Ironcore

RareSteel
Ironcore spriteLevel Lv 1

2sCooldown

On Cast

Charge adjacent Electric allies by 1 second(s). (Ironcore can't receive charge)

Ironcore spriteLevel Lv 2

2sCooldown

On Cast

Charge adjacent Electric allies by 2 second(s). (Ironcore can't receive charge)

Ironcore spriteLevel Lv 3

2sCooldown

On Cast

Charge adjacent Electric allies by 3 second(s). (Ironcore can't receive charge)

Ironcore spriteLevel Lv 4

2sCooldown

On Cast

Charge adjacent Electric allies by 6 second(s). (Ironcore can't receive charge)

Ironcore shiny spriteLevel Lv 1

2sCooldown

On Cast

Charge adjacent Electric allies by 1.2 second(s). (Ironcore can't receive charge)

Ironcore shiny spriteLevel Lv 2

2sCooldown

On Cast

Charge adjacent Electric allies by 2.4 second(s). (Ironcore can't receive charge)

Ironcore shiny spriteLevel Lv 3

2sCooldown

On Cast

Charge adjacent Electric allies by 3.6 second(s). (Ironcore can't receive charge)

Ironcore shiny spriteLevel Lv 4

2sCooldown

On Cast

Charge adjacent Electric allies by 7.2 second(s). (Ironcore can't receive charge)

Level
Cost $40

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

RoundsWin rateDecided rounds
1-4Not enough ranked observations
5-824.4%769
9-1226.6%2,289
13+51.4%2,320

By rating band (MMR)

RatingWin rateDecided rounds
<500Not enough ranked observations
500-999Not enough ranked observations
1000-1499Not enough ranked observations
1500-199968.7%115
2000-249956.5%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.

PairWin rateDecided rounds
IroncoreHumboltMost common · Highest win rate30.3%2,066
IroncoreVelocectMost common · Highest win rate31.9%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

LevelCooldownDamage
Level 12s30
Level 22s30
Level 32s30
Level 42s30

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

LevelCooldownDamage
Level 12s30
Level 22s30
Level 32s30
Level 42s30

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.

Patch history

  1. 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.