
The Bats card in Clash Royale is a versatile and cost-effective troop that plays a key role in many strategies. In this Clash Royale Bats Guide, we’ll explore how these small, fast, flying creatures, unlocked in Builder’s Workshop (Arena 5), cost only 2 Elixir, making them a valuable option for both offense and defense. While they are a common card, their ability to deal significant damage quickly can be a game-changer when used properly.
The Bats spawn as a group of four single-target, melee, flying creatures, and despite their low health, they can overwhelm enemy troops or target buildings when placed strategically. Initially, the card was planned to feature five bats, but it was adjusted to four to balance its power, as the Night Witch was considered too strong with five bats. The Bats card remains a highly effective tool for players who can use its speed and low cost to gain an advantage, making it a staple in many successful decks.
Card Attributes
Default Slowing Effect Rage Effect Cost Hit Speed First Hit Speed Speed Deploy Time Range Target Count Transport Type Rarity 2 1.3 sec 0.6 sec Very Fast (120) 1 sec Melee: Medium (1.2) Air & Ground x5 Air Troop Common Level Hitpoints Damage Damage per secondCard Mastery
Type Level/Tier Objective RewardDamage Dealer 1 Deal a total of 97,500 Damage to enemy
Troops or buildings 200 Bats cards
25 2 Deal a total of 290,000 Damage to enemy
Troops or buildings 2000
25 3 Deal a total of 485,000 Damage to enemy
Troops or buildings 150
25
Low Blow 1 Hit ground Troops a total of 1,400 times 3000
100 2 Hit ground Troops a total of 4,000 times 200
100 3 Hit ground Troops a total of 7,000 times 5,000
100
Deck Archetypes
Bats are a low-cost, versatile card in Clash Royale that can be effectively used in a variety of control and cycle decks. One strong deck that features Bats revolves around the Miner as a win condition.
Miner
Bats
Poison
Magic Archer
Valkyrie
Inferno Tower
The Log
Ice Spirit
This deck includes Miner, Bats, Poison, Magic Archer, Valkyrie, Inferno Tower, The Log, and Ice Spirit. The general strategy is to play defensively, using Bats for cheap air defense and support, while Inferno Tower handles heavy tanks. Once you’ve defended, you can build a counter-push with Valkyrie or Knight in front and support with Bats and a Miner placed on the opponent’s backline troops or tower. Poison pairs excellently with Miner to eliminate swarm units and chip away at defending troops. Ice Spirit or Skeletons help you cycle quickly and add value on defense.
This deck is ideal for players who like to control the pace of the game, punish overcommits, and chip down towers gradually using Miner and Poison combinations. Bats shine in this setup, offering high value for only 2 elixir when used correctly.
How to Use Bats Effectively
Bats are an incredibly versatile card in Clash Royale and can be used both offensively and defensively to support your strategies.
Offensive Support: Bats excel at supporting tank units like Giants, Hog Riders, and Balloons, where they can target air defenses and clear a path for the tanks to deal damage. They are also effective at distracting defensive units, such as the Musketeer or Inferno Tower, which allows your high-damage troops to reach the enemy tower. A great synergy comes from combining Bats with a Miner, creating a cheap and effective 5-elixir push that can deal consistent chip damage. Additionally, Bats work well with fast attackers like the Hog Rider and Royal Hogs, as they can keep up with their pace and add additional pressure.
Defensive Use: On defense, Bats are a low-cost option that can counter both ground and air units. Their high damage output allows them to deal effectively with ground troops such as Mini P.E.K.K.A., Knight, Valkyrie, and Bowler, as well as air units like the Mega Minion. When defending against single-targeting air units, Bats can kite and damage them.
Placing Bats in the center of the lane allows them to engage enemy troops faster, making them more effective. When facing Night Witch, placing Bats directly in front of the tower allows them to eliminate her bats quickly. For fast-moving units like the Hog Rider or Lumberjack, position Bats around 3-4 tiles from the river for better engagement. Additionally, Bats can pull melee troops, such as the Mega Minion, that target air units.
Cycle Decks: Thanks to their low elixir cost, Bats are ideal for cycle decks, allowing you to apply constant pressure on your opponent. When combined with other low-cost cards like Skeletons and Ice Spirit, Bats help maintain a quick cycle, forcing your opponent to react to your relentless attacks.
Bait: Bats can also be used as bait to draw out spells like Zap and Arrows, which is useful in decks that feature cards vulnerable to spells, such as Sparky or Inferno Dragon. By forcing your opponent to use their spells on Bats, you can then deploy your high-value troops without fear of them being removed too easily.
By using Bats strategically in these different scenarios, you can gain a significant advantage in battles and turn the tide in your favor. Whether it’s applying pressure, defending against powerful troops, or baiting spells, Bats offer flexibility that can be pivotal in securing a win.
Synergies
The Bats card in Clash Royale works well with a variety of other cards, enhancing their effectiveness both offensively and defensively. These synergies can create powerful combinations that give you an edge in battle.
One of the classic pairings is with the Miner. The Miner acts as a mini-tank, drawing fire from the towers while the Bats deal significant damage. This combination works well for a rush attack or counter-push, with the Miner distracting the towers while the Bats split and target key units or structures.
Skeletons and Bats make an excellent cheap swarm combination, with Skeletons offering ground support and Bats handling air threats. This duo can also be used strategically to bait out enemy spells, such as Zap or Arrows, especially when used to counter a Sparky. The Skeletons can stall and surround the Sparky, while Bats chip away at its health.
The Ice Spirit is another great pairing with Bats. The Ice Spirit can freeze and slow down enemy units, allowing Bats to deal even more damage. Both cards are cheap, fast-cycling, and useful in various scenarios, such as dealing with support troops or speeding up your attack.
Giant and Bats work together by distracting defensive buildings like the Inferno Tower, allowing the Giant to reach the tower. The fast speed of the Bats helps stall for time, ensuring the Giant can continue its push without being stopped by defensive structures.
Similarly, Hog Rider and Bats make a strong combo. The Bats can distract defensive units, letting the Hog Rider reach the tower. The fast-moving Bats can also keep pace with the Hog Rider, adding extra pressure on the opponent’s defenses.
Balloon pairs well with Bats, as they can take out air defenses, clearing the path for the Balloon to deal damage to the tower. This synergy is particularly effective against opponents who rely on cards like the Inferno Tower to counter the Balloon.
Night Witch and Bats create a devastating swarm combination. The Bats from the Night Witch and regular Bats can overwhelm an opponent, forcing them to use their spells, only for you to push again with another swarm. This combination also offers excellent spell bait potential, as the Night Witch’s Bats can pressure the opponent to waste their spells.
Graveyard and Bats work well together, as the Bats can provide a fast counter-push while the Graveyard overwhelms the opponent with spawning skeletons. Additionally, Bats can act as spell bait, drawing out spells and making it easier for the Graveyard to do damage.
Archers and Bats can be used to apply consistent pressure, with the Archers targeting air and ground units and the Bats focusing on air threats. This pairing also serves as excellent spell bait.
Finally, Tesla pairs effectively with Bats, as the Tesla’s high DPS clears out support troops and tanks, while the Bats continue to chip away at the enemy tower.
By understanding and utilizing these synergies, you can make the most of the Bats card and strengthen your deck’s overall strategy.
Counters
While Bats are a versatile and powerful card, they have several weaknesses that can be exploited by opponents. Knowing how to counter Bats is crucial for effective defense and offense.
Spells are one of the most effective ways to counter Bats. A well-timed Zap can eliminate all the Bats due to their low hit points, though this is only effective if the Bats haven’t healed. Similarly, Arrows can take out Bats in a single hit, though it’s a relatively costly spell, especially if the Bats aren’t supported by other units. Giant Snowball can also eliminate both regular and Evolved Bats, as long as they haven’t healed, and can even knock them back.
Fireball can be used to eliminate Bats, but it’s a more expensive spell compared to Zap or Arrows. Tornado can pull Bats into the King Tower, activating it and preventing them from dealing damage. Poison is particularly effective against Bats in Graveyard decks, and Log can help clear out supporting ground units, leaving the Bats vulnerable to the tower.
Troops that counter Bats include cards like the Electro Wizard, whose spawn damage can quickly eliminate Bats, including Evolved Bats before they heal.
Firecracker
Dart Goblin
Firecracker and Dart Goblin both have long range and splash damage, making them great at keeping Bats from healing.
The Executioner is another powerful counter with his area damage, quickly wiping out Bats.
Wizard, Baby Dragon, and Witch all deal splash damage and can eliminate Bats with ease.
Ice Golem can also neutralize Bats with its death damage, resulting in a neutral elixir trade.
Spirits, like the Electro Spirit, can immediately take out Bats due to their fast attack speed.
Musketeer and Hunter can handle Bats, though the Bats need to be placed directly on top of them for an effective counter.
Inferno Tower
Inferno Dragon
Inferno Tower and Inferno Dragon can target and destroy Bats with their high single-target damage. Minions can be used to take out Bats, just as they would for any other air-targeting troops.
Buildings can also serve as effective counters. The Princess Tower can take out Bats, although they may get in a hit before being destroyed. Cannoneer attacks slowly but can still eliminate Bats over time.
Other counters include Rage, which can speed up attacking units to destroy Bats, and Barbarian Barrel, which will distract the Bats and allow the tower to take care of them. Fast-attacking units can also easily eliminate Bats due to their low health.
By being aware of these counters, players can devise strategies to neutralize the effectiveness of Bats, making them less of a threat in various scenarios. If left alone, Bats can be ignored because the Princess Tower can usually handle them on its own. However, pairing Bats with other units is key to maximizing their potential and minimizing the effectiveness of these counters.
Conclusion
Bats are a versatile and strategic card in Clash Royale, offering multiple roles that can be adapted to a variety of decks and situations. With their low elixir cost, fast movement speed, and ability to target both ground and air units, Bats are a powerful tool on the battlefield. Whether used offensively to support pushes, defensively to counter enemy units, or as a cycle card to rotate through your deck quickly, Bats can turn the tide of a match when used effectively.
Bats offer exceptional versatility, functioning in a range of roles from support for tank units to a bait card that draws out spells. They are useful in both offense and defense, allowing players to react quickly to enemy moves or pressure the opponent. Their 2-elixir cost makes them a cheap and efficient option for cycling and applying pressure, especially in cycle decks that require quick rotations. As the fastest troop in the game, Bats are ideal for swift support during pushes or for quickly responding to enemy attacks, making them particularly effective when paired with cards like the Balloon.
Placement is critical to Bats’ success. Proper placement ensures they survive long enough to deal damage and avoid being wiped out by spells or area-damage troops. For example, placing Bats directly on top of a target can prevent them from being eliminated by a Zap or similar spell. The evolved version of Bats offers improved survivability and the ability to heal with each attack, giving them the potential to withstand more damage and take down enemy troops more effectively. However, they must hit something to heal, so be cautious of spells that can wipe them out before they reach their full potential.
Bats also benefit from strategic synergies with cards like Miner, Skeletons, Ice Spirit, Freeze, and Rage, which enhance their effectiveness in both offense and defense. In particular, they are great for baiting out spells, making it easier to use cards like Graveyard or Inferno Dragon. Additionally, they can counter single-target air troops such as the Executioner or Musketeer, and serve as a distraction for tank units, though they are vulnerable to splash damage.
Due to their low cost and flexibility, Bats are compatible with a wide variety of decks. They work well in tank-based decks, supporting units like Giants and Golems by distracting defensive units and clearing the path for the tanks to reach the tower. They also fit into bait-style decks and cycle decks, where they can be cycled in and out quickly for consistent offense and defense. Adapting your strategy based on the opponent’s deck and playstyle is key, as Bats can be most effective when you understand their strengths and how to counter potential threats.
In conclusion, Bats are an often underestimated yet powerful card in Clash Royale. With their combination of speed, low cost, and offensive and defensive capabilities, they offer great strategic depth. Mastering their placement, understanding their synergies with other cards, and adjusting your strategy based on the opponent’s moves will help you leverage the full potential of Bats, giving you a significant advantage in any battle. Whether you’re pushing aggressively, defending effectively, or cycling through your deck, Bats should be a key consideration in your arsenal.
Frequently Asked Questions (F.A.Q)
What are Bats good for?
Bats are excellent for air defense, cheap cycling, and counter-pushing. They can quickly take down single-target attackers like Mini P.E.K.K.A, Musketeer, or even big threats like Balloon when supported.
Can Bats be used on offense?
Yes, especially in Miner Control or Bridge Spam decks. While they can be fragile, their fast movement and damage output can surprise opponents when left unanswered.
Are Bats viable at high-level play?
Absolutely. Bats are commonly used in pro decks, especially in fast-cycle control decks and Graveyard variants. Their low cost makes them ideal for elixir-efficient defense and quick responses.
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Nel B
Nel has been passionate about playing games since childhood. His love for gaming started with the PlayStation. Over the years, he has enjoyed a variety of games, but some of Nel's all-time favorites include Dota, Monster Hunter, and MMORPGs. Gaming has not only shaped his skills but also helped him build lasting connections with friends. 0 0 votes Rating Login Please login to comment 0 Comments Inline Feedbacks View all comments