Aster

RareWater
Aster spriteLevel Lv 1

3sCooldown

On Battle Start

Adjacent Water allies gain +30 Heal permanently.

Aster spriteLevel Lv 2

3sCooldown

On Battle Start

Adjacent Water allies gain +60 Heal permanently.

Aster spriteLevel Lv 3

3sCooldown

On Battle Start

Adjacent Water allies gain +90 Heal permanently.

Aster spriteLevel Lv 4

3sCooldown

Heal
160
On Battle Start

Adjacent Water allies gain +270 Heal permanently.

Aster shiny spriteLevel Lv 1

3sCooldown

On Battle Start

This and adjacent Water allies gain +30 Heal permanently.

Aster shiny spriteLevel Lv 2

3sCooldown

On Battle Start

This and adjacent Water allies gain +60 Heal permanently.

Aster shiny spriteLevel Lv 3

3sCooldown

On Battle Start

This and adjacent Water allies gain +90 Heal permanently.

Aster shiny spriteLevel Lv 4

3sCooldown

Heal
160
On Battle Start

This and adjacent Water allies gain +270 Heal permanently.

Level
Cost $40

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

RoundsWin rateDecided rounds
1-4Not enough ranked observations
5-818.0%950
9-1222.0%1,447
13+56.7%901

By rating band (MMR)

RatingWin rateDecided rounds
<500Not enough ranked observations
500-999Not enough ranked observations
1000-1499Not enough ranked observations
1500-1999Not enough ranked observations
2000-2499Not 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.

PairWin rateDecided rounds
AsterPlunderbirdMost common · Highest win rate31.0%1,995

Comps with Aster

  • Aster + Plunderbird · tier D · 51 runs · 17.0% 10-win finish · core unitAsterPlunderbirdSirenadeShelldraDribbletTorrantlerOpen 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

LevelCooldownHeal
Level 13s40
Level 23s40
Level 33s40
Level 43s160

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

LevelCooldownHeal
Level 13s40
Level 23s40
Level 33s40
Level 43s160

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.

Patch history

  1. 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.
  2. 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.