Honestly, if you've been playing Clash Royale for more than a minute, you know the feeling of a massive push coming down the lane. You see a Golem, a Night Witch, and maybe a Baby Dragon all bunched up. It’s terrifying. Most players panic-drop a Skarmy only to see it get zapped instantly. But then there’s the Executioner in Clash Royale. He just stands there, masked up, looking like he’s ready for a medieval barbecue, and tosses that axe.
Clunk-clunk.
The axe goes out. It comes back. Everything in that lane just... evaporates. It’s one of the most satisfying sights in the game, yet people still argue over whether he’s actually "good" or just a 5-elixir investment that gets stuck hitting a single Ice Spirit for ten seconds. Let’s get into what actually makes him tick in the 2026 meta.
The Weird Physics of the Executioner in Clash Royale
The Executioner isn't just a "tankier Wizard." That’s a trap people fall into. His mechanics are unique because of the boomerang effect. When he throws that double-sided axe, it hits everything on the way out and everything on the way back.
It’s basically a linear area-of-effect (AoE) attack.
While his official range is 4.5 tiles, that’s just where he starts his wind-up. The actual axe travels much further—up to 7.5 tiles. If you account for the 1-tile radius of the axe itself, his effective reach is closer to 8.5 tiles. This means he can hit a troop at the bridge and accidentally clip a Firecracker standing way back near the Princess Tower.
Why the "Return Stroke" Matters
Most splashers deal damage in a circle. The Executioner deals it in a hallway.
If a troop dies on the first hit (the "out" phase), the axe keeps going. It doesn't stop. This is why he’s the ultimate counter to the Goblin Drill. He has enough HP to soak up some stabs, and his axe will wipe out the spawned Goblins and then catch the "death Goblins" on the return flight.
Evolution Changes Everything (The Season 70 Shake-up)
For the longest time, the Executioner was "fine." He was a niche pick for Hog Rider players who loved the Tornado combo. Then Supercell dropped the Executioner Evolution, and the arena changed.
If you haven't seen the Evolved Executioner in action yet, it’s a nightmare. He gets these glowing pink eyes and a fancy gold-stitched mask. But the real kicker is the "Axe Smash" and the knockback.
- The Knockback: If a troop is within 3.5 tiles (basically in his face), his axe now knocks them back. This resets charges. It stops a Battle Ram dead. It keeps a Balloon from ever reaching your tower.
- Double Damage: Close-range units take extra damage. If an Elite Barbarian tries to rush him, he doesn't just hit them; he shreds them.
The December 2025 balance changes actually had to tone this down. His close-quarters damage was reduced by about 9% because he was making melee troops completely obsolete. Even with that nerf, he’s still a defensive wall that's incredibly hard to break through without a heavy spell like Rocket or Lightning.
The Executioner vs. Wizard Debate
People love to argue about this in the forums. "The Wizard has more DPS!" "The Executioner has more health!"
Here’s the reality: they serve different masters.
The Wizard is a glass cannon. He’s great if you need immediate, high-speed burst damage to save a tower from a Minion Horde. But the Executioner is a reliable unit. At level 11, he sits at 1,280 hitpoints. A Wizard at the same level is a fragile 598.
A Fireball-Zap combo kills a Wizard. It barely tickles an Executioner.
If you are playing a deck that relies on a "unstoppable" defense, you pick the Executioner. He doesn't die to Poison. He doesn't die to Fireball. He just keeps throwing that axe. However, he is slow. His hit speed is around 2.4 seconds for the full cycle. If your opponent spaces out their troops, he can get overwhelmed by a "surround" play.
Mastering the "Exenado" Combo
You cannot talk about the Executioner in Clash Royale without mentioning the Tornado. They are married.
The strategy is simple but requires timing. You let the opponent's troops cross the bridge. You wait for them to clump up. Then, you place the Tornado to pull every single unit into a tiny dot right in the path of the Executioner’s axe.
Because the axe pierces, it doesn't matter if there are 3 skeletons or 300; they all take the same damage.
Expert Tip: Don't just Tornado toward the Executioner. Tornado away from him or toward the center to keep the troops in the "sweet spot" of the axe’s return path. If you pull them too close, they might get behind him, and he’ll waste time turning around.
Top Decks for the 2026 Season
The meta right now is heavy on Evolutions and high-pressure bridge spam. Here are the most effective ways to run him:
- Hog Exenado Control: This is a classic. Hog Rider, Valkyrie (usually Evolved), Executioner, Tornado, and some cheap cycle like Ice Spirit or Goblins. It’s all about defending perfectly and then sending a Hog with whatever is left over.
- Golem Beatdown: Since the Executioner can't be easily killed by spells, he’s a great support unit behind a Golem. If the opponent tries to use an Inferno Dragon to melt your Golem, the Executioner snipes it from across the map.
- Graveyard Freeze: This is a bit toxic, honestly. You use the Executioner and Tornado to defend everything, then counter-push with a Graveyard. If they drop a Valkyrie to stop your skeletons, you just Freeze the tower and the Valkyrie, letting the Executioner chip away.
What Most People Get Wrong
The biggest mistake? Playing him offensively without a tank.
The Executioner is a defensive card first. If you drop him at the bridge alone, a 3-elixir Knight will eat him alive. He needs distance to be effective.
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Also, watch out for the "Axe Glitch." It's not a bug, it's a mechanic. If the Executioner dies while the axe is in the air, the axe will still finish its flight path and deal damage. I’ve seen games won because a dying Executioner’s axe took out the last 100 HP of a Crown Tower.
How to Counter Him (Without Crying)
If you're facing him, don't stack your troops. That's exactly what he wants.
- Surround him: Use a Skeleton Army or Guards to surround him so his axe can only hit one or two at a time.
- The Rocket: It’s a -1 elixir trade, but if you can hit the Executioner and the tower (or another support troop), it’s worth it.
- Lightning: This is the most popular counter. It leaves him with a sliver of health, which your tower can finish off in one shot.
- Mini P.E.K.K.A: A well-placed Mini P.E.K.K.A can usually survive one axe throw and delete the Executioner in two swings.
Basically, treat him like a boss fight. You have to get in close and stay out of the "corridor of death."
Your Next Steps to Win More
If you want to climb the ladder with the Executioner, stop treating him like a generic splash unit. Start practicing your Tornado placements in the training camp. Specifically, learn the "King Tower Activation." If an opponent sends a Hog Rider, you can use the Tornado to pull the Hog toward your King Tower while the Executioner hits it.
Once your King Tower is awake, your defense becomes nearly impenetrable.
Go check your card collection. If you have enough shards, prioritize the Executioner Evolution. Even after the nerfs, that knockback is a game-changer for stopping the current "Lava-Loon" and "Ram Rider" decks dominating the arenas right now. Get your timing down, respect the 5-elixir cost, and stop letting those bridge-spam players bully you.