
Evolution Executioner






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
2,061
Total damage this unit can take before being destroyed.
Area Damage
271 x2 (542)
Damage dealt to every enemy within the hit's splash radius.
Damage Per Second
224
Average damage dealt per second, factoring in hit speed.
Axe Smash Damage
473 x2 (946)
Damage dealt by one normal attack to a valid target.
Axe Smash Damage Per Second
394
Average damage dealt per second, factoring in hit speed.
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
0.5 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Air & Ground
What this card is able to attack.
Range
4.5
Maximum distance at which this unit can attack a target.
Speed
Medium (60)
How fast this unit moves.
Deploy Time
1 sec
Projectile Speed
550
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Count
x1
How many individual units this card deploys.
Transport
Ground
Axe Time
1.5 sec
Projectile Range
7.5
Maximum distance at which this unit's projectile can reach a target.
Projectile Width
2
Evolution Mechanics
Cycles
1
Axe Smash Range
3.5
Combat Mechanics Encyclopedia
Mechanics verified against Season 86 (August 2026)Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Executioner throws a wide, boomerang-style axe that pierces every enemy in its path both going out and coming back, letting one throw hit several enemies twice over. His Evolution adds a short-range "Axe Smash" that deals bonus damage and knocks enemies back when they get in close.
At level 11, Executioner has 1,280 hitpoints and swings his axe for 168 damage on every strike. He costs 5 Elixir, moves at Medium speed, and takes 1 second to deploy. Because the same axe can hit one target on both the outward throw and the return flight, an enemy that never leaves its path can take a full 336 damage from a single throw. The full throw-and-return cycle takes 2.4 seconds (0.9s for the axe to fly out, 1.5s to boomerang back before he can throw again), so his sustained output against a target that eats both hits every time works out to 140 damage per second overall — not the roughly 187 you'd get from just dividing 168 by the 0.9s outbound time alone.
Executioner's axe is a wide projectile, about 2 tiles across, so it hits every enemy standing in its path rather than just one — both when it flies out and when it boomerangs back — which makes him unusually good at wiping out grouped swarms like Skeleton Army or Minion Horde in a single throw. He targets both air and ground troops. The axe itself can travel out to 7 tiles, farther than the 4.5-tile range needed to trigger the throw in the first place, so it can reach and strike enemies well past whatever first caught his attention.
EvolutionThe Evolved Executioner gains an ability called Axe Smash. Whenever the axe connects with an enemy within 2.5 tiles of him, that hit deals extra damage — 240 instead of the usual 168 — and knocks the enemy back roughly 2 tiles, and the bonus applies on both the outgoing throw and the return flight. This evolution only needs to be played once before it recharges and is ready to use again, making it quicker to keep active through a match than most evolutions.
In July 2026, Supercell scaled back the Evolved Executioner's close-quarters bonus specifically so it could no longer out-range Dragons, calling the ability too strong at long engagement distances. The update cut the close-range bonus damage from 268 to 240 (-10%) at tournament level and pulled in the trigger distance from 3.5 to 2.5 tiles, turning the evolution into more of a dedicated close-range punish.
In August 2026, Supercell trimmed how far Executioner's axe can fly out before boomeranging back, cutting its maximum throw distance by about 7%. The change specifically targeted a quirk where the axe could unexpectedly clip enemy Crown Towers from behind the bridge, letting Executioner chip tower health from angles it wasn't meant to reach.
Executioner is an Epic troop that has been part of Clash Royale since 27 January 2017, making him one of the longer-running cards in the game.
EvolutionThe Evolved Executioner form is much newer than the base card, arriving in April 2025 as part of that season's Pass Royale — roughly eight years after Executioner's original 2017 release.
Also in Merge Tactics
Executioner 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 Executioner in Merge TacticsFrequently Asked Questions
How does Executioner work?
Executioner throws a wide, boomerang-style axe that pierces every enemy in its path both going out and coming back, letting one throw hit several enemies twice over
What is Executioner's elixir cost and rarity?
Executioner costs 5 elixir and is a epic card.
What does Executioner's Evolution change?
The Evolved Executioner gains an ability called Axe Smash. Whenever the axe connects with an enemy within 2.5 tiles of him, that hit deals extra damage — 240 instead of the usual 168 — and knocks the enemy back roughly 2 tiles, and the bonus applies on both the outgoing throw and the return flight. This evolution only needs to be played once before it recharges and is ready to use again, making it quicker to keep active through a match than most evolutions.
How often is Evolution Executioner used in ranked decks?
CrownStats has tracked Evolution Executioner in 13 distinct decks, totaling 880 ranked battle appearances, over the last 7 days.
Top Evolution Executioner Decks by Meta Score
13 distinct decks seen in ranked battlesBridge Spam Deck












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Hog Cycle Deck












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