock 28/56/84 → 25/50/75 — a cut inside the buff wave | A — patch-favored |
Two footnotes the table can’t show: Coalem’s +100/+200/+300 shield per tier is the biggest raw buff in the patch, and Electranade proves a “buff wave” isn’t uniform — its Shock numbers went down. Which of the fourteen actually turn into winning comps is what the best teams page tracks as rosters get verified.
Jinto rankings: sixteen proven engines, all cut
Jinto’s nerfs carry the strongest strength evidence on this page, because the developer wrote the reason into the patch: “At days 10+, median DPS of Jinto teams are almost 2 times higher than Pantra teams.” Sixteen monsters were cut from that documented level, so B here means “proven strong, now weaker” — not weak. The cut depths vary widely, and that variance is the real ranking information until the next patch shows who survived.
| Batomon | What 1.1.0 did | Tier signal |
|---|---|---|
| Rattleghast | Poison per ally knocked out 5/10/15 → 4/8/12; cost 10 → 15 | B — cut, still proven |
| Petrirex | Shield and Damage per ally knocked out 50/100/150 → 30/60/90 | B — cut, still proven |
| Ginsage | Cooldown Speed to adjacent Grass allies 10/20/30% → 7/14/21% | B — cut, still proven |
| Ninflora | Cooldown Speed on victory 20/40/60% → 12/24/36% | B — cut, still proven |
| Brimtoad | Burn and Poison per battle 5/10/15 → 4/8/12; second line 5/10/15 → 1/2/3 | B — cut, still proven |
| Sukoi | Cooldown 6/3/2 → 9/4.5/3 — the wave’s deepest cut, one week after v1.0.1 capped its self-leveling (per-monster page) | B — cut, still proven |
| Dollhime | Damage per trinket 60/120/180 → 40/80/120 (per-monster page) | B — cut, still proven |
| Mallogre | Damage and Shield per trinket 5/10/15 → 4/8/12 | B — cut, still proven |
| Orcana | Damage and Heal per Level 3+ ally 200/400/600 → 160/320/480 | B — cut, still proven |
| Tengusto | Damage per badge 70/140/210 → 60/120/180 | B — cut, still proven |
| Danuki | Share of a knocked-out ally’s Damage 100% → 70% (Shiny 120% → 84%) (per-monster page) | B — cut, still proven |
| Snapscald | Heal 50/100/150 → 40/80/120; Burn 10/20/30 → 8/16/24 | B — cut, still proven |
| Lumijel | Damage and Heal to each Level 3+ ally at battle start 20/40/60 → 15/30/45 (Shiny 36/72/108 → 18/36/54) | B — cut, still proven |
| Ouroblaze | Extra Burn, as a share of the enemy’s Burn 70/140/210% → 50/100/150% | B — cut, still proven |
| Cinnabark | Cooldown 4 → 5 — reverted in 1.2.0 as “a little overzealous” (per-monster page) | B — cut, still proven |
| Drumire | Cost 40 → 50 | B — cut, still proven |
| Pipskull | Evolves into Ratacomb on its third knockout, not its second | B — cut, still proven |
Sukoi took the deepest hit — a third slower at every tier (6/3/2 → 9/4.5/3), one patch after the v1.0.1 hotfix already capped its self-leveling ability at level 3. Rattleghast lost poison output and a third of its affordability. Pipskull’s change is a pure tempo tax: its Ratacomb evolution now needs a third knockout.
Event and cross-region rankings
Three event monsters and one cross-region fixture drew the patch’s attention, and for this pool the official quotes do the ranking on their own.
| Batomon | Pool | What 1.1.0 did | Tier signal |
|---|---|---|---|
| Boomagon | Cross-Region | Cooldown Speed 4/8/12% → 3/6/9% | S — official callout |
| Wishwash | Event | Trinkets granted moved up: Uncommon/Rare/Super Rare → Rare/Super Rare/Legendary (per-monster page) | A — patch-favored |
| Basilord | Event | Burn 150/300/450 → 170/340/510 | A — patch-favored |
| Talonite | Event | Rarity Uncommon → Rare; no longer targetable by Basic Candy | Contested |
Boomagon’s placement is the developer’s own sentence — “Boomagon is still the most popular pick in the game. It warrants a slight nerf due to how centralizing it can feel on the meta.” — and this is the second straight patch to trim it: the demo-era v0.8.5 pass already stretched its Cooldown from 6 to 7 seconds. Wishwash and Basilord were both raised for being “slightly underperforming”, per the notes.
Talonite is the pool’s dispute. The notes call its rarity bump “a slight nerf” — Basic Candy can no longer target it — yet a 16-comment build thread keeps it on community shortlists, where players propose a one-shot line built on Opalion, Cairnage and Talonite behind the Painter trainer. That line is unverified. Official and community reads disagree, so the row stays Contested — and patch 1.2.0 then cut two of its three pieces (see the table above) without touching Talonite itself.
Community-flagged monsters the patch didn’t settle
Seven more names dominate community discussion without a 1.1.0 verdict. None has an official region filing, so they stand outside the two regional tables — but the picture is no longer blank: the best community evidence puts Sirenade and Velocect on the Pantra side, while Pebbler, Dirgefin, Celestia and Reapra all appear in the official record before the Jinto split without ever being filed under a region.
| Monster | Community signal | Tier signal |
|---|---|---|
| Sirenade | A Top 50 Master player calls it “a little busted” — strong on days 5–8 of a run, falls off late (14-comment thread); the same thread’s opener runs it “only on Pantra”, a Pantra-pool signal, and separate builds credit it with washing debuffs off the team | Situational |
| Pebbler | The most-hated name in complaint threads (“God I hate pebble”), yet Master-rank replies counter that “its very hard to make pebble strong enough before you get punished”; complaint-thread clips describe shields scaling with every multicast trigger | Contested |
| Celestia | Officially flagged in the demo era — matchmaking was adjusted so players were “much less likely to encounter teams with Dirgefin, Celestia, and Reapra” (August 31, 2026) — while a 10-comment thread asks whether it is “the most useless/less value batomon in the game” | Contested |
| Dirgefin | The Pebble threads’ recommended stall-breaker (“does stop alot of builds”), a 33,000-view showcase, plus the demo-era matchmaking flag above; a July build thread states its angle plainly — “shutting down strats that rely on Common monsters” | A — community + dated official |
| Velocect | One dedicated thread asks how players reach “x15+ multicast” with it early — a known high-ceiling scaler; the same thread’s replies treat it as not in the Jinto region (“velocect isn’t in the new region”), pointing Pantra-ward | Unrated |
| Reapra | Named in the demo-era matchmaking flag and again in a 1.1.0 bugfix (alongside Vengrieve) about knockouts landing before triggers — existence evidence only | Unrated |
| Formiqueen | The community’s “fair counterpoint” to Boomagon — “the fixed rate feels fair” — officially trimmed in the demo era (Cooldown Buff 33/67/100% → 25/50/75%); the Pantra Bug Catcher line names it (“Formiqueen + Cicadence speeding up a few commons boosted by Brawlmantis”) | Unrated |
Demo-era balance paper trail (v0.8.5, August 25, 2026)
Six more monsters were officially rebalanced in the final demo patch, before the full release. Their post-1.1.0 strength is unmeasured; the record is kept here so these names are not mistaken for unrated newcomers:
| Monster | v0.8.5 change |
|---|---|
| Berroon | Reworked — On Battle Start, the next 1/2/3 items in your shop become berries |
| Craghorn | Cost $25 → $30 |
| Guardiant | Cooldown 3.5s → 4s |
| Mosslug | Cooldown 5s → 6s |
| Thorntail | Cooldown 6.5s → 6s (a buff) |
| Stingarde | Cooldown 5s → 6s |
When these flagged monsters are the ones beating you, the best teams overview tracks the engines behind those picks — with the same honesty about what is and is not tested.
The biggest risers and fallers of 1.1.0
If you track only eight lines from this patch, track these — they are the moves most likely to reorder the next tier conversation:
| Move | Monster | Why it matters |
|---|---|---|
| Deepest nerf | Sukoi | Cooldown 6/3/2 → 9/4.5/3, right after v1.0.1 capped its self-leveling at 3 |
| Biggest buff | Coalem | Shield +100/+200/+300 per tier (450/900/1350 → 550/1100/1650) |
| Structural change | Clawnetic | The patch’s only ability restructure: Multicast 1/1/1 → 1/2/3, Charge pinned to 1 second |
| Double hit | Rattleghast | Poison per knockout down and cost 10 → 15 |
| Tempo tax | Boomagon + 11 trinkets | Every Cooldown Speed source cut at once, from Quick Bell’s 5% → 4% to Haste Crown’s 30% → 20% |
| Damage-share cut | Danuki | Share of a knocked-out ally’s Damage 100% → 70% (Shiny 120% → 84%) |
| Availability cut | Talonite | Uncommon → Rare; Basic Candy no longer targets it — officially “a slight nerf” |
| Evolution delayed | Pipskull | Ratacomb on the third knockout, not the second |
The same lens on patch 1.2.0
| Move | Monster/System | Why it matters |
|---|---|---|
| Deepest nerf | Petrirex | Per-knockout payout converted to Shield-only (20/40/60) and Cooldown 5.5 → 7 |
| First reverts | Cinnabark + Drumire | The patch’s own 1.1.0 cuts rolled back — “a little overzealous” |
| Quiet nerf | Opalion | First balance entry ever: Cooldown 8 → 9 (Shield 84 → 90), filed under Jinto |
| Engine hit | Cairnage | Shield-to-Damage conversion cut 20% (x1/2/3 → x0.8/1.6/2.4) |
| Trinket nerf | Zenith Stone | No longer boosts % bonuses (Metal Bat, Metronome named in the notes) |
| Structural addition | Smuggler | Cross-region Batomon enter your shop — the pools behind these tables can now mix |
Watch: the most-watched tier list video is one meta old
Haelian’s “The Definitive Batomon Showdown Tier List!” is the reference most players have seen — over 17,000 views, and genuinely definitive for the moment it was made. That moment was September 5, 2026: ten days before the full release added the 50+-monster Jinto set, and seventeen days before patch 1.1.0 rebalanced 35 monsters. Watch it for pre-patch context; read the tables above for what changed since.
Haelian — The Definitive Batomon Showdown Tier List!
Per-monster entries — ability text, types and region assignments for the 48 names on this board — collect on the monster list as in-game verification lands. The board itself refreshes with every balance patch, so check the gameVersion badge against the developer’s Steam news feed before trusting any row.
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