Clash Royale Wiki
Advertisement

Clash of Clans Logo Small


Wild Shard


“Spawns a handful of tiny flying creatures. Think of them as sweet, purple... balls of DESTRUCTION!”

The Bats is a Common card that is unlocked from the Builder's Workshop (Arena 5). It spawns five very fast, single-target, air-targeting, melee, air troops with very low hitpoints and very low damage. Their deployment is in a star formation. They are the same as those spawned by the Night Witch. A Bats card costs 2 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • The Bats are somewhat like faster, aerial Skeletons, except they cannot be used to pull troops that only target ground units.
    • Despite this, the Bats can still pull melee troops that can target air troops like the Mega Minion. This can stop such cards for a positive Elixir trade.
  • The lone 5 Bats will usually be picked off by a Tower Princess before they can get in range, but depending on what formation they're in after defending, they might get one shot in. This will often happen if the Bats arrange themselves in a flat pattern, where all 5 of the Bats come into range of the Tower Princess at about the same time. However, this extra chip damage is not guaranteed even when they do form up as stated.
    • The Dagger Duchess attacks fast enough that she will destroy the 5 Bats no matter their formation that they formed after defending. However, it will deplete 5 of her daggers, leaving her somewhat weak against a follow-up attack.
    • The Cannoneer attacks very slowly, making him weak against attacking Bats. As such, they should never be ignored when using the Cannoneer.
  • They can be a replacement for Minions. However, they have significantly lower hitpoints, slightly lower damage and thus can be OHKOed by more air-targeting troops like the Witch or the Tower Princess, or spells like Zap. They also pose much less of a threat when used for attacking. However they come in greater numbers, cost less Elixir, and are resistant to the Monk's ability.
  • The Bats' low hitpoints makes them weak to a large variety of spells.
    • The Zap is a neutral Elixir trade for the Bats though they may be used to bait the opponent into using their Zap for other swarms after that, essentially making for a card to be put in spell bait decks. This is especially useful in decks with the Skeleton King, as the relatively high amount of Bats will raise his ability bar further than other swarms.
    • The Giant Snowball does slightly less damage than Zap, but that is still enough to defeat them for a neutral Elixir trade, though it is better to use it when Bats are assisted by another card, in order to make better use of the Giant Snowball's knockback and slow effects.
    • Rage is a good spell to use alongside an attacking unit in order to destroy the Bats for a neutral Elixir trade.
    • Even though a Barbarian Barrel and its Barbarian cannot hit them at all, the Barbarian will be able to distract the Bats long enough for the Tower Princess to defeat them for a neutral Elixir trade. This is most recommended to be used when the Bats are assisted by a ground troop.
    • Other spells like Arrows and Tornado may be able to defeat the Bats in a single hit, however they are a negative Elixir trade. As such, these spells should only be used on the Bats if they are assisted by another card.
  • For a positive Elixir trade, any Spirit can hit the Bats and destroy them immediately. The Electro Spirit is especially effective against the Bats, as it can defeat them no matter the formation.
  • Bats can be used to counter ground-attacking troops like the Knight, Valkyrie, Mini P.E.K.K.A and Bowler. They can quickly defeat the troops with their high DPS if not countered by spells or splash units.
  • Bats can be used to fully counter many air-targeting troops such as Executioner, Musketeer, and Hunter, by placing them on top of the card when it comes within range of the defender's tower's firing range. In the case of area-damage troops, it is recommended to surround them to ensure that more Bats can survive to deal damage to them.
  • The Ice Golem is a reliable way to counter the Bats. For a neutral Elixir trade, the Ice Golem will be defeated to activate its death damage, wiping the Bats out.
  • They can be used to counter the Graveyard for a 3 Elixir profit. Be careful, however, because the Bats are vulnerable to spells such as Zap and Freeze.
  • Even though they will not prevent all damage, they are quite effective against large building-targeting tanks due to them having a high Elixir cost and their inability to attack the Bats.
    • The Bats are a good counter to a Giant, for a positive Elixir trade, only allowing a few hits from the Giant to hit the Tower Princess or possibly none if used with the Cannoneer. A Royal Giant can be countered in a similar way.
    • The Bats cannot counter the Golem completely because its death damage will defeat them, but they will deal significant damage to a Golem if not dealt with.
    • Unlike the Golem, the Lava Hound does not have death damage, which means that they can stop a lone Lava Hound and distract the Lava Pups afterwards. Note that the Lava Pups can OHKO the Bats so prepare with an additional cheap swarm to finish them off.
    • The Elixir Golem may be cheaper than the other tanks, reducing the profit that the Bats will gain, but he has less hitpoints and will split into multiple smaller troops, which the Bats can deal better with due to being able to split their damage on multiple Elixir Blobs.
  • The Very Fast movement speed of the Bats allows them to pair well with fast attackers like the Hog Rider and Royal Hogs. They can catch up quickly with the fast attacker, while also punishing attempts at using a Fisherman to activate the King Tower with them. In the case of the Royal Hogs, both of them can also be split, allowing the swarms to attack both lanes.
  • Bats have a wonderful indirect synergy with Balloon decks. Since Balloon necessitates your opponent's aerial counters, it can lead to more situations where the skies are free enough to use Bats without being immediately removed by an air-targeting troop.
    • Bats can help a Balloon bypass certain defensive building placements, such as a building placed one tile from the Crown Tower and four tiles from the bridge. First, place the Balloon on the outer edge of the Arena, as far forward as possible. Wait exactly one second, then deploy the Bats on the bridge, staggered one tile towards the Balloon. If done correctly, the Bats spawning will push the Balloon further away from the center of the Arena. Their Very Fast movement speed will also help the Balloon connect to its target earlier.
    • On the contrary, Bats are a very effective counter to Balloon, but if the defending player does not want any bomb chip damage, they can use a knockback or stun spell such as Giant Snowball or Zap, or cheap units such as Spear Goblins, Ice Spirit or Fire Spirit. However, beware of overcommitting.
  • After Bats finish defending, sending a Miner to the Crown Tower ahead of the leftover Bats can make for a great surprise attack, as Bats can deal a lot of damage to a Crown Tower if they aren't being targeted by it. Though easily countered, it turns what would normally just be a Miner chip into a potentially tower-taking attack. Make sure that the Miner is placed behind the Crown Tower, to prevent the opponent from hitting both the Miner and the Bats with a spell.
    • Another way to make a Miner + Bats push is to place the Miner on the inner tiles in order to distract both Crown Towers while the Bats are split in the middle of the Arena. This is a cheap and unexpected way to attack both Crown Towers. This should not be done if the opponent has a Tornado in their deck, as a Tornado will destroy the Bats and easily activate the King Tower with the Miner.
  • Skeletons + Bats can stop a lone Sparky. The Skeletons will surround and stall the Sparky while the Bats damage her down. The combo works well in general against most ground troops. However, the player should be certain that the opponent does not have a quick spell like Arrows to take care of the swarms.
    • They can also work separately. Both of them being cheap swarms allows one of the two to bait spells for the other to thrive.
  • Bats can be an excellent distraction for tanks. For example, if you are playing Golem or Giant and you know they have a building that would counter your tank such as Inferno Tower or Tesla, you can place your Bats in the same position as you would place an Electro Wizard to counter a high-placed Inferno Tower. The Bats are way faster than the tank, which will allow the Bats to stall time for your other cards to be placed and the tank to destroy the building. This works especially well against an Inferno Tower, and this will often catch them off guard. Be warned, though, as small spells such as Zap and Giant Snowball will counter the Bats, or they can simply place the building deeper.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
2 1.3 sec Very Fast (120) 1 sec Melee: Medium (1.2) Air & Ground x5 Air Troop Common
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
1 32 32 24
2 35 35 26
3 38 38 29
4 42 42 32
5 46 46 35
6 51 51 39
7 56 56 43
8 61 61 46
9 67 67 51
10 74 74 56
11 81 81 62
12 89 89 68
13 98 98 75
14 108 108 83
15 119 119 91

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 97,500 Damage to enemy Troops or buildings 200 Bats cards
25 XP
2 Deal a total of 290,000 Damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 485,000 Damage to enemy Troops or buildings 150 Gem
25 XP
Low Blow
Low Blow
1 Hit ground Troops a total of 1,400 times 3,000 Gold
100 XP
2 Hit ground Troops a total of 4,000 times 200 Common Wild Card
100 XP
3 Hit ground Troops a total of 7,000 times 5,000 Gold
100 XP

History[]

2017

  • The Bats were once available in the Bats Draft Challenge, which started on 23/6/2017. In this challenge, gameplay was similar to a regular Draft Challenge, except that one of the players was able to choose who would use the Bats. If the player achieved at least 8 wins, they obtained the Bats early.
  • From 30/6/2017 through 3/7/2017, the Shop had a special offer where Arena 8+ players could buy up to 6 Giant Chests at the normal price that guarantee at least 40% of the Chest's contents to be Bats.
  • The Bats card was generally released on 7/7/2017.
  • On 11/8/2017, a Balance Update, increased the unit count to 5 (from 4).
  • On 9/10/2017, the Epic Quests Update, changed the card description. Prior to this update, it read "Five tiny flying creatures with big ears. Having big ears doesn't mean they'll listen when asked to stop attacking you".

2018

  • On 12/1/2018, the Bats were added to the Touchdown Draft,
  • On 24/1/2018, a Balance Update, increased the Bats' attack time interval to 1.1 seconds (from 1 second) and increased their first attack time interval to 0.6 seconds (from 0.5 seconds).
  • On 25/4/2018, the Clan Wars Update, changed the description. It used to read "Spawns a handful of tiny flying creatures with big ears. Having big ears doesn't mean they're good listeners."
  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Bats from Frozen Peak to Spell Valley.

2019

2020

  • On 2/6/2020, a Balance Update, decreased the deploy stagger for each Bat to 0.1 seconds (from 0.15 seconds).
  • On 4/8/2020, a Balance Update, increased the Bats' attack time interval to 1.3 seconds (from 1.1 seconds) and increased their first attack time interval to 0.8 seconds (from 0.6 seconds).
  • On 9/12/2020, a Balance Update, decreased the Bats' first attack time interval to 0.6 seconds (from 0.8 seconds).

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Bats from Spell Valley to Builder's Workshop.

2023

Gallery[]

Trivia[]

Advertisement