|Upkeep Cost||8 per turn|
|# of figures||1|
|Melee Attack per figure||10|
|Defense per figure||5|
|Hit Points per figure||20|
+10% To HitImmolation
The Doom Bat is a good Melee Attacker, but not impressive for its high cost. However, it possesses a unique ability called Immolation: whenever the Doom Bat engages in Melee combat with enemy units, it will execute an Immolation Damage Touch Attack against them. It can easily destroy enemy Normal Units with this ability. The Doom Bat is also exceptionally fast, Flying at a rate of 4 - making it one of the fastest-moving units in the game.
The Fantastic Unit Edit
Physical Description Edit
The Doom Bat is physically identical to a normal bat, though its glowing eyes betray a magical nature. Depending on which in-game representation of the creature you go by, it may either be slightly larger than a common bat, or as large as a dragon!
Attack Properties Edit
However, while performing a Melee Attack (and also when Counter Attacking), the Doom Bat also delivers an Immolation Damage Touch Attack of strength 4. When the Doom Bat is fighting against a Single-Figure opponent, this is essentially an extra bit of Fire Damage which can help the Doom Bat defeat or injure its opponent. However, when fighting against Multi-Figure units, the Immolation Damage attack can have devastating consequences.
As per the special rules governing Immolation Damage, each figure inside the target unit is individually stricken by a separate "sub-attack". Each of these sub-attacks has a strength of 4.
Hits by each sub-attack are registered against individual enemy figures, and each figure then gets to make its own Defense Rolls to try and block hits directed specifically at it. The game then tallies all unblocked hits, delivering Damage to the unit as a whole. For a more detailed explanation of how this complex process works, refer to the Immolation Damage page.
Despite its convoluted nature, the Immolation Damage nonetheless has a very simple explanation: The more figures there are in the target unit, the more Immolation Damage is delivered to it on the whole. Therefore, the Doom Bat's attack is increasingly deadlier in proportion to the size of the enemy unit.
This is a Touch Attack, so it is used both when the Doom Bat is voluntarily Melee Attacking the target, and when Counter Attacking to an opponent. Therefore, Multi-Figure units attempting to attack a Doom Bat are at a high risk of suffering a very large amount of damage themselves!
Defensive Properties Edit
The Doom Bat has a rather average Defense score of 5, meaning that it will block about 1.5 points of Damage from any source.
Other Properties Edit
The Doom Bat is one of the fastest units in the game, moving at a rate of 4. It can easily scout the overland map, and during combat can maneuver very easily to attack softer enemy units (which it can destroy with minimal effort).
Basic Tactics Edit
Thanks to its Immolation Damage attack, the Doom Bat is amazingly powerful against enemy Multi-Figure units, especially Normal Units with a low Defense score and Hit Points. The more figures its target contains, the more damage is dealt by Immolation. It can easily wipe out such a unit with a single attack!
The Doom Bat's amazing speed also lends its hand to this, as it can maneuver to pick its own targets on the battlefield. It is often best employed by rushing around the enemy's flanks and attacking any Multi-Figure Ranged Attack units in their rear.
Enemy Doom Bats Edit
Doom Bats are somewhat rare in the game world, and will usually appear only in groups of two or three. They are frequently accompanied by Hell Hounds. Doom Bats will usually be encountered only in Chaos Nodes.
When assaulting an army containing Doom Bats, it is important to avoid bringing along any squishy Normal Units or other low-level Multi-Figure units. The Doom Bat can quickly reach them with its fast movement speed, and will almost always eradicate such units with little effort.
Instead, either bring units with Fire Immunity or Magic Immunity, or rely on powerful, Single-Figure units (such as Heroes and Fantastic Creatures). These might take some time to kill the creature, but will not suffer too much damage while doing so.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- Whenever this unit engages an enemy in Melee combat (whether attacking or defending), it also performs an Immolation Damage Touch Attack with a strength of 4.
- Immolation Damage increases in strength proportionally to the number of figures in the enemy unit.
- This is a Touch Attack, which means the Immolation Damage is delivered simultaneously with any Melee Damage. Enemy figures killed by Immolation may still deliver all their own attacks as normal.
- Since this attack delivers Immolation Damage, targets with either Fire Immunity and/or Magic Immunity will rarely if ever suffer any damage from it.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Doom Bat in play, it is necessary to pay an Upkeep Cost of 8 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Doom Bat being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Doom Bat voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Doom Bat spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards who possess at least 8 Spellbooks, or Wizards with 11 Spellbooks who did not select Doom Bat as a guaranteed spell, will be able to Research this spell at some point during their campaign. Wizards with fewer than 8 Spellbooks have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Chaos Spellbooks the Wizard possesses or obtains during gameplay.
Doom Bat has a base Research Cost of 620.
With at least 1 Spellbook, the Doom Bat spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.