Current game rules
Mechanics
Find exact combat timing, status, board, targeting, and unit-change rules for the current demo.
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 fast stacking damage, then decays one stack at a time.
Open rule →PoisonPoison deals steady stacking damage once per second without natural decay.
Open rule →ShockShock adds its stacks when the target takes direct Damage and stays until removed.
Open rule →Cooldown SpeedCooldown Speed increases cast frequency instead of subtracting a fixed duration.
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 continuously update their modifier without waiting for a cooldown.
Open rule →On VictoryOn Victory resolves only after the player's team wins the battle.
Open rule →TriggeringTrigger effects activate the named Batomon abilities according to the effect's exact targets.
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 automatically stopping ordinary casts.
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 DeathAt 30 battle seconds, a sandstorm starts damaging 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 CapsEach Batomon stat is capped at 999,999,999 in the current build.
Open rule →Unit changes
Understand merges, shiny variants, evolution, transformation, and types.
A third matching Batomon can trigger a level-up merge.
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 replaces a Batomon according to the exact effect and duration that caused it.
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.
