Aster
Level Lv 13sCooldown
- Heal
- 40
Adjacent Water allies gain +30 Heal permanently.
Level Lv 23sCooldown
- Heal
- 40
Adjacent Water allies gain +60 Heal permanently.
Level Lv 33sCooldown
- Heal
- 40
Adjacent Water allies gain +90 Heal permanently.
Level Lv 43sCooldown
- Heal
- 160
Adjacent Water allies gain +270 Heal permanently.
Level Lv 13sCooldown
- Heal
- 40
This and adjacent Water allies gain +30 Heal permanently.
Level Lv 23sCooldown
- Heal
- 40
This and adjacent Water allies gain +60 Heal permanently.
Level Lv 33sCooldown
- Heal
- 40
This and adjacent Water allies gain +90 Heal permanently.
Level Lv 43sCooldown
- Heal
- 160
This and adjacent Water allies gain +270 Heal permanently.
Pantra regionBalance 26
Ranked observations
Ranked30 days to 31 Oct 2026Balance 26Observed 31 Oct 2026 05:19 UTC
- Tier
- C
- Win rate on board
- 30.4%
- Decided rounds
- 3,324
- Board presence
- 2.9%
In the 30 days to 31 Oct 2026 (ranked, Balance 26), boards with Aster won 30.4% of 3,324 decided rounds.
Aster was on 2.9% of the observed boards in that window.
It appears most in rounds 9-12 (1,447 decided rounds) and wins 22.0% there.
It ranks 10 of 14 40-gold Batomon with enough observations, by win rate.
It is in 1 Comps from the last 30 days.
Movement
- Balance 26 so far vs Balance 25 (5 Oct 2026 to 11 Oct 2026)Tier C (no change)▼ −10.0 pts40.4% → 30.4% · 2,574 → 3,324 decided rounds
- Last 7 days vs the 7 days beforeTier C (no change)▼ −2.8 pts31.9% → 29.1% · 1,522 → 1,802 decided rounds
Both sides need at least 100 decided rounds; tiers follow the Meta rules of each side.
By round band
| Rounds | Win rate | Decided rounds |
|---|---|---|
| 1-4 | Not enough ranked observations | |
| 5-8 | 18.0% | 950 |
| 9-12 | 22.0% | 1,447 |
| 13+ | 56.7% | 901 |
By rating band (MMR)
| Rating | Win rate | Decided rounds |
|---|---|---|
| <500 | Not enough ranked observations | |
| 500-999 | Not enough ranked observations | |
| 1000-1499 | Not enough ranked observations | |
| 1500-1999 | Not enough ranked observations | |
| 2000-2499 | Not enough ranked observations | |
| 2500+ | 52.2% | 1,044 |
Pairs
From the 100 most observed Batomon pairs. A pair is two Batomon on the same board. "Most common" marks the three pairs with the most decided rounds. "Highest win rate" marks the three highest win rates among pairs with at least 100 decided rounds.
| Pair | Win rate | Decided rounds |
|---|---|---|
| 31.0% | 1,995 |
Comps with Aster
- Aster + Plunderbird · tier D · 51 runs · 17.0% 10-win finish · core unit





Open the plan
Comps observed 31 Oct 2026. See all Comps.
Public ranked profiles only; win rates describe these games, not a prediction. Compare on the Meta page · How to read these numbers.
All levels
Normal levels and ability
| Level | Cooldown | Heal |
|---|---|---|
| Level 1 | 3s | 40 |
| Level 2 | 3s | 40 |
| Level 3 | 3s | 40 |
| Level 4 | 3s | 160 |
On Battle Start
- Level 1: Adjacent Water allies gain +30 Heal permanently.
- Level 2: Adjacent Water allies gain +60 Heal permanently.
- Level 3: Adjacent Water allies gain +90 Heal permanently.
- Level 4: Adjacent Water allies gain +270 Heal permanently.
Shiny levels and ability
| Level | Cooldown | Heal |
|---|---|---|
| Level 1 | 3s | 40 |
| Level 2 | 3s | 40 |
| Level 3 | 3s | 40 |
| Level 4 | 3s | 160 |
On Battle Start
- Level 1: This and adjacent Water allies gain +30 Heal permanently.
- Level 2: This and adjacent Water allies gain +60 Heal permanently.
- Level 3: This and adjacent Water allies gain +90 Heal permanently.
- Level 4: This and adjacent Water allies gain +270 Heal permanently.
These are the printed game values. A played Batomon can also have permanent buffs, battle-only effects, and equipment.
Connected in the game catalog
These links come from the catalog text of Aster and of other entries. They do not rate a choice.
Rules that the effect uses
- Heal (Mechanic)
- Water type (Type)
Other entries that use Heal
- Dewlotl (Batomon)
- Emperooze (Batomon)
- Lumijel (Batomon)
- Mystic Pearl (Item)
- Orcana (Batomon)
- Sapphire Amulet (Trinket)
- Sapphire Ring (Trinket)
- Sea Crest (Trinket)
Patch history
1.4.0 (Balance 26, 21 Oct 2026)
- Ability at Lv 1: Adjacent Water allies gain +25 Heal permanently. → Adjacent Water allies gain +30 Heal permanently.
- Ability at Lv 2: Adjacent Water allies gain +50 Heal permanently. → Adjacent Water allies gain +60 Heal permanently.
- Ability at Lv 3: Adjacent Water allies gain +75 Heal permanently. → Adjacent Water allies gain +90 Heal permanently.
- Ability at Lv 4: Adjacent Water allies gain +225 Heal permanently. → Adjacent Water allies gain +270 Heal permanently.
1.1.0 (Balance 23, 22 Sep 2026)
- Ability at Lv 1: Adjacent Water allies gain +20 Heal permanently. → Adjacent Water allies gain +25 Heal permanently.
- Ability at Lv 2: Adjacent Water allies gain +40 Heal permanently. → Adjacent Water allies gain +50 Heal permanently.
- Ability at Lv 3: Adjacent Water allies gain +60 Heal permanently. → Adjacent Water allies gain +75 Heal permanently.
- Ability at Lv 4: Adjacent Water allies gain +180 Heal permanently. → Adjacent Water allies gain +225 Heal permanently.
Compared field by field between the game catalogs of consecutive Steam builds. Read every patch or the game's patch notes.
