Progression in Batomon Showdown runs on two intertwined loops: the merging of Batomon copies (which hands the squad trinkets and stat boosts) and the in-run gold spent on shop rerolls, daily purchases and coupon-style items. The full trinket pool has 93 entries grouped by function rather than by rarity, and the in-run shop pulls from a 40-item pool whose effects mostly bend rerolls, gold income or cooldown. The 1.2.0 (Smuggler) update adds the Smuggler trainer, reworks the Pantra burn line, reverts Cinnabark and Drumire, nerfs the Jinto carry ladder, adjusts Chemist / Redhead / Gamer, removes Zenith Stone double-dip, lowers Crimson Ticket cost, and widens the Dragon Egg pool to Ouroblaze / Tsunamere / Stellagon.

How Trinkets Are Acquired

  1. Trinkets drop from merging events

    Trinkets drop from merging events:

    • 3 Level-1 Batomon of the same species merge into a Level-2 copy.
    • 2 Level-2 copies merge into a Level-3 copy.
    • Level-4 requires a special effect.

    Done when: The first merge paid out a trinket to the squad, not just a stat boost.

  2. Each merge grants a stat boost and one trinket

    Each successful merge grants a stat boost to the resulting Batomon and, separately, hands one trinket to the entire squad. Rarity of the offered trinket follows the rarity tier of the merging event, with legendary trinkets only entering the cart at the higher levels. Trinkets fire on fixed timings: On Cast, On Battle Start, On Bought, Ongoing, and On Victory, so the moment to read each trinket is its trigger line, not its name.

    Done when: The squad has read the trigger line of each owned trinket, not just its name.

Trinket Groups By Function

Group

Crowns

Alpha Crown, Haste Crown, Master Crown, Power Crown, Winged Crown: broad stat auras that scale with squad size. The default "stack if offered" picks when nothing more specific is needed.

Group

Bells

Blitz Bell, Echo Bell, Fire Bell, Mighty Bell, Poison Bell, Power Bell, Quick Bell: trigger-on-cast effects, strongest in fast-cast or spell-heavy teams.

Group

Charms and Flags

Echo Charm, Mysterious Charm, Repeater Charm, Tempo Charm, Dryad's Charm, Momentum Flag, Quick Flag, Rally Flag: small stacking effects tied to type or tempo, good as filler when the team already has a defined direction.

Group

Orbs and Incenses

Fire Orb, Haste Orb, Poison Orb, Blue/Gold/Mystic/Purple Incense: type-locked damage or haste riders. Pick the one that matches the squad's dominant type.

Group

Weapons and Tools

Barbell, Boxing Glove, Fancy Sword, Giant Club, Hero's Sword, Metal Bat, Razor Beak, Rocket Boots, Scrap Sword, Small Club, Warhorn, Wood Sword: direct stat sticks for one monster, used to patch a weak slot.

Group

Resource trinkets

Arcade Coins, Fake Diamond, Fool's Gold, Gold Nugget, Junk, Locked Box, Mysterious Chest, Mysterious Gem, Mysterious Mask, Piggy Bank, Rainbow Pearl: open into gold, items or other trinkets. The gold-producing subset (Arcade Coins, Gold Nugget, Piggy Bank, Fool's Gold, Locked Box, Mysterious Chest, Rainbow Pearl) is the engine of the economy loop.

Group

Utility tools

Bargain Bin, Excalibur, Holy Grail, Kaleidoscope, Link Cable, Mega/Mini/Ultra Duplicator, Metronome, Terrarium, Training Weights, Treasure Map, Upgrade Disc, Mega Upgrade Disc, Zenith Stone: reroll discounts, duplicates, free merges or forced level-ups. High priority when the squad is mid-build.

In-Run Items By Function

Shop

Reroll and shop manipulation

Bargain Bin (trinket), Coupon, Voucher, Market License, VIP Pass, Membership Card. Stack these to make the in-run shop act as a second progression track, since every saved gold is a slot that can be redirected to merges.

Economy

Gold income

Gold Nugget, Gold Bar, Gold Bracelet, Gold Trophy, Gold Incense, Gold-o-matic, Gold Powder, Lucky Coin, Red Coin, Fake Coin. These are the shop-side counterpart to the resource trinkets above.

Casting

Cooldown and casting

Battery Pack, Coffee, Hot Pepper, Focus Pill, Metronome, Training Weights. Used to enable cast-frequency trinkets (Bells, Charms, Flags).

Trinkets

Trinket creation

Lootbox, Mysterious Chest, Locked Box, Magic Lasso, Tote Bag. Convert gold into more trinket rolls when the squad is trinket-starved.

Level

Leveling shortcuts

Basic Candy, Rare Candy, Ultra Candy, Grow Lamp, Upgrade Disc, Mega Upgrade Disc, Zenith Stone. Skip a merge step for a single Batomon. Worth it on the carry, rarely on the bench.

Evolution

Type and evolution tools

Black Feather, Black Sludge, Blue Ticket, Crimson Gift, Crimson Ticket, Gray Chip, Gray Ticket, Green Stone, Green Ticket, Purple Gift, Purple Ticket, Golden Gift, Golden Ticket, Shiny Berry, Shiny Pebble, Dowsing Rod, Nana Berry, Pom Berry. Used to pivot a Batomon into a Shiny, an evolution or a transformation, and to enable special-effect Level-4 merges.

Shop

Recruitment and shop day usage

Apex Bait, Basic Bait, Recruiting Flyer, Cake, Feast. The bait and flyer expand tomorrow's shop options, which is where the daily currency is actually spent.

The Economy Loop

Each run starts with a Trainer pick plus 2-4 Batomon that act together. Day-to-day gold flows into the shop:

  • Rerolling the shop costs 3 gold per roll.
  • Buying a Batomon or an item costs their listed price.
  • Coupon trinkets (Bargain Bin, VIP Pass, Membership Card, Market License) cut into those costs and should be evaluated against reroll value rather than raw price.

Gold-producing trinkets (the resource set above plus the Gold-named items) compound over a run and decide whether the squad can afford a third merge or has to settle for a second reroll.

Trainers That Bend The Economy

Economy tier

Burglar

Takes two trinkets from every trinket-gift event instead of one.

Best for: Roughly doubles trinket income and shifts the build toward trinket-heavy compositions.

Economy tier

Scavenger

On every trinket-gift event, hands an extra copy of every non-unique Common or Uncommon trinket the squad already owns.

Best for: Converts low-rarity trinkets into a stacking engine.

Patch 1.2.0 (Smuggler, 2026-09-30)

The Smuggler update sits on top of the post-1.1.0 cooldown-trinket ladder and the Alpha Crown Mythical-tier note. The changes players care about for progression:

1.2.0 Trainer Changes

New

Smuggler (new)

Once per run, the Smuggler trainer pulls one Batomon from a foreign region. Cordycant and Sproach are the published foreign options; the pull becomes a sixth slot rather than a build-around.

Buff

Chemist +1 to +3 Poison

Chemist's Poison-trigger bonus moves from +1 to +3 per proc. The trainer now meaningfully scales with Miasmaw-style poison-spread engines.

Rework

Redhead Burn-per-win to Fire +2 to +3

Redhead's Burn-per-win scaling is removed and replaced with a flat +2 to +3 Fire bonus. Pairs cleanly with the 1.2.0 Pantra burn line (Cinderfly, Thorntail, Noxnimbus).

Rework

Gamer Mythical reveal

Gamer now reveals Mythical Batomon on the first shop refresh. Trades the Gamer run-time gamble for an information advantage at run start.

1.2.0 Jinto Carry Nerf Ladder

CarryPre-1.2.0Post-1.2.0

Petrirex

Top DPS carry

Nerfed into S-tier

Nekoffin

Top DPS carry

Nerfed into S-tier

Cairnage

Top DPS carry

Nerfed into S-tier

Opalion

Top DPS carry

Nerfed into S-tier

Ninflora

S-tier

Nerfed into A-tier

Cawnushi

S-tier

Nerfed into A-tier

Shrinell

S-tier

Nerfed into A-tier

Shikitsune

A-tier

Nerfed into B-tier

Emburn

A-tier

Nerfed into B-tier

Bonshell

A-tier

Nerfed into B-tier

Steamscuttle

A-tier

Nerfed into B-tier

Vengrieve

B-tier

Nerfed into C-tier

1.2.0 Pantra Burn Line Buffs

Buff

Cinderfly cost 30 to 25, Burn 6 to 7

Cost cut lets the third copy land by Day 3 in most openings; Burn 6 to 7 closes the burn engine's single-tick deficit against shield-heavy teams.

Buff

Thorntail damage-per-Poison 6/12/18 to 8/16/24

Each Poison stack adds 2 more damage per tick at 1/2/3 stacks. Stack Thorntail behind Miasmaw or Noxnimbus for the burn engine to spike.

Buff

Noxnimbus Poison-to-adjacent 2/4/6 to 3/6/9

Adjacent Poison rider jumps from 2/4/6 to 3/6/9. The change is what turns Noxnimbus into a Pantra S-tier support rather than a B-tier filler.

1.2.0 Reverts

Revert

Cinnabark CD 5 to 4

Cinnabark fires one tick earlier than the 1.1.0 value. Lets the Cinnabark core fire on the same turn as the cast window opens.

Revert

Drumire cost 50 to 45

Drumire's shop cost drops from 50 to 45 gold. The third Drumire copy now lands by Day 4 in most openings.

1.2.0 Trinket And Event Changes

Nerf

Zenith Stone no longer double-dips

Zenith Stone used to grant a level-up and a duplicate on the same trigger. The 1.2.0 nerf removes the double-dip; the trinket now grants only one of the two effects per trigger.

Buff

Crimson Ticket cost 50 to 30

Crimson Ticket cost drops from 50 to 30 gold. The cheaper pivot item fits cleanly into the Pantra burn line as a level-up shortcut.

Pool change

Dragon Egg pool widens

The Dragon Egg event now hatches Ouroblaze, Tsunamere, or Stellagon. The widened pool shifts the event from a Rare-pivot to a Mythical-pivot.