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.

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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.

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.

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.

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.

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.

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.

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.