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Last updated for version 0.39

The Bat is a common Minion from the basic set. Its main use is to promote to a Vampire, or situationally blocking attacks on more valuable units.

If you want to see its current moveset or any other unit's moveset (or the moveset it had in any version from 0.37 to 0.56 both included) here is the link (credits to main_gj): http://igniam.xyz/tools/ceo-gallery.html

v0.56 info:

Base Bat (Cost 0): it has range 1 move-only to the left and to the right, range 2 knight-like (only to the sides) unblockable teleports (2 squares left or right and 1 square up or down), and range 1 backward attack only. On kill the opponent losses 1 morale and your King gains 1 value.

Bat+ (Cost 1): it gains range range 2 unblockable teleports ( 3 squares left or right and 2 squares up or down).

Bat++ (Cost 3): it gains Valkirie-like (only forward and backward) unblockable teleports (3 squares up or down and 1 square left or right)

Bat+++ (Cost 5): it gains from range 5 to range 7 in all orthogonal directions move only, being able to insta-promote from the second row if that row is not occupied.

Table of Contents: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

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Quick Stat: Bat[]

Name Rarity Class Faction Cost
Tier 1 Tier 2 Tier 3 Tier 4
Bat Common Minion Basic 0 1 3 5

Tier 2: Bat+[]

To Upgrade from Bat to Bat+, you need 5 Bat and 25 Dragon Coins.

Changes from Bat: Adds move only on directly adjacent diagonals

Tier 3: Bat++[]

To Upgrade from Bat+ to Bat++, you need 5 Bat+ and 100 Dragon Coins.

Changes from Bat+: Adds 4 teleport fields at horizontal distance 3 and vertical distance 2

Tier 4: Bat+++[]

To Upgrade from Bat++ to Bat+++, you need 5 Bat++ and 500 Dragon Coins.

Changes from Bat++: Adds move only from 4 to 7 fields forward, allowing instant promotion, and horizontal movement allowing it to go from one side to the other in one move

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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Strategy: Bat[]

While the bat can not attack on its own, it can transform into the legendary Vampire. The bat can only travel one vertical space up until Bat+ which has two, and Bat++ adds three range teleportation, but Bat+++ gains a large advantage by being able to promote instantly from the first four rows, given that the column is empty.

Due to the usual overlooking of bats in the early game, bats become more powerful as a promotion threat in the late game as fewer pieces are available to remove them. However, it is not recommended to use more than a couple of bats because they cannot attack reliably.

The Bat can cover horizontal distances quickly using teleport, especially on higher tiers.

Well-placed WindMage may help pushing Bat towards opposite side of board.

Vampire may turn into bat, to be turned into Vampire again.

Strength: Bat[]

Since the bat can't attack, it is often overlooked. A common strategy is to remain inconspicuous until a clear path is open to the last row so it can promote to a Vampire. This is usually easier on end games when the number of defending pieces is reduced. Losing a normal bat isn't so bad since its cost is 0 and can also be used as a sacrifice to capture more valuable pieces. Bat+++ also has a soft threat on its column due too its instant-promotion ability.

Weakness: Bat[]

Bats can't attack forwards and unless you have a Bat+++, you'll need many preparatory moves for the vampire promotion on last row. Higher levels of bat are more mobile but also more expensive, thus you sacrifice morale cost for a potential powerful promotion. Princess is more stronger but it has penalty on morale.


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