Choose a trainer, fill a useful early board in the shop and fight asynchronous opponents. Your target is 10 wins before the run ends; spend your untimed shopping phase checking abilities and planning your next merge.

See it in the game
Watch the creator play through this part of the game.
Watch this section in real gameplayOpen the original creator’s video player only when you want it.
Original video: Watch on YouTube ↗ · Footage remains with its creator.
Read the screen before your first purchase
There are two main phases: the shop is your planning space, while combat resolves automatically against an asynchronous opponent. On the shop screen, separate your team from the bench; inspect your trainer ability, current run lives, day, badges, gold and available offers. Use the right-click inspect sheet added in 1.0 to read monster abilities, full statistics and evolution chain before committing to an unfamiliar Jinto pick.
Your day-one decision order
- Look at the trainer first. A trainer that changes trinket selection asks for a different plan from one that rewards merging or a type-specific purchase.
- Find a board that can actually fight. In Haelian’s release-day match, the opening discussion emphasizes buying useful monsters instead of spending early gold fishing for a perfect reroll. That is a filmed decision, not a rigid rule for every shop.
- Check your near-term pairs. If buying a copy moves an active monster toward a merge, compare the immediate battle gain with the gold you would spend chasing another archetype.
- Read the effect trigger. Start-of-Battle, cast, victory and knockout are not interchangeable. A knockout reward is no use in a battle where your monster never dies.
- Place units deliberately. Some effects mention adjacent allies, a row or a slot. Read targeting text before hitting Battle.
How run lives work in the filmed tutorial
In indieTOOB’s September 1.0 tutorial, the presenter explains that early losses cost fewer lives than later ones and that the first depletion offers a revive. This is creator-explained mechanics rather than a developer-posted 1.0 numerical table; the in-game life display should take priority if a patch changes values. The same tutorial shows the 10-badge goal and the distinction between run lives and in-battle team HP.
The 1.0 tools worth using immediately
| Screen | Check it when… |
|---|---|
| Inspect sheet | You do not recognize a new Batomon, its ability trigger or evolution. |
| Batopedia filters | You want to narrow choices by monster type or rarity. |
| Run History | You lost and want to inspect which opponent and ability mattered. |
| Battle recap | You need to know whether a cooldown engine actually cast enough times. |
Three mistakes that look like bad luck
First, buying a support piece without anything for it to support. Second, selling the trinket producer before its payoff is ready. Third, following an old demo build while shopping in Jinto. These are decision checks drawn from published footage, not claims of a hidden failure mechanic. See the build finder once you have identified your board’s engine.



