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Holly Bat

Holly Bat

Cost 5EpicCPvP tier

Holly Bat is a cost 5 card in Plants on Fire. Rarity: Epic.

Ability
Ability at level 4
  • Ready: Temp absorbs 15%/25%/42% ATK from 1/1/1/2 enemy Minions with the highest ATK. This Minion can Temp gain up to 5/10/20 ATK this way.
Keywords in this ability
Temp
Only works for a single round after which the effect is lost
Ready
Effect triggers when both players are ready
See the full glossary

In practice

Holly Bat absorbs 15%/25%/42% of the ATK of 1 enemy Minion (2 at 4★) with the highest ATK every Ready, and gains up to +5/10/20 ATK that way. The bonus lasts one round. I mark it as a good answer to an opponent's single carry. ATK 5, 3 s interval. Tier C in PvP. It unlocks at 2000 trophies.

Base stats (1★)

ATK5
ATK interval3s
TargetFront Line
RarityEpic

Level progression

Permanent account progress: each level adds ATK and costs Gold plus card copies. Star rank (★) is separate and lasts only one match.

Lv. 5

ATK 6 (+1) · 500 Gold · 2 copies

Lv. 6

ATK 7 (+1) · 800 Gold · 4 copies

Lv. 7

Increases absorbed ATK to 16%/27%/45%, and this Minion's maximum absorbed Temp ATK to 10/20/40. 1200 Gold · 8 copies

Lv. 8

ATK 9 (+2) · 1600 Gold · 14 copies

Lv. 9

ATK 11 (+2) · 2000 Gold · 25 copies

Lv. 10

Increases absorbed ATK to 18%/31%/51%, and this Minion's maximum absorbed Temp ATK to 15/30/60. 4000 Gold · 40 copies

Lv. 11

Increases absorbed ATK to 19%/33%/54%, and this Minion's maximum absorbed Temp ATK to 20/40/80. 7000 Gold · 60 copies

Lv. 12

Increases absorbed ATK to 20%/35%/57%, and this Minion's maximum absorbed Temp ATK to 25/50/100. 11000 Gold · 75 copies

Sun cost to level up

1× · 5 sun

2× · 10 sun

4× · 20 sun

How star fusion works2 copies at the same ★ merge into 1 copy at the next ★. 4★ only exists in Rumble Chess. In regular Co-op, your partner's Minions get a blue star and don't merge with yours.

How it works

  • ATK: +5/10/20 (1★/2★/3★), this round only.
  • Limit of 1 per round; the count resets every round.

Read from the game's official data. Numbers are for card level 1, for 1★/2★/3★ when three values are shown.

Card analysis

What this card does inside a deck, from the deck builder's data. It is the same reading the simulator uses to score decks.

Strengths

  • Works as Amplifier in a deck.
  • Each copy delivers the full effect. Merge only if you run out of tiles or in the round before a Boss.

Weaknesses

  • It sits in tier C for PvP, according to the community tier list.

Role in the deck

Amplifier

What it plays with

  • Turns Enemy state into power.

Copies and merging

Each copy delivers the full effect. Merge only if you run out of tiles or in the round before a Boss.

Card data checked against game version 2.0.1021.0.

Rounds: when you can get it

Worked out from the official shop and Sun rules, for players in the 1000–1599 trophy range. It assumes you spend all your Sun on this card, which almost never happens in a real match.

  • You can afford 1 copy(ies) (1★) by R1.
  • You can afford 2 copy(ies) (2★) by R1.
  • You can afford 4 copy(ies) (3★) by R2.
  • Chance of showing up at least once in a 3-card shop: R1 66%, R2 69%, R3 71%, R4 74%, R5 76%, R6 78%.

Good against

Deck types I mark as good targets for this card. The reason comes from my research (in Portuguese or English).

  • Single Carry: Steals ATK from the highest-ATK enemy on the field, draining the carry.

What the community says

CSituational

Steals a big chunk of the strongest enemy's ATK, but gives it back after the round. Promising.

PvP opinion from when the tier list was made; use it as a reference, not as a game number. PvP tier list by NoControlTower (YouTube), 2026-04-02.

Builds using this card

No builds use this card yet.