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Clash Royale's Full History of The Executioner

Mar 20, 2024
The Executioner is an epic five elixir card that has been in the game for over five years and today looks like a standard average card that is neither too bad nor too good. His stats aren't that different today from what they originally were. However, this card has still had one of the craziest stories in the game. It is a ranged card that launches an ax in a straight line that flies backwards after reaching maximum range, dealing damage on both hits while passing through all its targets in its path. This card is the most comparable to the mage, both five elixirs, both long range, both deal splash damage, however the Executioner never replaced the mage, mainly because for a card to be replaced it has to be in the meta first.
clash royale s full history of the executioner
Firstly, the Executioner has received 11 lifespan changes which is not an unreasonable amount for a card that has been available for five years, but what makes the Executioner unique is that most of these changes were massive stat changes. or big modifications instead of small changes as seen with many other cards, the Executioner is without a doubt. It's better than some cards in the game today, but it's a card you probably won't see often, so today I'll go over the

history

of the Executioner, why it went through the phases it did, why it's still a niche card. to this day and why it will likely remain that way, the Executioner was released in Clash Royale on January 27, 2017.
clash royale s full history of the executioner

More Interesting Facts About,

clash royale s full history of the executioner...

This was a unique era of Clash Royale because, instead of the 2016 method of releasing batches of new cards every two months, Supercell had decided to release a new card every two weeks and the Executioner was released during this era because of this, there was a lot of pressure on developers to create new cards quickly and sometimes when you work too fast you make mistakes and the Executioner It was the golden example. Of this, this card was released in Clash Royale being the most broken card ever seen in Clash Royale and I don't mean that it was overpowered.
clash royale s full history of the executioner
This card had so many glitches that it affected it drastically. This card had so many glitches, in fact, that most people thought they were just glitches. characteristics of the card and in reality they do not fail. The first issue to note about the Executioner is that the axis hitbox was super weird. If you placed something on top of the execution while the ax was

full

y extended, it would still take a bit of damage as if the ax had hit it, this made it really frustrating to counter. The radius of the shaft would also extend behind the Executioner when he turned towards him.
clash royale s full history of the executioner
The ax had a 360-degree splash radius, so when it came back to the Executioner, the hitbox extended behind it. Since it was within the radius of the axe, it may not seem like much, but this was the difference between being able to completely counter it with cards like skeletons and goblins. The biggest glitch the Executioner had was a stun that would reset the smaller ones' attacks. units, this stun made cards like mini Pekka and Knight worse at countering him because their attacks would constantly reset as they tried to fight him. However, this stun was not like a stun and would only affect troops that received Fireball's knockback, think about this. stun as the type of stun that the fireball causes without causing knockback, this means that it did not reset the troops completely, but rather interrupted their attack.
I hope that made some sense, this means it was actually a good counter for cards like Hog Rider as it could counter. while only allowing him to get one hit on the tower, one more mistake the Executioner had, it wasn't that fun, but I thought it was worth mentioning if the Executioner turned around just before he was about to attack an air troop , the ax. it would not return to him, but would simply continue in the direction in which it was thrown, hitting everything in its path and never returning. This bug was rare, but many players still experienced it.
All of these problems were so noticeable that you could even find flaws in the game in the execution or reveal trailer, although they tried hard to hide it despite all of these unwanted flaws that made the Executioner stronger in many main interactions, the card was dominated, but not that much, it certainly had its place in the game and many players. He picked it up very quickly, however, the card still had five elixir, attacked a bit slowly, and could be countered by many troops for a positive elixir exchange. Many players were frustrated with this card because playing against this card was inherently unfair with so many. flaws on her side, he won interactions he shouldn't have won and in turn a game she shouldn't have won or at least a game for the wrong reasons, it wasn't fair that the opponent's pig rider only got one hit in the tower. because the Executioner kept stunning him, this was not what this card was supposed to be, there have been many iconic combos in Clash Royale

history

.
Ice Witch Night Golem Pig Rider Golem The elite barbarians rage and the Executioner also had a tornado of a match, the Executioner alone was average at best, even with his flaws, but with tornado the power of this letter was really recognized. The Executioner's splash radius was extremely good vertically, being able to hit troops eight squares away, which is longer than a Dark Goblin and its weakness was its horizontal radius. However, the tornado's horizontal radius corrected this weakness by allowing large groups to join. pushes, allowing the Executioner's ax to hit each troop within it multiple times, although this combo would cost you a

full

eight elixir, it was extremely good at eliminating almost any push.
It was also extremely convenient at that time because the tornado was in the strongest state in its history, so the tornado became even stronger thanks to the release of a large synergizer. The tornado lasts only one second today, but in 2017 it had a duration. of three seconds, which meant that he could not only control where the troops went, but also keep them in place so that the Executioner could perform multiple hits, so before we move on to Supercell's next move with the Executioner, let's compare the

executioner

January 2017 with the modern

executioner

. of the Executioner today is five percent higher, its range was also five tiles at the time of release, while today it is only 4.5 tiles, the maximum range of the Executioner's ax is 7.5 titles today, whereas back then it was only seven tiles, meaning that although the normal range is shorter today, the maximum range is longer than back then.
Another interesting fact is that the car deals exactly the same damage as when it was launched and has exactly the same impact speed. The axle radius is also one square today as it was back then. As far as overall stats go, it doesn't seem all that different today than it did back then. How could a card that had received so many changes be almost identical to its original version? How did you practically come full circle? The Executioner had so many mistakes. It needed a full client update to fix it, so in the meantime Supercell decided to temporarily Nerf the Executioner so it wouldn't be a threat, sort of like a silent removal.
Supercell sometimes pulls cards from the meta so they don't disrupt the game while they try to fix it. Another example of this is with the actual recruits in 2018, just 17 days after the Executioner was released. The Executioner's stats would be grayed out until they could fix it in the next client update. The Executioner's damage was reduced by six percent in this balance change, which didn't change many interactions. The Executioner's range was also changed from five tiles to 4.5 tiles, which meant that the maximum range was now 6.5 tiles instead of seven and ultimately this last change was intended to be more of a temporary fix to prevent the Executioner from hitting troops behind him, where the radius of his ax would go from one tile to 0.9 tiles next month, on March 13, 2017, the game would receive a client update where it says in the notes that in quotes it fixed all the errors of the Executioner.
This client update removed the stun, infinite range bug, and strange ax hitboxes. The ax radius was also reverted to a tile in this update as it was no longer needed to avoid The Executioner, hitting behind him also gave his card icon a huge Nerf. You may have questioned my wording a bit, why would I quote Supercell saying they fixed all the Executioner's bugs instead of firmly stating it? This is where my investigative journalism comes from. The kicks in the Executioner still had a glaring bug that was never acknowledged in the patch notes, although rare, it certainly affected gameplay in many scenarios.
This bug involved area denial if the Executioner threw his ax and a troop crossed his path. ax while he was still in the air, even if he was no longer in the troop's place. The troop would take damage when they were not supposed to. This issue was eventually fixed, but it was never acknowledged anywhere in the patch notes, so I couldn't tell you exactly when it was fixed after searching through dozens of random Clash Royale videos from 2018 and watching hours of gameplay. I found an instance in a Clash with Ash video from March 2018, supposedly a year after this issue was fixed, where you can see it in action, as you can see the Executioner throw his ax and the prince stands where the ax was after it was there and yet it is still damaged.
The Executioner didn't get any attention from Supercell in 2018 until September 2019, so I guess it was finally patched with the September 2019 patch, since I couldn't find it happening after that point, but more on that later, although again I can't confirm when it was patched, since again. It was never officially documented or acknowledged and was never mentioned by any YouTuber I could find, probably because it was a small one, but all I can say is that the March 2017 client update did not, in fact, fix all of the Executioner's bugs. ; The Executioner hadn't been in the game for that long and had already been in every balance update since its release, the bugs were finally fixed and now it was time to make it viable next month in April 2017.
The six per damage percent of the Nerf Executioner would be reverted, so now the Executioner was basically as it was intended to be, except its range of five tiles was never returned, it remained at 4.5 tiles. It may seem a little strange that Supercell didn't bring this back, but at the time the community was already a little frustrated with The Executioner still, and even the six percent damage buff was considered unnecessary for many players, being a Splash card. of five elixirs in Clash Royale, it is historically the most oppressed group of cards in Clash Royale. Cards like Witch Wizard and Bowler were kept in a poor state simply because they were incredibly annoying, even when statistically balanced, the Executioner would still find its place on the prairie and was more popular than these other three cards;
However, this card would not receive any major changes because it remained in place and never became very good starting in April. From 2017 to 2018 and most of 2019, the Executioner would remain exactly the same, but that doesn't mean his place in Mena hasn't changed over time, as I mentioned before. Tornado worked very well with Executioner and this card was actually The main issue with Tornado worked very differently in 2017 than it does today and back then Executioner relied heavily on Tornado without Tornado. The Executioner was essentially on the same level as the magician. You might be wondering why the Executioner was really strong on the tornado when the other five.
The Splash elixir cards were not here, this is the reason why the caster couldn't attack the air, which had too small a splash radius and the mage died too easily. The mage's attack function also functioned as a fireball that could only hit a small group of troops around the center. of him instead of the Executioner's acts that deal damage for the duration of his cast, although the Executioner would remain the same for years to come, the tornado certainly would not, each change of tornado would affect the Executioner because the executioner depended on the viability of the tornado.
This dependency issue was an issue that Supercell would need to address. Not only would Supercell need to balance Tornado as it was prominent in many of the top decks and was a very strong card, but it was also separated from Executioner, the biggest problem with Tornado. was that it simply lasted too long and was too good at crowd control, lasting a full three seconds, the Executioner had a lot of extra time than he would have today to hit all the troops in him in June 2017, theTornado duration would go from three seconds to 2.5 seconds and in April 2018, go from 2.5 seconds to two seconds, these changes certainly weakened the combo, but they remained prominent performers even after these changes still had to use a rate of around 11 percent but they had a low win rate, it's likely that The Executioner's win rate was higher than Tornado's in the deck, but I can't find a stat that indicates that the hog X NATO combo was really the most popular deck.
Executioner saw himself in card combo, he was extremely solid, but really only in specific decks like this tornado was versatile and could fit into tons of other decks, but Executioner not so much. It was clear that the tornado still needed to balance its nerves, but if it weakened, it would take the Executioner with it. Supercell would never want to put The Executioner met the same fate as the Wizard, that would just be cruel, so in June 2019, Supercell announced that major reworks would be made to certain cards later in 2019 and the first card on that chopping block.
It was none other than the Executioner that the Executioner needed. of a rework because it relied on an overpowered card just to be viable, it was an annoyingly effective card, but only in a niche scene in August 2019 would a rework be announced for the Executioner and up to this point a tank had never received or reworked so big like this before this announcement absolutely shocked the community. The Executioner's damage would increase by 98, almost double what it currently deals to offset this buff. Its range would go from 4.5 tiles to 3.5 tiles and its maximum distance would drop to five tiles.
Your health could also be adjusted slightly by losing five. Per percent of this redesign, the time the ax was in the air would also decrease, going from 1.5 seconds of being in the air to 1.1 seconds, but its charging time would increase by 0.5 seconds, which would his overall hit speed went from 2.4 seconds to 2.5. seconds I didn't mention this before, but the Executioner is a bit unique in terms of his swing speed, the ax when flying through the air is not affected by any kind of slowing or speed effect, this means that the Ice Mage or The Rage spell doesn't affect the Executioner's historical speed much, so while this change didn't change the overall hit speed that much, it did make the Executioner more susceptible to speed factors.
What did this damage increase mean for the Executioner when a troop was hit by the Executioner's ax both on the way there and back, it would cause almost the damage of a fireball, which meant it could kill troops that died to cause fireball like flying machines and barbarians with just one throw. This change seemed to be based somewhat on the rework of the royal giant that happened about a year earlier, a decrease in range but a massive increase in damage, this type of rework for the royal giant put it in a perfect state, so I guess which they thought would work well with other cards as well.
Lightly, this announcement sparked outrage. Rampage memes spread throughout the community. People were crazy about this change because of how op it would make the Executioner. This change was so massive and everyone was preparing for a miserable executioner dominant meta, so you might have expected it. a montage that now shows how strong the executioner was during this meta, but I don't have any and it's not because the rework didn't make it operational, but rather the rework didn't end up happening at all, at least not as was so outrageously stated. from the community, Supercell decided to give the card a last minute change that ultimately made the Executioner a useless card.
Instead of a 98 damage boost, the card would now only receive an 82 percent damage boost, meaning it couldn't perform a single shot. barbarians, but 82 is still a decent amount of damage, well no, instead of the original plan of the Executioner's range being reduced to 3.5 tiles, it would now be reduced further to just three tiles, which is the most shorter than a distance letter has ever had. the story of Clash Royale the other planned stat changes would remain the same here is a comment made by a professional that is a good representative comment of what the Executioner was like in early September 2019.
The Executioner is worse than ever. I use it. to kill some long-range troops, but since his range has decreased a lot, he no longer has that utility, he is very slow, so it seems like anything can kill him easily, although his damage has increased if he can't. touch the troops, it's useless, the Executioner was in one of the worst states a card had ever been in in Clash Royale history to this day in the history of the worst Clash Royale cards, he was shoulder to shoulder with Shouldering the eight Elixir Royal recruits and the witch who didn't deal splash damage, Supercell made a comment before the rework was released that they were nervous about the Executioner being dominant even though the originally planned Executioner who went through many , lots of testing and came back with low profit raids originally, supercell had made a comment defending their rework saying well if it's a problem just prepare a rocket, unfortunately though they caved to the pressure that led to this monstrosity of what they once was something legendary, the supercell decided to bow to pressure from the community, which had never had the opportunity to play the new run. or look at a completely unprecedented move towards emergency Nerf, a card that wasn't even changed yet, although their testing showed the card to be on the poorer side, they couldn't handle the potential of the card being overpowered, this event It actually led to Supercell refusing to use emergency Nerf cards this way anymore, although it has happened with small changes like with Archer Queen or Earthquake.
Supercell would leave these cards in their strong state for at least a few weeks to make sure they didn't overreact in future videos when I cover other cards, this incident will come up again in many of those cards when describing the hesitant approach Supercell took in dealing with these. problematic cards. However, I don't really understand why Supercell decided to give in on this one, as it seems like there was a lot more outrage towards this rework of the royal giant than the Executioner rework, ultimately leading to the Executioner's win rate dropping. up to about 35 percent before the rework, the Executioner had a win rate of around 40 percent, so he clearly made it worse regardless of the supercell. was dissatisfied and embarrassed by how the Executioner turned out, this caused another wave of reaction and outrage in Supercell because this card was removed and now certain popular decks were no longer viable.
The Executioner had been executed just three days after this reworking was implemented. This card will receive an emergency buff, this makes it run or hold the record for the shortest amount of time between two balance changes, very rarely in the history of Clash Royale have cards received an unscheduled buff and certainly not, this fast supercell wouldn't confidently come in with its complete rework as they had originally planned, but they gave the Executioner something to work with; His damage would be improved by only an additional two percent, which meant he could now shoot at a flying machine, but still not enough to shoot at barbarians, his range being reduced from three. tiles to four tiles, however, the maximum range of his ax did not correlate with this, meaning that now, although the Executioner only had to be four tiles from his target to initiate his attack, the ax only traveled 4.5 tiles in the air, it was chaos to have this. a lot of emergency changes coming and going in a span of just a few days was annoying and just made Supercell look bad overall.
Some people liked this broad approach of addressing cards that needed changes rather than waiting until the next set of balance changes. supercell because we always yell at supercell when they don't make changes when it's obvious, obvious right, I mean you know it's broken, why did they make us wait a month? The problem I have with this is that Supercell literally didn't give me time. For the original rework to be established in The Meta, this is the problem when you hear the first initial reactions from the community purely and not from any type of data tested in the game.
What position did this change put the Executioner in? Was it enough? This change alone was enough. to make the Executioner very strong, it was much easier for him to kill troops. Now the funny thing is that the rework didn't even fix the initial problem, which depended on the tornado to be good at this point. was the peak of the Executioner's strength, it cleared troops very easily and its use in win rates along with the tornado increased rapidly as the Executioner found it harder to reach troops, he relied on the tornado more than ever, although the Executioner was powerful, all his power. was being contained by a fierce competitor, the fisherman, this card was not only replacing tornadoes in many decks, but could also take the Executioner to bad places with its super hook cell had received a lot of backlash for its back and forth swings. back and it was hurting. the game, so they weren't going to Nerf the Executioner or the fishermen so soon even though they both needed one, however what worried many players was that before the next set of limit changes, supercell confirmed that Nerf would come to a fisherman, but he didn't give any information about a potential executioner Nerf starts seeing more and more executioners btw on crl in Grand Challenges at the top of the leaderboard like this, but after the fisherman gets nerfed, a lot of players say I think the executioner is going to be really strong because I think the prevalence of fishermen right now is really the only thing that contains the pure DPS, the power, the dominance of the new executioner.
Did you think Supercell was done changing the Executioner by September December 2019 even though I've been? talking about September 2019 for the last 10 minutes, we're not done yet on September 28, 2019, the Executioner would get a first hit speed time reduction. This change came along with the September update and was actually a complete accident, however, this accident led to The Executioner becoming even stronger three days later, although on October 1, 2019 a maintenance pause will revert to the Executioner. as it was before this update. This is a historic moment in Clash Royale because the Executioner would have received four changes in just a 30-day period from how over several years he went from being really good, to really really good, back to being just really good, all in one a month, even if two of these changes were a mistake and correcting that mistake, so many changes, accidental or not, have never happened before or since.
In the Clash Royale L story, in the next set of balance changes, which would be October 7, 2019, the Executioner would go unnoticed, many players would be outraged that the Executioner didn't get a Nerf in this set of balance changes , but many would change their minds when they saw the meta that would await them in October 2019. Remember how I said that several cards were receiving major reworks, well, Executioner was just the first and another long-term underused five-elixir Splash card would receive a massive rework. just this, but the Elixir Golem would be released into the game and the night witch would get a deadly bat buff.
All three cards were extremely strong in this meta, creating an incredibly toxic meta with Elixir Golem and Witches with an overpowered Executioner. in-game provided a sort of counterbalance to this other extreme of Swarm strength in the game, even with the Executioner at its strongest in Clash Royale history. The Elixir, whose meta was so overwhelming that the Executioner didn't even feel like a If this seems strange to you, understand that October 2019 was one of the strangest meta in Clash Royale history, many underpowered cards were actually good during this time and vice versa due to just two cards that warped the entire meta during the October night. 2019 may forever be known as the most chaotic and unbalanced meta in Clash Royale history, and due to the Executioner glitch, not a single card suffered an emergency nerf throughout the entire season, even though the focus had shifted a lot. of the Executioner, Supercell did not forget and in November 2019, the Executioner would receive another overhaul, its maximum range was increased from 4.5 tiles to five tiles, the axis travel time was also raised from one second to 1.2 seconds , which allowed for better area denial, but the ax radius went from one tile to 0.8 tiles, this Nerf may not seem like much, but that's a reduction of 20 on this Splash radius, which marked a hugedifference and would also make you more dependent on the tornado, at least 20 is better than one hundred percent.
The interesting thing is that, despite there being no changes. What happened between September 6 and November 3 with the Executioner, the Executioner went from being incredibly strong for many players to feeling a little too strong. Many professionals say that the Executioner at this time is actually very strong. I think the Executioner was perhaps a hair too strong now, this could have simply been because the Elixir Golem and the witch were super operational which diverted the attention of the executioner or perhaps he had simply settled into a decent position, this reworking may seem like it doesn't change the Executioner. very on the surface, but there were many other changes in November 2019 that drastically changed the Executioner's place in the meta with the Fisherman finally nerfed properly and many other op cards toned down the Executioner Rose to the top breaking a 37 usage rate. in Grand Challenges and a healthy win rate of 53, making him the number one troop in the game and if it weren't for that stupid piece of wood, the Executioner and the Tornado would be in the top two in the entire game in November 2019, over 90 percent of Executioner decks in Grand Challenges would also have the tornado that this card's status was jumping so fast that the community was outraged at Supercell for three months straight over this card, either killing it or turn it into Conquer The Meta.
The card had been changed seven times in a three-month period (remember it only received 11 changes over its nearly six-year history, one Nerf executioner couldn't even wait until the end of the season just 17 days after its review above, supercell would issue an apology for messing up this card, so YouTuber's bad

clash

with Ash really puts it best: who is testing your game, who made a mistake, who is testing your game, who were so far away that they needed so many changes of emergency balance on the same card in such a short time. At the time, Supercell wrote an entire article about what they expected and what they learned from this experience.
This article also announced that the executioner would receive another revision in a few days and return to its pre-September 2019 state. You might be wondering why Supercell would apologize in this way. An instance specifically like The Elixir Golem was arguably much stronger and more oppressive than the Executioner in October 2019 and they made no apologies for that card. Many players who played Executioner thought it was fine before the September 2019 rework and were upset about that supercell. This card ruins them. Remember that at this time having a maxed epic card wasn't as easy as it is today, so for this card to be useless was devastating.
For many players, having a card in their deck with its entire function changed ruins the entire flow. of certain decks, even if it were statistically balanced, it couldn't be used in the same way as before, it's like giving the princess a 50 damage buff, but it weakens the range to the same level as Dark Goblin which removes the core mechanics does that cards cannot be played in certain decks despite other buffs they have received as compensation, Supercell's official comment was and I quote whether area attackers like the Executioner are statistically the best. Equal or even better than other cards with higher skill, it lowers the skill cap of the overall game by making these defensive plays just a feature of the card that would otherwise be viable in a multitude of one-on-one situations.
There were many defensive tricks. you could use cheaper cards Supercell wanted to reward more than just putting in a simple defense card that does all the work on its own on November 26, 2019, this rework would be released, this made the Executioner's range identical to February. 2017. His hit speed was also reverted to 2.4 seconds, as well as that five percent nerve health, and of course, his damage was reduced to exactly what it was when released. The radius of his ax also increased from 0.8 tiles to one tile. he never changed, there was actually one change that was not reverted in this revision and that was the ax travel time as it is still 1.2 seconds to this day instead of the second it was during the early years One thing they also slept on there was increasing his vision range from four tiles to 4.5 tiles, a stat he had never touched before, this meant it was now a little easier to distract him.
I'm not sure why they threw this in there, but in this supercell era. was changing the viewing range of many cards, so honestly they probably just did it for fun, although the Executioner was still back to normal, there was still one major problem: the Executioner in its normal state was no good, so how are they going to solve it? Now it was back to square one, as the Executioner was always heavily reliant on the tornado and the rework of the Executioner didn't resolve that it was clear that Supercell was going to have to focus more on the tornado just a few months after reverting the Executioner to the normal. of the community managers mentioned that the tornado would be receiving a massive overhaul soon, the duration of the tornado would go from two seconds to one second, there were other changes as well, but I'm not going to bother discussing that because the time reduction is what What matters in this case, this change ultimately actually hurt the Executioner because the tornado was no longer as good at crowd control, which is what the Executioner benefited from the most: it no longer kept troops in place for so long and therefore The Executioner could no longer get much value from it.
The Executioner still worked well on him, but not as much as before. Tornado and Verdugo were officially comfortably separated, but usage and gain run rates declined as a result. The card was Falling into darkness for over two years, the Executioner would receive no supercell support falling further and further into darkness as each month passed, no improvements, no reworks, the tornado was working fine, but it didn't need the Executioner at all with a massively failed rework and going back and forth for so many months, it seemed like Supercell was fine with keeping this card low, even decks that had been good niche cards had been fading from the meta completely, so What on December 7, 2021 the team was ready to take another attack on the executioner, however, they were now going to take him small, so he only received a five percent health buff.
The only major interaction this really changed was now allowing you to survive a level plus one lightning bolt. The change seemed a little random, but at least it was. Something, Supercell had learned their lesson from 2019, so they were going to let the meta settle before touching it again because obviously a five percent health boost is a change that takes a long time to settle. Remember that this was not a reversal because he had received his five percent health boost in November after another eight months in August 2022, when it was evident that the five percent health boost still left the Executioner in a pretty bad state. weak, he would receive a maximum tile distance increase from 6.5 tiles to 7.5 tiles, which would make him have the longest range he has ever had, the initial distance of how close he had to be to throw his ax did not change and the time the ax was in the air also stayed the same, meaning it only helped the Executioner, it was an interesting approach which I applaud supercell for and it was nice to see that supercell wasn't leaving this card completely in the dust, so , how good is the Executioner today?
Well, as of October 29, 2022, which is when I'm recording this, the Executioner has a Use Rate of 13 and Win Rate of 56, which are very healthy stats for a card and are, in fact, the foundations for a Nerf on its own, but wait a minute when we did research for this video a week ago, the usage rate was three percent with a win rate. Out of 47, the Executioner hasn't received any changes for over two months, so what caused this massive increase in Executioner usage in the last week alone? Although there hasn't been any balance change for any cards in the time frame of this video, aside from the Goblin Mirror. and Knight two new cards were added that completely reshaped The Meta overnight.
I actually recorded the last 30 minutes of this video before the update and I'm redoing this last part just because of this unprecedented event, Phoenix currently has a usage rate of 81 which literally means the entire meta has been spinning around this card, causing the usage and win rate of each card in the game to fluctuate greatly. Barbarian Barrel now has a better usage and win rate than log minions have the worst win rate in the game and everyone else. card sat is drastically different than a week ago, so Executioner isn't unique in this, this Mana just happens to be a meta where Executioner works much better than other cards and you also see a pretty fun tornado in each one. of these decks. all the X NATO combo needed to dominate in the meadow once again was a game-breaking bird. 81 is a higher usage rate than supercell intends when balancing cards, so Phoenix will probably be weakened and run usage in win rates will decrease with that.
Even though the tornado has been very prominent with the Executioner these last few days, I'm about to go on a rant about how a win rate of 47, which is what it was before the update, is pretty good compared to what used to be and Executioner was no longer dependent on Tornado, on top of that, with the max range of 7.5 tiles, Executioner has been finding a niche spot in the meta and certain old Executioner decks have returned. The interesting part I saw with some of these decks is that they were actually replacing Tornado with Earthquake and still keeping Executioner, so IMO Supercell finally got this card right for what they were going for.
This card is niche, but it is not useless and no longer depends on the tornado being viable unless the Opie Bird is actually added to the game, then he and the tornado are back together rising in the meadow once again, but Overall I don't think any more changes are necessary for Executioner, as Supercell said the game just isn't as fun when it lasts too long. Ranged Splash units are too common, so the slightly disappointing stats are fine for a card like this and it obviously still has its place in the game when the meta requires it and, just to compare it to its five Splash counterparts of elixir, he is actually doing much better than them.
The Executioner has certainly had an interesting journey in Clash Royale and while I've been very frustrated with this card in my past, I'm glad it exists and supports Supercell to get it right eventually, personally, these important mods, although the game breaking really made me enjoy the game a lot more because even if one or two cards shaped the Meta, it kept the meta from becoming stale and repetitive and I'm glad Supercell at least tried because if they didn't, who knows where would the Executioner be today. I hope they do it. I enjoyed this video because it required a lot of research and effort to complete.
I'm not sure if the Executioner has much of a future in terms of balance, but obviously with events like the introduction of Phoenix, the game's meta can be unpredictable, but maybe it's time to give the wizard a turn in the spotlight, Its rework was canceled in 2019 due to the Executioner being a total flop and hasn't changed since its last change over four years ago and its usage in win rates continues to be abysmal and competitive play, but anyway let me know if you want me to cover Wizards history or any other card history, although these videos require a lot of research and effort.
I love telling stories of different cards that new players may never have experienced or experienced players may not have experienced. Forgotten, preserving Clash Royale history is what I'm here to do and as the present becomes history, I'll always have more work to do, thank you.

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