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Batomon Showdown is an asynchronous auto battler: you build a team in an untimed shop, then watch it fight another player’s saved team automatically. Your key decisions happen before battle—what to draft, merge, equip, and where to position it. The official game name is Batomon Showdown; the supplied topic spells it “Batamon.”
How a run works
The game alternates between team-building and battle. In the shop, you choose a trainer and develop a team using Batomon, rerolls, merges, items, trinkets, and events. When you press Battle, the fight plays itself. The official Batomon Showdown site highlights drafting, freezing, rerolling, and merging; its Steam listing describes asynchronous multiplayer and untimed shop decisions.
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Community guides describe a normal run as a contest to reach 10 wins before losing all your lives. They report that you begin with 10 lives, can field up to six Batomon sharing one battle HP pool, and get one Second Chance that returns you to one life and presents a reward event. These are guide-published rules, not specifications confirmed in the official pages cited above.
| Run point | Reported loss cost |
|---|---|
| Days 1–2 | 1 life per loss, according to the community how-to guide and fan beginner’s guide. |
| Days 3–4 | 2 lives per loss, according to the community how-to guide and fan beginner’s guide. |
| Day 5 onward | 3 lives per loss, according to the community how-to guide and fan beginner’s guide. |
Because the reported loss cost rises from day 5, avoid spending the early run endlessly searching for one ideal unit. Use the shop time to build a functioning team plan before that breakpoint.
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Are battles against live players?
Not in the sense of two players making decisions at once. “Asynchronous” means the other player need not be online and ready when you are: you prepare your board, choose Battle, and the game resolves it against a saved board. The official Steam description promotes play without timers; a community how-to guide says same-day saved boards are used, with prebuilt bot boards and broader fallbacks when suitable human boards are unavailable. Those matchmaking details are community-reported.
What to do in the shop
The shop is your main strategic phase. Official materials identify drafting, freezing offers, rerolling, merging, trainers, and events as central systems. A fan guide reports a standard shop has five slots, normal rerolls cost three gold, and a locked shop carries offers forward. It also says shop rank changes rarity odds rather than guaranteeing a specific creature; treat these figures and rules as guide-documented details.
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- Draft for a plan: Look at what a Batamon contributes to the team, not just its individual strength.
- Reroll selectively: Each reroll spends resources that could otherwise advance your board. The reported normal cost is three gold, but exact current rules may change.
- Freeze with intent: Lock an offer when you have a reason to preserve it for a later shop rather than buying it now.
- Review before Battle: The shop has no timer according to the official store listing, so read ability text and inspect positions before committing.
How merging works
Community guides document a standard recipe: three matching level-1 copies merge into level 2; two matching level-2 copies merge into level 3. They say a merge also offers a trinket choice, while level 4 requires special effects rather than ordinary merging. Since these details come from independent guides, check the current in-game text if a patch has changed the system.
Do not merge automatically whenever copies appear. Consider when the resulting ability activates, what role the unit fills, and whether the rest of your team supports it. The fan guide also notes that some Batomon evolve into a different species at level 3, which can change the unit you are planning around.
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What determines an automatic fight?
Official descriptions establish that battles play themselves and that team combinations and synergies matter. Community guides add that abilities can trigger at different moments—such as battle start, cooldown cast, ongoing effects, knockout, or victory—and may target adjacent slots, directions, or rows. Position can therefore change how an ability affects the board.
Before starting a fight, check two things on each key ability: when it triggers and what it targets. A powerful unit may contribute little if its trigger does not align with your plan, or if its target is not in the right position. Community guides also report sudden death after 30 seconds, but this timing is not established by the official material cited here and may change.
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Trainers, items, trinkets, and events
The official site and store describe trainers, trinkets, items, and encounters as part of team building; the site also depicts trainer selection and branching events. Community documentation says trainers can affect the team, economy, shop, or rewards; purchased items resolve immediately; trinkets generally remain in a bag, though some are consumed; and routine events occur before selected days. The exact effects and timing should be read in the game rather than assumed from a general rule.
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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteStart by reading your trainer’s ability, then make choices that complement its effect and your developing team. Check the timing and target text on units and items before spending. No universally best trainer or composition is established here, and recommendations can become outdated as the game changes.
A practical first-run checklist
- Use the untimed shop to read ability text and review your positions before each battle.
- Develop a workable team before the reported day-5 increase in loss cost.
- Build around compatible ability triggers and targets rather than collecting only individually strong units.
- Plan the full merge path, including whether a level-3 evolution changes the unit.
- Factor trainer, trinket, item, and event choices into the same team plan.
These principles are not guaranteed winning strategies; they are a way to make deliberate use of the choices the game gives you between automatic fights.
Quick Recap
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