
Rage


Increases troop movement and attack speed. Buildings attack faster and summon troops quicker, too. Chaaaarge!





Combat Attributes
Effect
- Targets
- Friendly Troops & Buildings
- Radius
- 3
- Duration
- 4.5 sec
- Boost
- +30%
Deployment
- Deploy Time
- 0.5 sec
Stats include official balance changes through October 2026.

Level Statistics
See how Rage's stats scale from Level 6 to Level 16| Level | ||
|---|---|---|
| Level 6Start | 111 | 34 |
| Level 7 | 122 | 37 |
| Level 8 | 134 | 41 |
| Level 9 | 148 | 45 |
| Level 10 | 163 | 49 |
| Level 11Tournament | 179 | 54 |
| Level 12 | 197 | 59 |
| Level 13 | 217 | 65 |
| Level 14 | 238 | 72 |
| Level 15 | 262 | 79 |
| Level 16Max | 288 | 87 |
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.
Combat Mechanics Encyclopedia
Verified 2026-08-18Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Rage is a 2-elixir Epic spell that drops a purple potion over a 3-tile circle and gives every friendly troop and building inside it +30% movement speed and +30% attack speed for 4.5 seconds. The boost is broad: it speeds up melee swings and ranged shots, makes spawner buildings like Barbarian Hut and Furnace produce troops faster, and helps ramp-up cards such as Inferno Tower climb to their next damage tier sooner. Units that walk out of the circle keep the effect for just one more second before it drops off, so placement and timing matter far more than raw area coverage. Despite being thought of as a pure buff, Rage has also dealt a small burst of area damage on cast since December 2022 — 179 at tournament standard, enough to instantly wipe Spear Goblins and similarly fragile swarm units as your push rolls in. Its recent balance history has been a steady trim: the boost fell from 35% to 30% in October 2025, the duration was cut from 5.5 to 4.5 seconds in August 2025 in exchange for more damage, and a June 2026 patch reduced the chip damage it does to Crown Towers by 17%.
Rage is a 2-elixir Epic spell covering a 3-tile radius. Everything friendly inside it — troops and buildings alike — gets +30% movement speed and +30% attack speed for 4.5 seconds, after a 0.5-second deploy delay. It unlocks in Serenity Peak, Arena 14.
Rage is not purely a buff — it also deals a burst of area damage the moment it lands, hitting enemy air and ground units caught in the circle. At tournament standard (level 11) that is 179 damage, comfortably more than a level 11 Spear Goblin's 133 hitpoints, so a well-placed Rage clears fragile swarm chip off your push at the same time as it speeds the push up.
A June 2026 balance update cut the damage Rage does to Crown Towers from 54 to 45 at tournament standard, a 17% reduction. It was part of a blanket chip-damage nerf applied to twelve spells at once, aimed at discouraging games decided by passive spell cycling; Rage kept its full damage against troops and only lost tower chip.
August 2025 traded Rage's staying power for punch: damage rose 21% while the duration dropped from 5.5 to 4.5 seconds. Supercell deliberately left the Lumberjack's dropped Rage at 5.5 seconds, so the potion a dying Lumberjack leaves behind now actually lasts a full second longer than the Rage card itself.
Rage does not linger and does not stack. A unit that leaves the circle keeps the boost for just one more second — halved from two seconds in March 2025 — and casting a second Rage on already-raged troops is wasted elixir, as is Raging Evolved Barbarians or a Lumberjack's own potion, since none of those effects add together.
Rage only accelerates movement and direct attacks — anything on a fixed animation timer ignores it. An Executioner's axe flies at the same speed, the King's Tower does not activate any sooner, and a Giant Skeleton's or Balloon's death bomb still takes just as long to detonate. Building lifetimes also keep ticking down at the normal rate, so Raging a nearly-expired structure buys no extra time. The one known exception is the Phoenix's egg, which does hatch faster under Rage.
Buildings benefit from Rage as much as troops do, and the payoff swings wildly by card. A Raged X-Bow fires roughly four bolts a second instead of three, which shreds a Crown Tower; a Raged Barbarian Hut sends out three Barbarians in its final wave instead of one. At the other extreme, Rage should never be spent on a Goblin Cage, whose Brawler only appears once the cage is destroyed, and boosting an Elixir Collector is self-defeating — it takes three Rages to squeeze out a single extra Elixir, a net five-elixir loss.
Upgrading Rage is a low priority for most players. Its duration, radius and +30% boost are identical at every level from 6 to 16 — only the damage number scales — so unless you are specifically counting on it to one-shot a particular swarm unit, a higher-level Rage does nothing extra for the pushes it is buffing.
Card 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 Rage work?
Rage is a 2-elixir Epic spell that drops a purple potion over a 3-tile circle and gives every friendly troop and building inside it +30% movement speed and +30% attack speed for…
What is Rage's elixir cost and rarity?
Rage costs 2 elixir and is a epic card.
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