Joltail
+1 Shock permanently.
+2 Shock permanently.
+3 Shock permanently.
+4 Shock permanently.
Pantra regionBalance 26
Ranked observations
Ranked30 days to 31 Oct 2026Balance 26Observed 31 Oct 2026 05:19 UTC
- Tier
- B
- Win rate on board
- 34.8%
- Decided rounds
- 2,860
- Board presence
- 2.5%
In the 30 days to 31 Oct 2026 (ranked, Balance 26), boards with Joltail won 34.8% of 2,860 decided rounds.
Joltail was on 2.5% of the observed boards in that window.
It appears most in rounds 9-12 (855 decided rounds) and wins 25.7% there.
It ranks 12 of 13 15-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)▼ −11.3 pts46.1% → 34.8% · 3,234 → 2,860 decided rounds
- Last 7 days vs the 7 days beforeTier B (no change)▼ −3.3 pts36.6% → 33.2% · 1,323 → 1,537 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 | 46.3% | 652 |
| 5-8 | 25.2% | 723 |
| 9-12 | 25.7% | 855 |
| 13+ | 46.2% | 630 |
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+ | 49.8% | 1,330 |
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 |
|---|---|---|
| 37.1% | 1,853 |
Comps with Joltail
No Comp in the 30-day Comps sample uses Joltail.
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 | Shock | Multicast |
|---|---|---|---|---|
| Level 1 | 4.5s | 1 | 4 | Not stated |
| Level 2 | 4.5s | 2 | 8 | Not stated |
| Level 3 | 4.5s | 3 | 12 | Not stated |
| Level 4 | 4.5s | 3 | 12 | 2 |
Shiny levels and ability
| Level | Cooldown | Damage | Shock | Multicast |
|---|---|---|---|---|
| Level 1 | 4.5s | 1 | 4 | Not stated |
| Level 2 | 4.5s | 2 | 8 | Not stated |
| Level 3 | 4.5s | 3 | 12 | Not stated |
| Level 4 | 4.5s | 3 | 12 | 2 |
On Battle Start
- Level 1: +1 Shock permanently.
- Level 2: +2 Shock permanently.
- Level 3: +3 Shock permanently.
- Level 4: +4 Shock 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 Joltail and of other entries. They do not rate a choice.
Rules that the effect uses
- Shock (Mechanic)
Other entries that use Shock
- Battery Pack (Item)
- Clawnetic (Batomon)
- Galvanine (Batomon)
- Musician (Trainer)
- Pylong (Batomon)
Patch history
Joltail has the same printed values in every game catalog since Steam demo, build 24914580 (Balance 14, 24 Aug 2026).
Compared field by field between the game catalogs of consecutive Steam builds. Read every patch or the game's patch notes.


