
Rascals


Spawns a mischievous trio of Rascals! The boy takes the lead, while the girls pelt enemies from behind... with slingshots full of Double Trouble Gum!





Combat Attributes
Deployment
- Deploy Time
- 1 sec
Special Mechanics
Rascal Boy
- Hit Speed
- 1.5 sec
- First Hit
- 0.4 sec
- Speed
- Medium (60)
- Range
- Melee: Short (0.8)
- Target
- Ground
- Count
- x1
- Transport
- Ground
Rascal Girl
- Hit Speed
- 1 sec
- First Hit
- 0.5 sec
- Speed
- Medium (60)
- Range
- 5
- Projectile Speed
- 800
- Target
- Air & Ground
- Count
- x2
- Transport
- Ground
Stats include official balance changes through October 2026.

Level Statistics
See how Rascals' stats scale from Level 1 to Level 16| Level | Rascal Boy | Rascal Girl | ||||
|---|---|---|---|---|---|---|
| Level 1Start | 716 | 85 | 56 | 102 | 48 | 48 |
| Level 2 | 787 | 93 | 62 | 112 | 53 | 53 |
| Level 3 | 866 | 102 | 68 | 123 | 58 | 58 |
| Level 4 | 952 | 113 | 75 | 135 | 64 | 64 |
| Level 5 | 1,045 | 124 | 82 | 148 | 71 | 71 |
| Level 6 | 1,145 | 136 | 90 | 163 | 78 | 78 |
| Level 7 | 1,260 | 149 | 99 | 179 | 85 | 85 |
| Level 8 | 1,381 | 164 | 109 | 196 | 94 | 94 |
| Level 9 | 1,517 | 180 | 120 | 216 | 103 | 103 |
| Level 10 | 1,668 | 198 | 132 | 237 | 114 | 114 |
| Level 11Tournament | 1,832 | 217 | 144 | 261 | 125 | 125 |
| Level 12 | 2,011 | 238 | 158 | 286 | 138 | 138 |
| Level 13 | 2,212 | 262 | 174 | 315 | 151 | 151 |
| Level 14 | 2,427 | 288 | 192 | 345 | 166 | 166 |
| Level 15 | 2,663 | 316 | 210 | 379 | 183 | 183 |
| Level 16Max | 2,928 | 347 | 231 | 417 | 201 | 201 |
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.
Rascals is a 5-elixir Common troop card that puts three units on the board for one placement: the Rascal Boy, a stocky melee fighter who swings a wooden sword at ground targets only, and two Rascal Girls behind him who pelt both air and ground enemies with slingshots from five tiles back. The boy deliberately spawns first so he ends up out in front as the shield, with a tenth-of-a-second stagger between each Rascal's arrival, and all three march at the same medium pace. The split of work is lopsided and that is the whole point of the card — the boy has roughly seven times a girl's health, but the two girls together do most of the damage. That imbalance is also why Rascals lives and dies by spells: the girls have so few hitpoints that a single Fireball, Arrows volley or The Log erases both of them, leaving a lone boy who barely threatens anything. Supercell has spent the last year pushing against exactly that, moving damage off the girls and onto the boy across two buffs in 2025, then trimming his hitpoints in June 2026 once the reworked trio proved too hard to break through. Played on the centre line, Rascals also splits like Archers — one girl peels off to guard the other lane while the boy and the remaining girl carry on together.
Rascals is a 5-elixir Common that drops three separate troops for one card: a melee Rascal Boy who can only hit ground targets from a short 0.8-tile reach, and two Rascal Girls who shoot both air and ground enemies from five tiles away. All three deploy in one second and walk at Medium speed.
At tournament standard the Rascal Boy carries 1,832 hitpoints and hits for 217 every 1.5 seconds — a little under 145 damage per second — while each Rascal Girl has just 261 hitpoints and fires for 125 damage once per second. Deployed together the trio puts about 2,354 hitpoints and just under 395 damage per second on the field for five elixir.
The damage lives on the fragile half of the card. The two Rascal Girls supply roughly 250 of the trio's 395 damage per second — about 63% of it — off only 261 hitpoints each, so one Fireball, one Arrows volley or one Log kills both outright and leaves a boy who alone is a slow, ground-only nuisance. Poison needs three ticks to finish them. A Fireball also takes a bit over a third of the boy's health and knocks him back, which can make him retarget.
Placed on the centre line, Rascals splits like Archers: one girl peels away to the opposite lane while the boy and the other girl stay together on the near side. Split that way they beat Royal Recruits for a two-elixir profit, and the lone girl is worth backing with a cheap tank like an Ice Golem or Knight rather than leaving her to walk in alone.
The trio doesn't land as one blob. The Rascal Boy is spawned first on purpose so he finishes up in front as the shield, and each Rascal arrives a tenth of a second after the last. A 2025 update also fixed their spawn formation so it mirrors properly depending on which side of the arena you place them.
A July 2025 rework deliberately moved Rascals' punch off the girls and onto the boy — his damage jumped from 133 to 204 in one patch while each girl dropped from 133 to 125. Supercell's stated reasoning was that the card folded too easily to the sheer number of spells in play, and that the girls were oppressive against decks without a clean answer.
Two more patches finished the job. A November 2025 update pushed the Rascal Boy's damage again, 204 to 217, because he was still leaning on his sisters for output. Then in June 2026 Supercell cut his hitpoints from 1,940 to 1,832 — they liked how self-sufficient he'd become, but the trio as a package had turned too hard to break through.
Rascals came out on 25 May 2018, about two years before the arena that now unlocks it existed. Rascal's Hideout — Arena 13, at 4,200 to 4,600 trophies — started life as a Season 10 seasonal arena in April 2020, before the Summer 2021 update promoted it to a permanent Trophy Road arena; Rascals moved there from Jungle Arena at the same time, giving the card an arena named after it.
In the C.H.A.O.S. event mode Rascals gets three modifiers of its own: the Common one adds two extra Rascal Girls, the Rare swaps the Rascal Boy out for a Giant, and the Epic replaces the girls with Magic Archers and the boy with the Boss Bandit.
Card interactions and upgrades in CrownLab
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Frequently Asked Questions
How does Rascals work?
Rascals is a 5-elixir Common troop card that puts three units on the board for one placement: the Rascal Boy, a stocky melee fighter who swings a wooden sword at ground targets…
What is Rascals's elixir cost and rarity?
Rascals costs 5 elixir and is a common card.
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