
Golden Knight






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
2,897
Total damage this unit can take before being destroyed.
Damage
259
Damage dealt by one normal attack to a valid target.
Damage Per Second
287
Average damage dealt per second, factoring in hit speed.
Dashing Dash Damage
540
Damage dealt by this unit's dash attack.
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
0.9 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.2 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: Medium (1.2)
Maximum distance at which this unit can attack a target.
Speed
Medium (60)
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
Cost
1
Speed
Very Fast (120)
Maximum Dash Distance
5.5
Maximum Dashes
10
Cast Time
0.766 sec
Ability Cooldown
12 sec
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Golden Knight is a 4-elixir melee Champion with strong base stats (1,799 HP / 161 damage at level 11) and an activatable Dashing Dash ability that lets him burst through up to 10 enemies in one chain, dealing 335 invulnerable dash damage per hit across a 5.5-tile range for 1 extra elixir. The ability was historically balanced around how often it could be reused — its cooldown was nerfed from 8 to 12 seconds in January 2026 — before a sweeping August 2026 rework converted it, along with nearly every other Hero and Champion ability in the game, from a cooldown-based recast into a single-use-per-deployment mechanic.
Golden Knight is a 4-elixir melee Champion who hits hard for his cost: at tournament-standard level 11 he has 1,799 hitpoints and swings for 161 damage every 0.9 seconds, working out to roughly 178 damage per second. His very first swing after deploying lands in just 0.2 seconds — more than four times faster than his normal hit speed — so he can punish anything that walks up to him before it gets a hit in. He moves at medium speed, attacks only ground targets, and has a slightly generous melee reach of 1.2 tiles.
His Champion ability, Dashing Dash, costs 1 extra elixir on top of his deploy cost and rockets him into the nearest enemy for 335 damage — more than double his normal hit — before automatically carrying him on to the next-closest enemy within 5.5 tiles, chaining through up to 10 dashes in a single activation. Once he runs out of nearby targets, hits a Crown Tower, or reaches that 10-dash limit, he settles back into regular sword swings.
Two details make Dashing Dash sneakier than it looks: Golden Knight is completely invulnerable for the instant he's mid-dash, similar to Bandit's charge, so a well-timed activation can carry him straight through incoming arrows, spells, or tower fire; and if no enemy is within his 5.5-tile dash range when the ability goes off, he simply gets a burst of movement speed toward the fight instead of doing nothing, so the elixir is never wasted even with no immediate target.
A major August 2026 rework changed how Dashing Dash — and almost every other Hero and Champion ability in the game — works: instead of recharging on a timer, it became single-use per deployment. Once Golden Knight uses Dashing Dash and the chain ends, he's back to plain sword swings for the rest of that time on the field; the ability only becomes available again if he's played again as a new deployment. Supercell exempted only Boss Bandit from the change, judging that cooldown-based abilities generally weren't adding enough gameplay to justify their added complexity.
Before that rework, Dashing Dash ran on a straightforward cooldown, and it had actually just been nerfed: a January 2026 balance update stretched the cooldown from 8 seconds to 12 seconds because Golden Knight was chaining the dash too often within a single push. That 12-second cooldown was short-lived, though — the August 2026 change removed ability cooldowns for Golden Knight entirely in favor of the single-use system.
Ronin's parry counter used to cancel Golden Knight's dash outright if it caught him mid-chain, shutting the ability down early. Supercell fixed that in the August 2026 update, so Ronin's parry can no longer interrupt Dashing Dash.
Golden Knight used to have an awkward hesitation built into his ability: after activating Dashing Dash he'd pause for 200 milliseconds before actually dashing, which was long enough for a retreating enemy to walk just out of range and leave him chasing without ever landing the hit. A November 2025 update cut that pause down to 50 milliseconds, making the dash trigger almost instantly once it's activated.
Golden Knight launched on 27 October 2021 as one of the very first three cards ever given the Champion rarity, arriving alongside Archer Queen and Skeleton King when Supercell introduced Champions as a brand-new card type built around activatable abilities.
Also in Merge Tactics
Golden Knight 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 Golden Knight in Merge TacticsFrequently Asked Questions
How does Golden Knight work?
Golden Knight is a 4-elixir melee Champion with strong base stats (1,799 HP / 161 damage at level 11) and an activatable Dashing Dash ability that lets him burst through up to…
What is Golden Knight's elixir cost and rarity?
Golden Knight costs 4 elixir and is a champion card.
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