New player guide
How to play Batomon Showdown
Batomon Showdown is an auto-battler: you build a team of six, and the battles resolve on their own. This page covers a full run from your first shop to the end of the game.
What a run is
A run is a series of automatic battles against other players' saved teams. It ends at 10 wins or 5 losses.
- You field up to six Batomon. The whole team shares one HP pool rather than each Batomon having its own, so a battle is decided when one side's shared HP runs out.
- Battles resolve on their own once they start. There is no per-turn input and no decision timer during combat — your decisions all happen beforehand, in the shop and on the board.
- Opponents are other players' teams, but you are not waiting on a live opponent. You face saved boards, so a run moves at whatever pace you set.
- Reaching 10 wins finishes the run. Taking a 5th loss ends it early. Both count as a completed run for the statistics on this site.
- This guide describes the current public demo build, so it matches what you get when you install the game today.
Exact rules:Team hpKnockoutSudden death
The shop, money and rerolls
Between battles you spend money in a shop that offers Batomon by rarity, and you can reroll what it shows.
- The shop has a rank, and that rank sets how likely each rarity is to appear rather than fixing which Batomon are offered. Effects during a run can raise or lower it.
- Rerolling replaces the current offer for a price. Some effects grant free rerolls, and some items reroll a shop filled with a single rarity.
- Buying a third copy of the same Batomon can merge them into a higher level, which is the main way a team gets stronger over a run.
Exact rules:Monster poolLevels and mergingShiny
How combat actually resolves
Each Batomon acts on its own cooldown, and abilities fire by trigger rather than in a fixed turn order.
- Abilities are driven by triggers — on cast, on battle start, on victory, or continuously — so what your team does is decided by which triggers you assembled.
- Cooldown Speed changes how often a Batomon acts, which makes it one of the highest-leverage stats in the game.
- If a battle runs long, a sandstorm starts damaging both teams so that no battle stalls forever.
- Where a Batomon sits on the board matters, because targeting and adjacency decide who is hit.
Exact rules:Cooldown speedTriggeringAdjacency and targetingSudden deathSame tick resolution
Trainers, trinkets and items
A trainer sets a run-wide effect, trinkets add persistent bonuses, and items are one-off effects you use during a run.
- You pick a trainer at the start of a run. The choice shapes the whole run rather than a single battle.
- Trinkets are kept for the rest of the run and stack with the rest of your board.
- Events during a run offer choices — extra money, a free Batomon, a shop effect — and some of them are the difference between a stalled run and a finished one.
Exact rules:Permanent vs battle onlyOngoingTriggering
Advice for your first few runs
You do not need to know the whole roster. A few habits carry most of the early learning.
- Prefer levelling a few Batomon over collecting many. A merged higher-level Batomon usually beats two unmerged ones.
- Read what your Batomon actually trigger on. Two Batomon that each look strong can do nothing for one another, while a weaker pair that shares a trigger can carry a run.
- Losses are information, not failure. A run ends at 5 losses, so an early loss is worth spending money to fix rather than saving through.
- You are matched against saved teams, so there is no penalty for thinking. Take the time to read the board before you buy.
Exact rules:Levels and mergingTriggeringTypes
Extended Mode (also called endless)
Extended Mode is a setting in the demo today that lets a run continue past its normal ending.
- It appears as Extended Mode in the game's own settings, which is the name you will see while playing.
- The game's code and content call the same idea endless — the run flag is is_endless_mode and the demo ships an Endless Boss Prep event — so both names refer to one feature.
- Extended runs show up in observed play: they are a real part of how people use the demo, not an unused option.
- How Extended Mode interacts with ranked play is not something this site can state from available evidence, so we do not claim it.
Exact rules:Sudden death
This guide describes how a run works. For the exact numbers behind any rule — how Burn decays, what Cooldown Speed does to an ability, the order effects resolve in — see Mechanics, where every statement carries its source. For what is currently winning, see Comps.
