New player guide
How to play Batomon Showdown
Batomon Showdown is an asynchronous auto-battler: build a team of up to six, then fight a saved board from the same day. A normal run ends at 10 wins or when your lives finally run out.
Build in the shop. Battle automatically. Reach 10 wins before your lives run out.
What a run is
A run alternates between an untimed shop and automatic battles. A normal run ends at 10 wins or when your life pool is exhausted after its one Second Chance.
- You field up to six Batomon. They share one battle HP pool, so individual Batomon can be knocked out while the side keeps fighting until that shared HP reaches zero.
- Runs start with 10 lives. A loss costs 1 life on days 1–2, 2 lives on days 3–4, and 3 lives from day 5 onward.
- The first time your lives fall to zero, Second Chance puts you back on 1 life and opens a reward event. The next depletion ends the run, so there is no fixed five-loss limit.
- Take as long as you need in the shop. Once you choose Battle, buying and positioning stop and the prepared boards resolve without tactical turn-by-turn input.


Exact rules:Team hpKnockoutSudden death
Who you fight
You fight saved, day-matched boards rather than a live opponent. Prebuilt bot boards fill gaps when the player pool is thin.
- Every opponent is tied to the same numbered day as your battle. Human entries are saved team snapshots; bot fallbacks are generated day-specific teams, not players making decisions against you in real time.
- A normal search prefers Balance 12 and initially excludes your own board, boards flagged out of matchmaking, Extended boards, and human players already faced in that run. If no current-balance board works, it can widen to an older compatible balance snapshot.
- Casual first prefers a not-yet-faced casual human at or below your casual MMR, then any fresh casual human, then a fresh ranked human. Before your first 10-win run, there is also a 30% chance to try a bot first while the current run has 7 wins or fewer.
- Ranked searches a ±1000 MMR band on day 1. From day 2 onward it tries ±200, then ±500, then ±1000 before accepting any otherwise eligible ranked human.
- Bronze through Platinum initially keep Master boards out of their ranked pool, then drop that split when the pool is too small. Diamond and Master do not use the split at all.
- If no fresh human remains, both modes can relax the rematch guard, cross from ranked to casual or the other way around, then try bots from either pool. The final fallback can use any eligible same-day snapshot, including one of your own.
- A board using the ??? trainer never enters matchmaking. Outside Extended Mode, a run that has held a Mythical is withheld unless it is Ranked and you are Master; a current team containing Dirgefin, Reapra, or Celestia is withheld unless you are Master.
- When a candidate contains a Mythical you have not encountered, the game can try up to two alternatives. If all three attempts still produce one, the final candidate can be used.
- Outside Extended Mode, saved boards can be softened for Casual and lower ranked tiers: permanent buffs may shrink, levels or trinkets may be removed, and Basilord may be omitted. The adjustment fades through Platinum and is off in Diamond and Master.

What happens while the game searches
The search is online, but it is still asynchronous matchmaking: you wait for a saved board to load, not for another player to ready up.
- Choosing Battle locks the shop while it searches. A failed network fetch is retried twice, an empty search waits 2 seconds before trying again, and you can cancel before an opponent is accepted.
- Non-Extended Ranked Master runs prepare and cache opponents for days 1–18 in the background. When you choose Battle, the game waits up to 30 seconds for that day's cached board, then falls back to a normal search while the remaining days keep loading.
The shop, money and merging
Each day starts with a five-slot shop: normally four Batomon and one eligible Item while an Item use remains; otherwise the fifth slot offers another Batomon.
- Shop rank rises with the day and sets rarity odds rather than guaranteeing a specific offer. Trainers, trinkets, items, and events can change the rank or those odds.
- A normal reroll costs 3 gold. If a free reroll is available, one is spent instead for 0 gold. Rerolling clears the visible lock before replacing all five offers; if the shop was already locked for tomorrow, the new offers still carry over.
- Three matching level-1 copies make level 2; two matching level-2 copies make level 3. A merge also opens a trinket gift, while special effects—not normal merging—can reach level 4.

Exact rules:Monster poolLevels and mergingShiny
How combat resolves
Battles combine start-of-battle effects, cooldown casts, ongoing effects, and other triggers without a fixed turn order.
- Batomon with cooldown abilities fill their own timers. Cooldown Speed changes how quickly those timers reach the next cast.
- Start-of-battle, on-cast, ongoing, knockout, and victory effects can all join the same fight, so the triggers on your board matter as much as raw stats.
- At 30 seconds, sudden death begins damaging both sides every half-second and grows stronger until the battle ends.
- Board position matters because abilities can target the same slot, a direction, or adjacent Batomon.

Exact rules:Cooldown speedTriggeringAdjacency and targetingSudden deathSame tick resolution
Trainers, trinkets, items and events
Choose a trainer before the first shop, collect trinkets through the run, and buy items that resolve as soon as you purchase them.
- Your chosen trainer is equipped for the run and can change your board, economy, shop, or rewards.
- Trinkets usually stay in your bag and duplicate copies can stack, but some are spent after their effect fires and move to the used pile.
- Items are immediate purchases rather than equipment. Their effects can permanently buff Batomon, alter or reroll the shop, grant units or trinkets, or change other run state.
- Normal event choices are scheduled before days 3, 6, and 9, and Second Chance adds its own event when your lives first run out.

Exact rules:Permanent vs battle onlyOngoingTriggering
Advice for your first few runs
You do not need to memorize the whole roster. Watch your life total, read your triggers, and use the untimed shop before committing to Battle.
- Treat day 5 as a breakpoint: every loss from then on costs 3 lives, even if the number of losses on your record still looks small.
- Plan around complete merge recipes: three level-1 copies for level 2, then two level-2 copies for level 3.
- Read when each effect fires. Two individually strong Batomon can miss one another's triggers, while a board built around the same timing can compound its effects.
- There is no live opponent waiting for you and no shop countdown, so reposition and reread your board before you press Battle.
Exact rules:Levels and mergingTriggeringTypes
Extended Mode (also called endless)
Extended Mode continues a completed 10-win run, but it is not infinite: the continuation ends after day 40 or when your lives run out.
- The setting appears after your first 10-win run. Enable it in Settings, then choose Extended on a later 10-win summary to continue that same team; it does not start every run in Extended automatically.
- The menu calls it Extended Mode, while some game data and player discussion call it endless mode. Both names refer to the same continuation.
- Normal runs do not draw Extended boards. An Extended run may draw either kind, contributes boards without the normal Mythical and hard-counter exclusions, and does not soften the opponent before battle.
- If the original run was ranked, its 10-win result is scored before you continue. Extended days do not add another rank or MMR change, completed game, or run win.

Exact rules:Sudden death
For detailed combat and shop rules, see Mechanics. For what is winning right now, see Comps.
