Finally today Supercell has released the Bats after a very long time of waiting. Let’s take a quick look at this new stunning Cards and see how it affects the meta!
Best Tips for Bats
- Bats are unlockable from Arena 8.
- This card spawns 4 single-target, melee Bats.
- This card costs only 2 Elixir to deploy.
Cost | Hit Speed | Speed | Deploy Time | Range | Count |
2 | 1s | Very Fast | 1s | Melee | x4 |
Level | HP | Damage | DPS |
1 | 32 | 32 | 32 |
2 | 35 | 35 | 35 |
3 | 38 | 38 | 38 |
4 | 42 | 42 | 42 |
5 | 46 | 46 | 46 |
6 | 51 | 51 | 51 |
7 | 56 | 56 | 56 |
8 | 61 | 61 | 61 |
9 | 67 | 67 | 67 |
10 | 74 | 74 | 74 |
11 | 81 | 81 | 81 |
12 | 89 | 89 | 89 |
13 | 98 | 98 | 98 |
Due to the low Elixir cost, it’s impossible to take out Bats by using spells. It’s also pretty hard to take out Bats for an equal trade because Zap’s radius is pretty small to kill all 4 Bats properly. Thus, Bats should affect Graveyard decks a lot since the Graveyard user needs to use the Poison all of the time.
Challenging Spells and Strategic Dynamics
One of the most notable features of Bats is their resistance to traditional spell counters. Due to their low elixir cost, it’s nearly impossible to take out Bats efficiently using spells alone. The small radius of spells like Zap makes it challenging to eliminate all four Bats with a single cast, often resulting in an unequal elixir trade. This unique characteristic has significant implications for gameplay, particularly in interactions with Graveyard decks. The constant need to deploy Poison to counter Bats adds an extra layer of complexity and resource management for Graveyard users, influencing their card cycle and strategic decision-making.
Empowering Cycle Decks
Bats seamlessly integrate into cycle decks, enhancing their effectiveness against heavy air beatdown strategies. Previously, cycle decks struggled to contend with these formidable opponents, but with the addition of Bats to their arsenal, they now possess a potent tool for air defense. Alongside other versatile cards like Skeletons and Ice Spirit, Bats contribute to the adaptability and resilience of cycle decks, allowing players to maintain pressure and control the pace of the game more effectively.
Supporting Tanks and Air Assaults
Bats excel as support units for tanks, providing invaluable distraction and damage-dealing capabilities. Their ability to swarm and overwhelm defensive structures like the Inferno Tower enables tanks to advance towards enemy towers more freely, amplifying their offensive potential. Furthermore, as an air card, Bats synergize seamlessly with decks featuring aerial assault strategies, such as Lavaloon decks, where they bolster the offensive capabilities of flying units and disrupt enemy defenses.
Reliable Damage Output and Strategic Flexibility
At tournament standard, Bats offer impressive damage per second (DPS), outperforming Minions in terms of raw damage output. With their cost-effective nature at only 2 elixir, Bats represent a reliable source of damage that can be seamlessly integrated into a wide range of deck archetypes. Their versatility allows players to experiment with different strategies and deck compositions, offering flexibility in adapting to various opponents and playstyles.
Because it’s a cheap card, Bats can be effectively used in Cycle Decks. We now have 3 very versatile cards in Clash Royale: Skeletons, Ice Spirit and Bats. Before, it’s pretty hard for cycle decks to deal with heavy air beatdown decks but now with the help of Bats, this could be changed.
Bats are excellent support for tanks! They can easily distract and destroy the Inferno Tower, helping the tank walk to the Tower freely. As an air card, it fits in Lavaloon decks very well.
At tournament standard, Bats offer 67×4=268 DPS, which is better than Minions. For only 2 Elixir, Bats are such a reliable source of damage. You can literally replace Minions with Bats in most decks.
Thus, Bats can easily kill these troops before they reach the Tower:
Note that vs Night Witch, place Bats right in front of your Tower so they will kill the Night Witch’s Bats first.
And these can only land 1 hit off the Tower
Vs fast moving troops like Hog Rider and Lumberjack, place Bats 3-4 tiles from the river!
Special Matchups
Executioner
Recommended Decks
These are some interesting and powerful decks utilizing Bats. Give them a try!
Have any tips for the Bats want to share? Don’t hesitate to comment!