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For similar Bats spawned by the Night Witch in the Builder Base, see Night Witch/Bat.
Bat info
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"Bats are frightfully fast and deadly in swarms, but are easily wiped out by splash damage."



  • Bats are summoned by Bat Spells. Unlike their Builder Base counterpart, they target defenses.
  • These are just like Skeletons, however they fly. This allows them to evade ground defenses.
  • Like Skeletons, Bats do not trigger traps or Clan Castle troops.
  • Bats prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Bats do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
    Once all defenses are destroyed, Bats become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed.
  • Bats do 15% of their regular damage to resource buildings. In particular, this affects their interaction with the Town Hall's Giga Tesla and Giga Inferno, as they are considered both a defense and a resource building.
  • Bats are considered to take 1 housing space for determining its interactions with the Tornado Trap and Clone Spell.



  • Bats don't deal much damage, but they have power in numbers. When using Bat Spells to attack, it is often recommended to use several Bat Spells at once, so that the resulting mass of Bats are easily able to quickly plow their way through defenses.
  • They can be used to cover your troops by distracting and clearing defenses in an area, but due to their low hitpoints they often need cover themselves. Freeze Spells must be used to stop splash or multi-targeting defenses or the Bats will be killed quickly.
  • Consider taking out threats to Bats with your other troops before attacking with Bat Spells. Ideally you will want to destroy any Wizard Towers in the planned area of attack (or distract/freeze that tower when the Bats reach it), as well as any multi-target Inferno Towers or Scattershots.
  • They are also good as a distraction, but skeleton spell is better for this purpose, as the skeleton spell spawns skeletons with shields, which helps them to take more damage, and spawns more skeletons, thus distracting defenses for longer.



Preferred Target Attack Type Targets Movement Speed Attack Speed Range
Defenses Single Target Ground & Air 56 2s 0.8 tiles
Damage per Second Damage Damage per Attack Damage Hitpoints Hitpoints
30 60 20


  • The Bats resemble the in-life bat species called "Desmodus rotundus" (common vampire bat). The common vampire bat is a hematophagous bat species that primarily feeds on the blood of livestock, which is done by biting their prey while they are sleeping. In Clash of Clans, Bats attack in a similar way by biting their enemies.
  • The Bat from the Bat Spell has the second highest Movement Speed from any troop in the game, with 56.
  • Bats spawned from the Bat Spell are slower than ones spawned by the Night Witch.
  • The Bat's appearance does not change when the Bat Spell is upgraded, similar to the Skeletons when upgrading the Skeleton Spell.
  • The Bat does not leave upon-death skeletons; they simply fade away when destroyed.
  • Bats' death sound is not unique, as it shares the death sound with Lava Pups' and Ice Pups’’. However, they have unique sounds when summoned and attacking.
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