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Batomon Showdown Tier Lists — Batomon & Trainer Rankings

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.

9/27/2026 1.5.1 Last updated: 11/12/2026 22 min read

FAQ

Is there an official Batomon Showdown tier list?
No. The developer publishes balance notes, not ratings — the closest official statements are that Boomagon is "still the most popular pick in the game" (patch 1.1.0) and that Jinto teams reached almost double Pantra's median DPS at day 10+, restated by patch 1.2.0 as "still around 1.5x higher" alongside fourteen more Jinto cuts. The most-watched community list is Haelian's video embedded below, published September 5, 2026 — before the Jinto set and any of the three balance patches.
Why are Pantra and Jinto ranked separately?
Because the game treats them as separate pools — the 1.1.0 notes list Jinto, Pantra, Event and Cross-Region Batomon in their own sections — and community tier threads split by region for the same reason: the pools, trainers and engines differ. Players treat merged, region-blind lists as inaccurate.
How often does this tier list update?
The developer plans balance patches roughly every two weeks, weekly during the launch window. Each patch refreshes this page: the gameVersion badge above shows which patch the rankings describe, and the last-modified date shows when the evidence was last re-checked. The 1.5.0 refresh (November 7, 2026) is a snapshot — the patch's balance lines are logged without re-grading any row.
Why isn't every Batomon on the list?
The game ships with 100+ Batomon and no verified collection of all their current numbers exists. This page covers 48 named monsters — everything patch 1.1.0 rebalanced, the demo-era rebalance names, and the community's most-discussed picks. The rest are added as in-game verification lands, one batch at a time.
Are Mythical Batomon automatically S tier?
They have the loudest ceiling evidence — a community thread called Mythics "kinda dumb", and two of the game's biggest guide videos showcase Level 4 Mythic runs — but that is not a rating. No per-monster Mythical rankings are verified yet, and 1.1.0 moving Alpha Crown up to Mythical rarity shows the tier itself is still being tuned.

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.

The Batopedia collection grid: rows of monster cards with achievement stickers, the legendary Fire monster Blinie selected on the left

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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