
Boss Bandit






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
1 stat on this card was corrected to its current official value — see below.
Level Statistics
Hitpoints
4,226
Total damage this unit can take before being destroyed.
Damage
393
Damage dealt by one normal attack to a valid target.
Dash Damage
788
Damage dealt by this unit's dash attack.
Damage Per Second
357
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
1.1 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 (0.8)
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
Champion Ability
Ability Cost
1 Elixir
Dash Attributes
Dash Time
0.8 sec
Dash Speed
500
Dash Range
3.5-6
Target
Ground
Transport
Ground
Getaway Grenade Attributes
Cost
1
Cast Time
0.933 sec
Invisibility Duration
1 sec
Teleport Range
6
Ability Cooldown
3 sec
Ability Count
2
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Boss Bandit is a 6-Elixir Champion, the first 6-cost Champion released. She's a fast, melee, single-target ground troop with high HP and hard-hitting damage, and she inherits the original Bandit's dash but adds a repeatable escape ability, Getaway Grenade, that turns her invisible and teleports her backward so she can reposition, dodge damage, or set up another dash.
At level 11, Boss Bandit costs 6 Elixir and has 2,624 hitpoints. She hits for 244 damage every 1.1 seconds (221 damage per second), but her very first swing lands in just 0.4 seconds instead of the usual 1.1 — letting her get an early hit in the instant she reaches a target. She moves at Fast speed, deploys in 1 second, and fights as a single, ground-targeting melee unit with short range.
If a ground enemy is roaming between 3.5 and 6 tiles away, Boss Bandit stops in her tracks, winds up for 0.8 seconds, then dashes in to deliver a devastating hit worth double her normal damage — 489 instead of 244. She's completely invulnerable for the entire dash, so any attack that would land on her during that window simply does nothing.
Her Champion ability, Getaway Grenade, costs 1 Elixir. After a brief windup, Boss Bandit turns invisible for 1 second and teleports 6 tiles backward — enough to dodge a losing fight, escape burst damage, or reset the distance so she can trigger another dash on her way back in. She can use it twice before needing a 3-second break between casts.
Boss Bandit's hitpoints were trimmed from 2,803 to 2,721 in June 2025, a roughly 3% cut. Supercell said she'd carved out a strong spot in the meta but was surviving fights and dashing into towers too easily given how tanky she was, so the health reduction was meant to make those close calls less frequent.
A July 2025 rework replaced her original design, where the Getaway Grenade cooldown reset once she dropped to half health, with a simpler two-charge system on a 3-second cooldown between casts — the version she still uses today. Her hitpoints were cut again at the same time, from 2,721 down to 2,624 (about -4%), to make her easier to punish in a fight.
In January 2026, Boss Bandit's damage was cut from 268 to 245 and her dash damage from 537 to 491 (both about -9%), while her hit speed was sped up from 1.2 to 1.1 seconds. Because the faster attack rate offset most of the lower per-hit damage, her overall damage output barely changed — the real effect was that lighter, squishier units now need one extra hit to go down, since each individual swing hits softer than before.
In August 2026, Supercell converted every other Hero and Champion ability into a single-use effect for the match — but left Boss Bandit alone. Her Getaway Grenade keeps its two-charge, fast-cooldown design because, as Supercell put it, her kit was specifically built around firing the ability off in rapid succession rather than once per life.
Because she's fully invulnerable for her entire 0.8-second dash windup, a well-timed dash can shrug off high-burst hits that would otherwise land during that window — a charging Prince or Dark Prince, for instance, deals no damage if its hit connects while Boss Bandit is mid-dash.
Also in Merge Tactics
Boss 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 Boss Bandit in Merge TacticsFrequently Asked Questions
How does Boss Bandit work?
Boss Bandit is a 6-Elixir Champion, the first 6-cost Champion released
What is Boss Bandit's elixir cost and rarity?
Boss Bandit costs 6 elixir and is a champion card.
Early Boss Bandit Decks
8 distinct decks seen in ranked battlesThis is an early sample. CrownStats has observed 8 distinct decks using Boss Bandit in the last 7 days — enough to list what has actually been played, not enough to rank it. The list grows as more ranked battles are crawled.
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