The choice you make at run start sticks for the whole run, so read all three Trainer cards before committing. The Trainer's passive ability applies to the whole team, and the practical question is whether the passive can fire in the early turns of the run. The post-1.2.0 roster adds the Smuggler trainer (one foreign-region pull per run) and the six new Jinto trainers (Twins, Gentleman, Painter, Burglar, Scavenger, Black Belt) introduced when Jinto unlocked at 5 Pantra wins.

Top Pick-Rate Trainers In Season 1

Top pick

Burglar (6.7% pick rate)

When a trinket gift appears, takes two trinkets instead of one. Doubles trinket income and shifts the build toward trinket-heavy compositions. Pairs with any squad that already has a strong core and wants trinkets to plug a weak point.

Top pick

Painter (6.4% pick rate)

Paints a random species with various types for the run. Used to build unusual type synergies, especially around Batomon whose abilities scale with the number of types they have.

Top pick

Twins (6.1% pick rate)

When any monster reaches Level 3, the player gains an exact copy of it. Very strong, but only if the core monster can actually hit Level 3 on a normal run.

Top pick

Scavenger (4.7% pick rate)

When a trinket gift appears, gives an extra copy of every non-unique Common or Uncommon trinket the squad already owns. Converts low-rarity trinkets into a stacking engine for filler compositions.

Situational Picks

Situational

Gentleman

From Day 4 onward, Common and Uncommon monsters are removed from the shop.

Best for: Niche choice that needs the rest of the offered hand to lean Rare or Legendary from the start.

Situational

Black Belt

Causes a single Fighting-type monster to trigger On Victory.

Best for: Niche choice that requires the offered Fighting monster to actually land on Victory.

How To Choose Between Them

Pick the Trainer whose trigger can fire in the early turns of this run, not the one with the best passive text.

  • Pick Burglar or Scavenger when a trinket-heavy build is already forming from the offered hand.
  • Pick Painter when the team wants type-count scaling and the early shop offers a Batomon whose ability reads on type count.
  • Pick Twins only when a reliable Level-3 core is in hand from the very first shop.
  • Pick Gentleman or Black Belt when the rest of the offered hand clearly fits their narrow condition.

The Full 24-Trainer Roster

The 24 Trainers listed in the published Batomon Showdown Trainer guide are: ??? (Mysterious Trainer), Black Belt, Bug Catcher, Burglar, Chef, Chemist, Egg Breeder, Gamer, Gentleman, Lucky Girl, Mad Scientist, Masked Man, Monster Ranger, Musician, Painter, Redhead, Rich Lady, Scavenger, Shopkeeper, Smuggler, Swim Coach, Treasure Hunter, Twins, Youngster. The detailed ability text for the less-picked Trainers is not collected in any single published sheet; check Inspect on each card at run start.

Six New Jinto Trainers (Unlocked At 5 Pantra Wins)

Jinto

Twins

When any monster reaches Level 3, the player gains an exact copy of it. Best in build-defining runs where one core reliably hits Level 3.

Jinto

Gentleman

From Day 4 onward, Common and Uncommon monsters are removed from the shop. Niche pick that needs the rest of the offered hand to lean Rare or Legendary from the start.

Jinto

Painter

Paints a random species with various types for the run. Used to build unusual type synergies, especially around Batomon whose abilities scale with the number of types they have.

Jinto top pick

Burglar (6.7% Season 1 pick rate)

When a trinket gift appears, takes two trinkets instead of one. Doubles trinket income and shifts the build toward trinket-heavy compositions. The Jinto Burglar retains the same passive and the 6.7% popularity rank carries over from the Season 1 dataset.

Jinto

Scavenger

When a trinket gift appears, gives an extra copy of every non-unique Common or Uncommon trinket the squad already owns. Converts low-rarity trinkets into a stacking engine.

Jinto

Black Belt

Causes a single Fighting-type monster to trigger On Victory. Niche pick that requires the offered Fighting monster to actually land on Victory.

1.2.0 Trainer Balance Adjustments

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.