Monster pool & shop
A normal shop has five slots, uses rank-based rarity odds, and rolls from your run's species roster.
Balance 26Game 1.4.0




Four Batomon + one flexible slotThe last slot offers an eligible Item when allowed. Otherwise it offers a Batomon.
Shop Rank changes the rarity weights.
How it works
Slots & Item uses
- A normal shop has five slots. Four offer Batomon. The fifth offers an eligible Item when the Item budget allows it, or a Batomon otherwise. Berroon's banked Berries and the Witch's daily Potion can keep that slot active after the usual budget is spent.
- Potions are a separate pool of 15 Items. Only the Witch brings them: her first shop each day has a Potion in the Item slot. A normal Item roll never offers a Potion. While a Potion Pack shop is active, you cannot lock the shop.
- The shop greys out an Item that would do nothing, and you cannot buy it. Voucher and Coupon need a Batomon offer on the shelf, and Battery Pack needs an Electric Batomon on your team or bench. The Item slot does not roll an Item that needs a Batomon offer when the shelf has none.
- The daily Item budget starts at 1. Berries refund their use. Tote Bag adds 2 uses today, and Membership Card adds 1 each day. Berroon banks Berry offers rather than extra daily uses.
Rerolls & locks
- A normal reroll replaces all five slots. It costs $3 unless a free reroll is available, in which case one free reroll is spent first.
- Free rerolls can carry into later shops. Fake Coin grants 1, and Youngster grants 3 each day. Membership Card adds an Item use, not a free reroll.
- Locking is free and carries the current contents into the next day. The lock then clears, and any empty bought slots are refilled.
- A normal reroll clears both the visible lock and the next-day carry flag. Lock the new contents again to retain them.
Shop Rank
- The run begins at Shop Rank 1 and gains 1 rank at the start of every day. Basic Bait lowers rank by 1 but not below 1; Apex Bait, Market License, Lady, and some events add rank.
- Base rank odds never include Mythical. The highest base rarity is Common at Rank 1, Uncommon at Ranks 2–3, Rare at 4–5, Super Rare at 6–8, and Legendary at Rank 9 or higher.
- The percentages shown in the shop use the final normalized weights after effects such as VIP Pass or Research Notes change them.
Species & shiny offers
- Offers are generated independently for each run. Buying a Batomon does not remove a finite copy from the pool, so the same species can appear repeatedly or in multiple slots.
- Normal offers use the run's species roster. It starts from the selected region's set unless the run specifies a roster. Effects can add species to that roster, and buying a regional Batomon adds its species when the roster does not have it. Availability tags alone do not define the pool.
- Normal rolls exclude species owned at Level 3 or above on the team or bench, plus their listed base species. Swoonet is exempt. An empty rarity pool falls back to lower rarities.
- The normal shiny chance is 1 in 200 per rolled Batomon. Shiny-chance bonuses multiply that base chance; Lucky Girl changes it to 10%.
- Rainbow Pearl turns current and future shop Batomon shiny when that species has a shiny form.
Purchases, merges & sell value
- Buying uses the offer's current price, places the Batomon in a requested empty slot or the first team slot, then the first bench slot, and applies purchase effects before checking merges.
- The team holds 6 Batomon and the bench holds 4. If all 10 slots are full and the purchase cannot merge immediately, it enters overflow; reroll, lock, and battle stay disabled until overflow is cleared.
- Ordinary merges use three Level 1 copies for Level 2, then two Level 2 copies for Level 3. Swoonet needs two copies per level and merges further. Grow Lamp reduces the Level 1 requirement for Grass Batomon. Shared groups include Riglet/Rigalord, Pipskull/Ratacomb, Emberpaw/Oniclaw, Kindlepot/Furnadon, and Sproutquill/Fernfowl/Quillustrous.
- A merge keeps the strongest permanent bonus for each stat rather than adding matching bonuses, combines added types and stored discounts, and becomes shiny if any ingredient is shiny.
- Ordinary merges stop at Level 3. Upgrade Disc levels a bought Batomon below Level 3 once. Mega Upgrade Disc adds a level when a Batomon reaches Level 3. Swoonet merges beyond Level 4. Kappow gains levels after victories and can also exceed Level 4.
- Sell value is ceil((base cost × level factor + stored purchase discounts) ÷ 2), plus bonus Sell Value, with a zero floor. Ordinary factors are 1 at Level 1, 3 at Level 2, and 6 at Level 3 or above. Swoonet uses 1, 2, and 4 instead.
Special shop effects
- A rarity Ticket replaces all five slots with Batomon rolls of its chosen rarity, spends no normal or free reroll, and still uses normal set, maxed-species, fallback, shiny, and spawn effects.
- Ticket rolls clear the shop lock and its next-day carry flag. They also activate effects such as Cosmivore from discarded Batomon. Echo Bell repeats a zero-cost Ticket effect without another Item use.
- Research Notes adds 20 Legendary weight. VIP Pass sets Common and Uncommon weight to zero and forces Rare weight when no higher base weight remains.
- Mystic Incense queues a Mythical from the run's roster and is consumed when that Batomon enters the shop. It can fill an empty slot in a retained shop. Base rank odds never roll Mythical.
- Each Faebloom gives the Item slot a 10% chance to become Mythical. Shopkeeper raises rolled Item tier by 1, capped at Mythical, and discounts Items by 15%; both effects stack with additional copies.
- Coupon discounts each current Batomon offer by $3. Effects such as Bug Net, Chef, Rainbow Pearl, and the shop Bells modify eligible offers. Persistent offer bonuses remain after purchase. Bug Catcher takes $10 off the first Bug purchase each day, but not more than its cost.
- Voucher recruits a current offer for free and counts as a purchase. Lootbox and Recruiting Flyer use non-purchase grants. Lootbox grants a Legendary, and Recruiting Flyer grants a Level 3 Uncommon.
- When a shop is rerolled, Cosmivore permanently gains a percentage of the discarded Batomon's combined Damage, Heal, Shield, Burn, Poison, and Shock; bought or empty slots contribute nothing.
Base rarity odds by shop rank
- Rank 1: Common 100%
- Rank 2: Common 90% · Uncommon 10%
- Rank 3: Common 75% · Uncommon 25%
- Rank 4: Common 67% · Uncommon 30% · Rare 3%
- Rank 5: Common 55% · Uncommon 30% · Rare 15%
- Rank 6: Common 45% · Uncommon 32% · Rare 20% · Super Rare 3%
- Rank 7: Common 30% · Uncommon 40% · Rare 25% · Super Rare 5%
- Rank 8: Common 25% · Uncommon 30% · Rare 35% · Super Rare 10%
- Rank 9: Common 20% · Uncommon 25% · Rare 38% · Super Rare 15% · Legendary 2%
- Rank 10: Common 15% · Uncommon 20% · Rare 40% · Super Rare 20% · Legendary 5%
- Rank 11: Common 10% · Uncommon 20% · Rare 35% · Super Rare 25% · Legendary 10%
- Rank 12: Common 5% · Uncommon 15% · Rare 30% · Super Rare 35% · Legendary 15%
- Rank 13: Common 1% · Uncommon 10% · Rare 30% · Super Rare 39% · Legendary 20%
- Rank 14+: Common 1% · Uncommon 2% · Rare 20% · Super Rare 47% · Legendary 30%
Common questions
How many slots are in the shop?
There are five. Four offer Batomon. The last offers an eligible Item when the budget allows it, or another Batomon otherwise. Berroon's banked Berries and the Witch's daily Potion can still appear after the normal daily uses are spent.
Is the monster pool shared or depleted when someone buys a Batomon?
No. Each run uses its own species roster, and purchases do not deplete a finite supply. Normal rolls exclude Level 3-or-higher species on the team or bench and their listed base forms, except Swoonet.
How do shop odds progress?
Shop Rank starts at 1, rises by 1 each day, and uses the full Rank 1 through Rank 14+ table above. Effects can then modify and renormalize those base weights.
Can Mythical Batomon appear in a normal Shop Rank roll?
No. Base rank odds stop at Legendary. Mythical shop offers come from special effects such as Crimson Ticket or Mystic Incense; other effects, such as Gamer, grant a Mythical directly instead of offering it for purchase.
What does locking the shop do?
It retains the contents for the next day for free and refills empty slots. A normal reroll clears the lock and the next-day carry flag. Lock the new contents again if you want to retain them.
How much does a reroll cost?
A normal reroll costs $3. If you have free rerolls, it costs $0 and consumes one free reroll; unused free rerolls remain available later.
Which Batomon can appear in the default shop?
The run's species roster controls normal offers. The selected region provides the usual starting roster. Some effects add species, and buying a regional Batomon adds its species when the roster does not have it. A run can also specify its roster directly. Availability tags alone do not control normal offers. The current catalog contains 148 species. Pantra has 81 species and Jinto has 85, with some shared species.
When do copies merge?
Ordinary merges use three Level 1 copies for Level 2, then two Level 2 copies for Level 3. Grow Lamp reduces the Level 1 requirement for Grass Batomon. Swoonet merges from two copies at every level. Kappow can gain levels beyond 4 after victories.
How is sell value calculated?
Multiply base cost by 1 at Level 1, 3 at Level 2, or 6 at Level 3 and above. Add stored purchase discounts, divide by 2, round up, and add bonus Sell Value. The result cannot be negative. Swoonet uses factors 1, 2, and 4 instead.
What is the normal shiny chance in the shop?
Each normal Batomon roll has a 1-in-200 shiny chance. Lucky Girl raises that to 10%, and Rainbow Pearl makes shop Batomon shiny whenever that species has a shiny form.
Sources for the current rules
Review date: . Game 1.4.0, Steam build 26078162, Balance 26.
The review uses the current client scripts and the matching catalog. Named effects also use their species, item, trainer, or trinket resources.
game/shop/shop_manager.gdgame/run/run_manager.gdgame/run/run_data.gdsystems/database/game_database.gd
