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“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.”

The Boss Bandit is a Champion card that is unlocked in Royal Crypt (Arena 17). It spawns a single-target, ground-targeting, melee, ground troop with high hitpoints and high damage. When she gets nearby an enemy troop, she dashes towards it, dealing extra damage. Her ability allows her to get invisible for one second, then teleport 6 tiles behind her current spot, letting her dash towards enemy troops once again. She appears as a woman with teal eyes, has light red hair and eyebrows, wields a bat with large golden bands, carry grenades, and wears a teal suit that covers her face, a dark brown cape with brass linings, a golden headband, a team-colored belt, brown gloves with team-colored stabilizers and sandals, and dark brown boots. A Boss Bandit card costs 6 Elixir to deploy.

Ability: Getaway Grenade[]

“Briefly becomes invisible and teleports backwards!”

After a 1 second delay, the Boss Bandit becomes invisible for 1 second, then teleports 6 tiles behind her original position. This allows her to escape any form of damage, as well as give her another dash if the troops are far away enough. The ability doesn't have a cooldown, but it can only be activated again when she reaches 50% hitpoints. The Getaway Grenade ability costs 1 Elixir to activate.

Strategies[]

For Battle Decks with this card, click here.

  • For the purposes of determining Elixir trades, the Boss Bandit and her activated Ability count as 7 Elixir, as the player must play the 6 Elixir Boss Bandit and then spend a further 1 on her Ability.
  • The Boss Bandit and her ability should be used cautiously, as her hefty cost could easily allow the opponent to play punish cards such as the Lumberjack. It could also lead to an overcommitment, as a player would have to spend up to 8 Elixir in order to get maximum value out of her. Still, being able to take out all tower troops alone with ease and being quite deadly on one-on-one interactions, the Boss Bandit will also force out high Elixir investments on the opponent's side to counter her.
  • If her ability is not used before she reaches 50% of her hitpoints, she will be able to benefit from only one, with the other usage going to waste, and her overall value decreased.
  • Compared to the Bandit, her normal damage OHKOes anything up to a Princess, and her dash damage OHKOes Zappies, Magic Archer, and Mother Witch. Since both her attacks and dashes deal the same amount of damage as the Mega Knight's attacks and jumps respectively at equal levels.
  • She also serves as a great tank to support troops, as her hitpoints are close to the Royal Giant's for the same Elixir cost.
  • Her dash invulnerability will allow her to nullify charge damage from the Dark Prince and the Prince, as well as the first attack of the Valkyrie and the Fisherman, since they hit during the Boss Bandit's dash time, allowing her to be more efficient against them.
  • Even though anti-tank cards like the Mini P.E.K.K.A. are able to cripple her hitpoints quick enough, the Boss Bandit can use her ability to escape the troop and dash towards him again, easily taking the anti-tank card down. It can also be used preemptively, and can even be activated a second time if another anti-tank card is used. As such, troops with far higher hitpoints, such as the P.E.K.K.A. or the Prince, should be used, as they could withstand all of the Boss Bandit's dash and normal damage outputs.
    • When using cheaper anti-tank cards, an Ice Spirit can be used to stall the Boss Bandit for 1.2 seconds, stopping her from dealing damage and use her ability in the meantime, possibly shutting down her first ability usage. If positioned at the right time, it may even cause her to dash into it while still freezing her.
    • A lone Boss Bandit that has crossed the bridge can be countered by a Mini P.E.K.K.A. played above her. He will do sufficient damage to cripple her hitpoints below half quick enough, while also walking fast enough to reach the Boss Bandit after her first ability usage, stopping her from dashing into him. The outcome will be either Mini P.E.K.K.A. surviving with a silver of health or another ability activation from the Boss Bandit, being an even worse Elixir overcommitment.
  • Alone, a Skeleton Army is the cheapest counter to her, as the Skeletons spawned from the card is enough to keep her distracted and take her down even with her three ability activations. Evolved Skeletons can have a similar effect. However, one must watch out for 2-Elixir Spells, Bomber, Princess, Firecracker, Ice Wizard, and the Magic Archer, which are anti-swarm cards cheap enough to support the Boss Bandit and allow her to use her abilities. Heftier AoE cards used after defending opposing pushes or during Double/Triple Elixir period, such as the Valkyrie, Wizard, Baby Dragon, Witch, Dark Prince, Sparky, Evolved Mega Knight, Goblin Demolisher, Royal Ghost, Bowler, Executioner, and the Skeleton King, also need to be accounted.
    • The Rage is a good tool when removing swarms, as it will also boost the Boss Bandit's attack speed and reduce the dash time, allowing her to use her ability and dash faster.
  • A mini-tank like the Knight, Valkyrie, Golden Knight, or the Monk paired with Goblins or Guards, will cripple her down. The mini-tank would receive the first dash, then, when the swarm is played, tank her normal damage, while the swarm quickly chips her HP down and tank her post-ability dashes.
    • If the Golden Knight is taking the role of mini-tank, his own ability will be able to nullify her dash when timed properly and at a distance from her.
    • If Guards are taking the role of swarms, they Boss Bandit will have to take the shields down first, stalling her for even longer.
  • The Mighty Miner might distract her long enough to quickly deplete her hitpoints with his ramp-up damage. His hitpoints are also high enough to withstand her dashes, but if needed, a cheap distraction such as the Skeletons can tank them for the Mighty Miner.
  • For a -1 Elixir trade, the Boss Bandit can escape a Rocket when timed right, allowing her hitpoints to be preserved. If she was targeting something, she'll be able to dash into the target again. This is easy to time, as the Rocket moves slowly, but one must also note that it takes 1 second to activate her ability, and she also takes around 0.9 seconds to teleport backwards.

Statistics

Boss Bandit Attributes

Cost
Elixir
Hit Speed
Damage Speed
First Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
6 1.2 sec 0.4 sec Fast (90) 1 sec Melee: Short (0.8) Ground x1 Ground Troop Champion

Dash Attributes

Dash Time
Deploy Time
Dash Speed
Speed
Dash Range
Dash Range
Target
Targets
Transport
Transport
0.8 sec 500 3.5-6 Ground Ground

Getaway Grenade Attributes

Cost
Elixir
Cast Time
Time
Ability Cooldown
Time
1 0.933 sec 50% HP

Card Statistics

Level
Level
Hitpoints
Hitpoint
Damage
Damage
Dash Damage
Boost
Damage per second
DPS
11 2,803 268 537 223
12 3,076 295 590 245
13 3,383 324 648 270
14 3,712 355 711 295
15 4,073 390 781 325

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
1 Deal a total of 300,000 Damage to enemy Troops or buildings 1 Boss Bandit card
150 XP
2 Deal a total of 900,000 Damage to enemy Troops or buildings 10,000 Gold
150 XP
3 Deal a total of 1,500,000 Damage to enemy Troops or buildings 150 Gem
150 XP
CHARGE!!!
1 Hit a total of 280 Troops or buildings with the Charge ability 15,000 Gold
175 XP
2 Hit a total of 800 Troops or buildings with the Charge ability 300 Gem
175 XP
3 Hit a total of 1,400 Troops or buildings with the Charge ability 25,000 Gold
175 XP

Gallery[]

Trivia[]