Current game rules
Mechanics
Find exact combat timing, status, board, targeting, and unit-change rules for the imported Balance 22 build.
Combat stats & statuses
Read how direct stats and stacking battle statuses change shared HP.
Damage breaks Shield first, then lowers the enemy team's shared HP.
Open rule →HealHeal restores shared team HP after same-tick offensive effects resolve.
Open rule →ShieldShield is a temporary layer that absorbs incoming damage before shared team HP.
Open rule →BurnBurn deals stacking damage twice per second, then loses one stack.
Open rule →PoisonPoison deals steady stacking damage once per second without natural decay.
Open rule →ShockDirect Damage triggers a separate Shock hit equal to the target's Shock stacks; Shock stays until removed.
Open rule →Cooldown SpeedCooldown Speed divides a Batomon's base cooldown, while added cooldown is applied afterward.
Open rule →MulticastMulticast is the total number of consecutive casts in one activation.
Open rule →Timing & activation
Know when abilities resolve and which effects can activate them again.
On Cast resolves whenever that Batomon performs a cast.
Open rule →On Battle StartOn Battle Start abilities resolve before normal timed casts begin.
Open rule →OngoingOngoing abilities apply without waiting for a cast and recalculate as active effects change.
Open rule →On VictoryOn Victory resolves only after the player's team wins the battle.
Open rule →TriggeringTrigger effects start the named Batomon's full cast sequence using the effect's exact target.
Open rule →ChargeCharge advances a Batomon toward its next cast by the stated number of seconds.
Open rule →Ability DisableAbility Disable turns off the targeted ability without stopping the Batomon's ordinary stat cast.
Open rule →Battle rules
Follow shared HP, targeting, resolution order, and the 30-second timer.
Each side fights with one shared HP total rather than separate HP for every Batomon.
Open rule →ProtectProtect prevents a Knockout and spends one stack when it triggers.
Open rule →KnockoutKnockout effects defeat the exact Batomon named by the effect, unless Protect prevents it.
Open rule →Same-tick ResolutionCasts on the same tick resolve in the fixed order Shield, Damage, status effects, then Heal.
Open rule →Sudden DeathSudden Death begins at 30 battle seconds, then a sandstorm damages both teams every 0.5 seconds.
Open rule →Adjacency & TargetingThe six-slot 3×2 board uses orthogonal adjacency; diagonals are not adjacent.
Open rule →Permanent vs Battle-onlyPermanent effects carry into later battles; effects marked for this battle expire afterward.
Open rule →Debuff RemovalDebuff-removal effects remove the exact flat stacks or percentage printed by the current effect.
Open rule →Stat CapsDamage, Heal, Shield, Burn, Poison, Shock, and their multipliers cap at 999,999,999.
Open rule →Unit changes
Understand merges, shiny variants, evolution, transformation, and types.
Standard merges use three Level 1 copies for Level 2, then two Level 2 copies for Level 3.
Open rule →ShinyShiny Batomon use their own current stats and ability values rather than one universal multiplier.
Open rule →EvolutionEvolution changes a Batomon when that species' exact current trigger is satisfied.
Open rule →TransformationTransformation changes species while keeping the Batomon's persistent state.
Open rule →TypesTypes determine which type-targeted effects include a Batomon and can power unique-type bonuses.
Open rule →Shop & economy
See how the shop stocks monsters, what shop rank changes, and which effects reroll or skew it.
