Your first run ends when you defeat 10 NPC trainers and collect 10 badges. Pick one of three offered Trainers, then build a squad of Batomon that merges upward and picks up trinkets along the way. Battles are fully automatic, so every choice that decides a fight is locked in before you press Battle.
More context
Use the four late-game roles (Starter, Repeater, Amplifier, Survivor) as the planning frame by Day 5, and treat the day-by-day loss cost as the main pacing signal.
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How Batomon Level Up
Merge identical copies to climb the level ladder
Level-ups are driven by merging identical copies, not by feeding XP items.
- 3 identical Level-1 copies merge into a Level-2 copy and the run awards one trinket to the squad.
- 2 identical Level-2 copies merge into a Level-3 copy and award a second trinket.
- Reaching Level-4 requires a special effect (typed Candy, an evolution item, or a transform item such as a Black Feather or Gray Ticket); it does not happen from copies alone.
Done when: Squad has the carry merged to Level-3 with one or two trinkets paid out from the merges.
Aim the run at Level-3
Most runs aim for Level-3, because the stat jump plus the trinket payout is the strongest spike per gold spent. To execute a 3-merge, hold two copies on the bench and commit the third only when a free slot and enough gold line up; if the third copy never shows up, sell the dead pair instead of letting it clutter the bench.
Done when: A Level-3 carry is online and the bench is not holding duplicate pairs past Day 4.
Use merge-shortcut items on the carry, not the bench
Items that shortcut the merge path (Basic Candy, Rare Candy, Ultra Candy, Grow Lamp, Upgrade Disc, Mega Upgrade Disc) exist, but their per-target effects are shown on the in-game Inspect panel rather than on any external sheet. Use them on the carry, rarely on the bench.
Done when: Candy-style items have been spent on the carry rather than spread across bench Batomon.
What To Do Each Day
Days 1-2: identify pairings and learn the Trainer
Days 1-2: identify useful pairings, learn what the chosen Trainer produces. A loss costs 1 life.
Done when: Two useful pairings are on the bench and the Trainer identity is locked in.
Days 3-4: close a merge or build the first carry interaction
Days 3-4: close a merge or build the first carry interaction. A loss costs 2 lives.
Done when: The first 3-merge is complete or a shield/buff trigger is in play.
Day 5 onward: strengthen the existing board
Day 5 onward: strengthen the existing board instead of chasing rare pulls. A loss costs 3 lives.
Done when: Shop purchases feed the existing carry rather than a new direction.
Take events before Days 3, 6, and 9 seriously
Events fire before Days 3, 6, and 9. The picks that advance the current board (a merge-completing unit, a relevant trinket, a board-wide buff) outvalue neutral or high-rarity standalone picks.
Done when: Event picks were merge-completing or board-relevant, not just rare.
Use Second Chance as a recovery valve
When a run is on the brink of wiping, the Second Chance event restores the squad to 1 life and offers a recovery choice. The offered rewards are squad-repair options such as finishing a pending merge or receiving a relevant trinket; they are not random high-rarity Batomon.
Done when: Second Chance triggered a squad-repair reward and the run recovered.
Shop Priority Order
Duplicates of units already on the team
Duplicates of units already on the team. They directly feed the 3-merge.
Done when: First shop purchases are bench duplicates of the trigger pairs.
Batomon that activate the Trainer or complete a trigger
Batomon that activate the chosen Trainer or complete an existing trigger (an Onsetra for an Onsetra core, a shield-bearer for a Rhizuka, and so on).
Done when: Shop pulls include a unit that completes a Trainer or trigger condition.
Items that benefit a Batomon already placed
Items that benefit a specific Batomon already placed (a Basic Candy on the carry, a Gold Nugget on the economy slot).
Done when: Items bought this turn target a placed Batomon, not a bench slot.
Standalone tempo units only when the run needs a body
Standalone tempo units only when the run needs a body to stay alive.
Done when: Tempo units were only bought when a survivability slot was open.
Reroll costs 3 gold; Lock preserves a needed unit
Reroll costs 3 gold and is used to refresh the shop row. Lock preserves a needed unit that cannot be afforded this turn across the next reroll.
Done when: Rerolls and Lock were used deliberately, not as free browsing.
Placement Matters Before Pressing Battle
Any ability whose text contains adjacent, above, or behind is a placement instruction, and the squad must be arranged so those positional bonuses actually fire. Backline-killers such as Pipskull need to be kept in the back row so they stay alive long enough to stack. From version 1.0 onward, right-clicking any Batomon opens Inspect, which shows stats, ability, evolution chain and triggers.
Four Roles To Plan By Day 5
Starter (1 slot)
Opens the fight with a buff, protect, or shield. Gaiadrasil, Dryadell, and shield-generating rocks like Bonshell fill this slot.
Repeater (1-2 slots)
Fast casts, multicast, or on-ally triggers that fire multiple times per turn. Pipskull and Drumire are the canonical Repeaters.
Amplifier (1-2 slots)
Boosts the Repeater's actions. Onsetra, Rhizuka, and Dracana when paired with a shield engine.
Survivor (1 slot)
A tank or shield-bearer that keeps the shared HP pool alive long enough for scaling. Fumungus, Cobrex, and Furnadon are common Survivor picks.