
Bandit






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
1,459
Total damage this unit can take before being destroyed.
Damage
312
Damage dealt by one normal attack to a valid target.
Dash Damage
626
Damage dealt by this unit's dash attack.
Damage Per Second
312
Average damage dealt per second, factoring in hit speed.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Combat Attributes
Hit Speed
1 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.4 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Ground
What this card is able to attack.
Range
Melee: Short (0.75)
Maximum distance at which this unit can attack a target.
Speed
Fast (90)
How fast this unit moves.
Deploy Time
1 sec
Count
x1
How many individual units this card deploys.
Transport
Ground
Special Mechanics
Dash Time
0.8 sec
Dash Speed
500
Dash Range
3.5-6
Target
Ground
Transport
Ground
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Bandit is a 3-Elixir Legendary melee troop that moves at Fast speed and targets only ground units. Her signature mechanic is a dash: if a ground unit is 3.5-6 tiles away, she stops, charges for 0.8 seconds, then rushes in at a much higher speed and lands a hit for roughly double her normal damage (389 vs 194 at level 11), while being completely immune to damage for the whole charge-and-dash window. If a target is already closer than 3.5 tiles she can't trigger the dash and just fights as a plain melee attacker (droppable blockers exploit this). Her very first attack after being placed also comes out unusually fast (0.4s) versus her normal 1s hit cycle. Checking the real Supercell balance-change posts for January through August 2026 (correcting a prior draft's guessed URLs and filling in previously-omitted February, April, and May posts) turned up no official balance changes to the (non-Boss) Bandit card in any of them, so the snapshot's level-11 figures appear to remain current; only 'Boss Bandit,' a separate 6-Elixir Champion, is mentioned in the January post. Community-sourced claims about her dash negating specific hits (e.g. Sparky, Prince/Dark Prince) or being interruptible by Zap remain at community/single-source confidence, not wiki- or patch-note-confirmed.
At level 11, Bandit costs 3 Elixir and is a single, Fast-moving (speed 90), melee-range (0.75 tiles), ground-only-targeting troop that deploys in 1 second.
At level 11, Bandit has 906 hitpoints and deals 194 damage per normal hit, i.e. 194 damage per second at her 1-second hit speed.
Bandit's first attack after deployment lands after only 0.4 seconds rather than a full 1-second cycle — she doesn't wait a normal attack interval before her opening swing on an already-adjacent target.
Bandit's defining mechanic is a charge-dash: if an enemy ground unit is 3.5-6 tiles away, she stops advancing normally, charges for 0.8 seconds, then rushes the target at a much higher dash speed (internal value 500) and lands an attack for roughly double a normal hit (389 vs 194 damage at level 11). She takes zero damage from any hits that land on her for the entire charge-and-dash duration.
The dash's bonus damage lines up almost exactly with a 2x multiplier on her base hit: 389 dash damage / 194 base damage ≈ 2.005, matching the description of the dash as dealing 'double damage'.
Bandit cannot trigger her dash against a target already closer than 3.5 tiles. If an enemy (e.g. a cheap melee troop placed directly in her path) is already adjacent before she reaches dash range, she fights as a plain melee attacker with no damage immunity or bonus hit — the standard counter-play against her burst.
Because Bandit takes zero damage for her entire charge-and-dash window, a defender's attack that lands during that window can be wasted outright: Theria Games' Bandit guide states she 'can even nullify Sparky's charge' and that her dash 'can interrupt charges from units like Prince and Dark Prince,' i.e. absorb/negate those hits without taking damage if the timing overlaps her dash.
Balance history: Bandit's minimum dash-trigger range was reduced from 4 tiles to 3.5 tiles in an early-2018 balance update — the 3.5-tile minimum is the value still in use today (matches current snapshot's dash_range 3.5-6).
Also in Merge Tactics
Bandit also appears as a troop in Clash Royale's Merge Tactics mode, bought from the shop and merged for star upgrades rather than cycled through a deck.
View Bandit in Merge TacticsFrequently Asked Questions
How does Bandit work?
Bandit is a 3-Elixir Legendary melee troop that moves at Fast speed and targets only ground units
What is Bandit's elixir cost and rarity?
Bandit costs 3 elixir and is a legendary card.
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