Home 🡆 Monster List 🡆 Vampire Bat

Vampire Bat
ModernEarthCommonMonsterreward

Base level
Max level
Vampire Bat Price Information:
Regular Foil Price (per BCX): $0.009 | Single BCX: $0.01 (1.11x)
Gold Foil Price (per BCX): $0.465 | Single BCX: $0.465 (51.67x)
Gold Foil vs Regular Foil: 51.67x
L
RF BCX
GF BCX
Abilities
1 1 - 3 1 0 0 0 3
2 5 - 4 1 0 0 0 3
3 14 1 4 1 0 0 0 4
4 30 2 4 2 0 0 0 3
5 60 5 4 2 0 0 0 4
6 100 9 4 2 0 0 0 4
7 150 14 4 2 0 0 0 5
8 220 20 5 2 0 0 0 5
9 300 27 5 2 0 0 0 6
10 400 38 5 3 0 0 0 6
Skill analysis
Flying
Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability.

+25% chance of evading, except against Monsters who also have Flying.
Dodge
Has an increased chance of evading Melee or Ranged attacks.

+25% Dodge vs melee/ranged.
🌟 Vampire Bat ratings
Bronze league
6 / 10
Silver league
5.7 / 10
Gold league
7.5 / 10
Diamond league
7 / 10
💞 Top cards to play with Vampire Bat
Vampire Bat's Flying, Dodge, and high speed synergize well with Barking Spider's Blind ability.
Vampire Bat receives a boost from Brownie's Inspire and Swiftness abilities.
Vampire Bat benefits from Scavo Technomancer's Rust ability. Plus, its high speed, Flying, and Dodge abilities synergize well with Blind.
Vampire Bat's Flying, Dodge, and high speed synergize well with Spirit Hoarder's Blind ability.
Vampire Bat's Flying, Dodge, and high speed receive a boost from Spirit Miner's Blind and Swiftness abilities.
💀 Best counters against Vampire Bat
Mitica Headhunter is a good counter against Vampire Bat.
Grenadier is a good counter against Vampire Bat.
Djinn Chwala is a good counter against Vampire Bat.
Djinn Biljka is a good counter against Vampire Bat.
Regal Peryton is a good counter against Vampire Bat.
Ruleset analysis
Good rulesets for Vampire Bat
Vampire Bat only costs 3 mana to summon, making it a good choice for low mana games.
As Vampire Bat has Flying, it doesn't get damaged by the Earthquake ruleset.
Vampire Bat has a speed of 5, which boosts to 8 when enraged, helping it dodge enemy attacks. It also has abilities which help its chances of dodging.
Vampire Bat has a high damage-to-mana ratio (1), making it a cost-effective option for dealing damage in the 'Back to Basics' ruleset.
Vampire Bat has Dodge, making it useful in the 'Up Close & Personal' ruleset.
Vampire Bat has Dodge, making it useful in the 'Melee Mayhem' ruleset.
Vampire Bat has Dodge, making it useful in the 'Super Sneak' ruleset.
In the 'Unprotected' ruleset, Vampire Bat's damage no longer needs to fight through armor. Furthermore, Vampire Bat doesn't have any armor, so it gets no disadvantages from this ruleset.
Vampire Bat costs 3 mana to cast, so it is eligible for Little League.
Bad rulesets for Vampire Bat
Vampire Bat is fast, with a max speed of 5. This means it'll be very slow in the 'Reverse Speed' ruleset.
Cards who are fast or have dodging abilities (Dodge, Flying, Phase) lose their advantage in the 'Aim True' ruleset.
Vampire Bat is a melee unit without Reflection Shield which means it will take damage every time it attacks in the 'Thorns' ruleset.
Ineligible rulesets for Vampire Bat
Vampire Bat has melee damage, so it cannot be played in the 'Keep Your Distance' ruleset.
Vampire Bat has an odd mana cost, so it can't be used in 'Even Stevens'.
Vampire Bat has no magic damage, so it cannot be played in the 'Wands Out' ruleset.
Vampire Bat has no ranged damage, so it cannot be played in the 'Going the Distance' ruleset.