
Boss Bandit


The boss of the Forest Gang finally shows her face...kind of. Boss Bandit dashes to her targets and is invulnerable while dashing. When things get tough, her pair of grenades are at the ready.





Combat Attributes
Attack
- Hit Speed
- 1.1 sec
- First Hit
- 0.4 sec
- Targets
- Ground
- Range
- Melee: Short (0.8)
Movement
- Movement Speed
- Fast (90)
- Transport
- Ground
Deployment
- Deploy Time
- 1 sec
- Count
- x1
Stats include official balance changes through October 2026.

Level Statistics
See how Boss Bandit's stats scale from Level 11 to Level 16| Level | Boss Bandit | Dash | ||
|---|---|---|---|---|
| Level 11StartTournament | 2,624 | 245 | 222 | 489 |
| Level 12 | 2,880 | 269 | 244 | 538 |
| Level 13 | 3,167 | 296 | 269 | 592 |
| Level 14 | 3,474 | 325 | 295 | 651 |
| Level 15 | 3,813 | 357 | 324 | 716 |
| Level 16Max | 4,192 | 392 | 356 | 788 |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
Champion Ability
Getaway Grenade
Briefly becomes invisible and teleports backwards!
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 TacticsCard interactions and upgrades in CrownLab
Interaction Lab calculates card-versus-card interactions at the levels you choose — no account required. Upgrade Advisor analyses upgrade priority for the eight cards in your current deck.
CrownLab is CrownStats' analysis layer — every tool states its method and limits on its page.
Frequently 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.
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