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TheLogCard
DartGoblinCard
KnightCard
HunterCard
ElectroWizardCard
HogRiderCard
FireballCard
MegaKnightCard

Introduction

Hi, I'm new to this whole deck building thing, and the wiki as a whole, but I decided to share this deck that I use that has helped me get throught the dreadful midladder portion of the game. This deck is a Hog Rider deck which is fairly well rounded. Tgis deck revolves around supporting the Hog while having good defense and counter push value.

Deck Information[]

Deck Created by: IndustrialSmelters
Minimum Recommended King Level: 9
Maximum Recommended King Level: 12
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

The Log: Good spell for defense and to stop Goblin Barrel, Princess, basically anything that dies to The Log. It's knockback is also useful to push back enemy troops.
Dart Goblin: For chip damage, defending against air swarms, and to support other troops with decent DPS and range. It can bait The Log, but is the only loggable troop in this deck, unless you decide to switch some things.
Knight: Cheap tank for defense, useful for distracting troops, and potentially some counter-push value. Good stats for it's cost.
Hunter: Tank killer, best used against cards like Balloon, Lava Hound, and other tanky win conditions. Can be substituted for Inferno Tower.
Electro Wizard: Used for defense to stop swarm troops, or to support Hog or Mega Knight in a push. It's also here to counter Inferno Tower, Inferno Dragon, etc.
Hog Rider: The win condition, it's cheap, it's fast, and it deals decent damage, and best used with Electro Wizard, Dart Goblin, or Mega Knight.
Fireball: Used to take out groups of troops, tower chip damage, or pushing back cards like the Balloon
Mega Knight: Used to counter pushes, and has some really nice counterpush potential. Sure everyone hates Mega Knight, but I couldn't beat Mega Knight users because I suck at the game, but if you can't beat em, join em.

Strategy[]

Overview[]

  • The strategy with this deck is to use Hog Rider for taking out towers, and everything else is basically there to support it, or to defend certain cards. Sometimes, it's best not to use Hog Rider immediately, but I like to cycle to Hog Rider, and push with the other cards I put down while I wait for an opportunity to use the Hog Rider. I do this to see what cards the opponent has to try to make up a strategy on the spot, but each card always ends up playing a similar role.

Hog Rider[]

  • Hog Rider is probably the most vital card in this deck, so letting it deal as much damage as possible to the Crown Towers is important. The opponent will most likely user a swarm, a tank killer, or a building to stop the Hog Rider, so to counter swarms, support the Hog with your Zap or Log. If the opponent plays a tank killer, use the Knight to defend it. Support the Knight with other cards if necessary. If the opponent chooses to use buildings, Inferno Tower gets countered by the Electro Wizard, but for Tesla, it's better to set up a push, the Knight or Mega Knight can tank the Tesla while the Hog stays healthy enough to deal some hits to the tower. Support the push with other cards if necessary.

The Log and Fireball[]

  • The Log and Fireball are used mainly for defending against swarms, or for supporting the Hog Rider or other pushes. Log is a good card overall, and can stop quite a few cards. It's knockback mechanic can also help with stopping pushes. Fireball can deal decent chip damage, take out groups of troops, and push back cards like Balloon, Hog Rider, etc. It's just a really good card for defense and protecting other troops like the Hog Rider.

Hunter and Electro Wizard[]

  • Hunter is the main tank killer in this deck. It's used for defending against Balloon, Lava Hound, Any Giant, Any Golem, etc. It does a pretty decent job at taking out tanks, but due to it's low HP, it requires a bit of support. Electro Wizard is also used as defense, for swarms if Zap or Log is out of rotation, or for cards like Inferno Dragon or Sparky. It can support the Hog Rider by resetting Inferno Towers, or defensive Inferno Dragons.

Knight and Mega Knight[]

  • The Knight and Mega Knight are mainly for defending, but due to their high HP, I use them to counterpush if Hog is out of rotation. The Knight is an excellent card for it's cost, it can take a few hits, and deal decent damage. I use it to counter singular troops, or to distract the opponent's troops, like a Pekka or another Mega Knight. The Mega Knight is for countering pushes, if I can afford to do so. It's high splash damage is really good for defending, and if it's healthy enough, it can be used as a counter push, or to tank for the Hog Rider.

Dart Goblin[]

  • Dart Goblin is used for chip damage and defense. For defense, it can slowly chip away at the opponent's win condition, and it can deal pretty good damage if protected by a tank like the Knight. For offense, it can do a lot of damage to the tower if the Hog, Knight, or Mega Knight tanks for it, and it can help protect those cards with it's fast attacks, making it great for Bats or Goblin Gang. It's most important use, in my opinion, is destroying enemy buildings, since it can outrange the Inferno Tower and the Cannon, which allows the Hog to get to the Crown Tower faster.

Summary[]

  • This deck is alright, it can counter a decent amount of cards, but it can get hard if the Hog Rider is the only thing that can connect to the towers. To summarize, use Hog Rider to take out towers, support the Hog with various cards, defend with said cards, and counterpush if able to. This deck is easy to use just because it has Mega Knight.
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