Ironcore
Level Lv 12sCooldown
- Damage
- 30
Charge adjacent Electric allies by 1 second(s). (Ironcore can't receive charge)
Level Lv 22sCooldown
- Damage
- 30
Charge adjacent Electric allies by 2 second(s). (Ironcore can't receive charge)
Level Lv 32sCooldown
- Damage
- 30
Charge adjacent Electric allies by 3 second(s). (Ironcore can't receive charge)
Level Lv 42sCooldown
- Damage
- 30
Charge adjacent Electric allies by 6 second(s). (Ironcore can't receive charge)
Level Lv 12sCooldown
- Damage
- 30
Charge adjacent Electric allies by 1.2 second(s). (Ironcore can't receive charge)
Level Lv 22sCooldown
- Damage
- 30
Charge adjacent Electric allies by 2.4 second(s). (Ironcore can't receive charge)
Pantra regionBalance 26
Ranked observations
Ranked30 days to 31 Oct 2026Balance 26Observed 31 Oct 2026 05:19 UTC
- Tier
- B
- Win rate on board
- 37.0%
- Decided rounds
- 5,389
- Board presence
- 4.7%
In the 30 days to 31 Oct 2026 (ranked, Balance 26), boards with Ironcore won 37.0% of 5,389 decided rounds.
Ironcore was on 4.7% of the observed boards in that window.
It appears most in rounds 13+ (2,320 decided rounds) and wins 51.4% there.
Its highest win rate by rating band is 68.7% at 1500-1999 MMR (115 decided rounds).
It ranks 5 of 14 40-gold Batomon with enough observations, by win rate.
Movement
- Balance 26 so far vs Balance 25 (5 Oct 2026 to 11 Oct 2026)Tier B (no change)▼ −10.0 pts47.1% → 37.0% · 5,368 → 5,389 decided rounds
- Last 7 days vs the 7 days beforeTier B (no change)▼ −2.0 pts38.1% → 36.2% · 2,367 → 3,022 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 | 24.4% | 769 |
| 9-12 | 26.6% | 2,289 |
| 13+ | 51.4% | 2,320 |
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 | 68.7% | 115 |
| 2000-2499 | 56.5% | 124 |
| 2500+ | 56.9% | 1,895 |
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 |
|---|---|---|
| 30.3% | 2,066 | |
| 31.9% | 1,995 |
Comps with Ironcore
No Comp in the 30-day Comps sample uses Ironcore.
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 | Damage |
|---|---|---|
| Level 1 | 2s | 30 |
| Level 2 | 2s | 30 |
| Level 3 | 2s | 30 |
| Level 4 | 2s | 30 |
On Cast
- Level 1: Charge adjacent Electric allies by 1 second(s). (Ironcore can't receive charge)
- Level 2: Charge adjacent Electric allies by 2 second(s). (Ironcore can't receive charge)
- Level 3: Charge adjacent Electric allies by 3 second(s). (Ironcore can't receive charge)
- Level 4: Charge adjacent Electric allies by 6 second(s). (Ironcore can't receive charge)
Shiny levels and ability
| Level | Cooldown | Damage |
|---|---|---|
| Level 1 | 2s | 30 |
| Level 2 | 2s | 30 |
| Level 3 | 2s | 30 |
| Level 4 | 2s | 30 |
On Cast
- Level 1: Charge adjacent Electric allies by 1.2 second(s). (Ironcore can't receive charge)
- Level 2: Charge adjacent Electric allies by 2.4 second(s). (Ironcore can't receive charge)
- Level 3: Charge adjacent Electric allies by 3.6 second(s). (Ironcore can't receive charge)
- Level 4: Charge adjacent Electric allies by 7.2 second(s). (Ironcore can't receive charge)
Traits: Charge
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 Ironcore and of other entries. They do not rate a choice.
Rules that the effect uses
- Charge (Mechanic)
- Electric type (Type)
Other entries that use Charge
- Clawnetic (Batomon)
- Cobrex (Batomon)
- Dracana (Batomon)
- Steamscuttle (Batomon)
Patch history
1.0.0 (Balance 22, 14 Sep 2026)
- Ability at Lv 1: Charge adjacent Electric allies by 1 second(s). (Ironcore cannot receive charge) → Charge adjacent Electric allies by 1 second(s). (Ironcore can't receive charge)
- Ability at Lv 2: Charge adjacent Electric allies by 2 second(s). (Ironcore cannot receive charge) → Charge adjacent Electric allies by 2 second(s). (Ironcore can't receive charge)
- Ability at Lv 3: Charge adjacent Electric allies by 3 second(s). (Ironcore cannot receive charge) → Charge adjacent Electric allies by 3 second(s). (Ironcore can't receive charge)
- Ability at Lv 4: Charge adjacent Electric allies by 6 second(s). (Ironcore cannot receive charge) → Charge adjacent Electric allies by 6 second(s). (Ironcore can't receive charge)
Compared field by field between the game catalogs of consecutive Steam builds. Read every patch or the game's patch notes.
