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BalloonCard
FireSpiritCard
HogRiderCard
NightWitchCard
MegaMinionCard
GuardsCard
MiniPEKKACard
FireballCard

Introduction

Hellooooo again everyone, Today I'll be sharing a fairly average deck I used quite a lot (and still have in my fifth deck slot) in Hog mountain. It's very effective on offense and can hold it's own on defense. As you may know I enjoy putting Night Witch randomly in my decks as a filler card for an empty slot but I swear it's actually useful this time.NOTE this deck is kinda dead after the Fireball buff but use it if you want. sorry! Also SPECIAL THANKS TO ROYALBABY FOR THE PROOFREADING AND HELP.

Deck Information[]

Deck Created by: PassmethedaNKMEMES
Minimum Recommended King Level: 7
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.5 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Balloon: Balloon, One out of the 2 win conditions in your deck,Can take out the tower fast if it makes contact with the tower, be sure to have mor than 5 elixir when placing this so you can deal with counters or place a support card, It's very weak to Archers, minion horde etc.
Fire Spirit: Fire Spirit, these cute little burning rock can be sooo useful in taking out swarms or dealing with small pushes even, deals massive damage are intact when suicide bombing, pairing it with hog rider or balloon instead of ice spirit is the main idea of this deck (see below).
Hog Rider: Hog Rider, This card is the second win condition in your deck, most Hog rider based decks use Ice spirit instead of Fire spirit but In this case It's fire spirits, Pair it with balloon for maximum pressure on your enemy, can be used for split pushing when your opponent uses his minion horde or Wizard on a balloon too. In dire situations can be used to tank damage last minute because of it's moderate hitpoints, MEAT SHIELD ACTIVATE. Another thing, putting the hog down at they very first second of the match is not a bad idea, if it gets countered by skarmy or minion horde you have fire spirits, getting countered by anything else will allow at least one hit, good for getting the round started if your bored.
Night Witch: Night Witch, The Night Witch is one of your defensive cards against things like golem or Giant, can even be used to counter balloon if necessary, the bats will spawn and do good damage. Using it on offense is also a good idea, just make sure its a counterpush or it has something tanking like hog rider (yes I'm serious they go so well together) because of it's slow speed,It is weak to swarms on it's on so be careful.
Mega Minion: Mega Minion, Mega minion is your main air defence, use it to defend from things like balloon, lavahound, LAVALOON (kill me) etc. It's like three minions morphed together and with sick armour on it, make sure it's level is fairly high because it's weak when low. Can be used in a counter push with balloon or something just make sure there's a tank if you want a push because of it's slow speed (like Night Witch).
Guards: Guards, Guards are your second main defense unit, they have lower dps than skarmy but are spell resistant and are more reliable because of their sheilds. Use it to take down mini tanks glass cannons (preserably mini pekka) or even to kite units if your tower is low, if left ignored they can deal a couple hundred damage to the tower. And if your bored just throw them into your push, it'll be worth it.
Mini P.E.K.K.A.: Mini Pekka, Mini Pekka can do some serious damage if it connects to the enemy tower, is also a liable counter to medium sized tanks like Giant. Can be added into a push to make it deadly but make sure you have some kind of swarm defense or the push is big enough to kill the skarmy pretty much on sight lmao. Mini Pekka can also be used to counter things like Prince or Mega Knight, but make sure it's right at the bridge so they can't get a charge/jump in, with the help of a tower the M Pekka can eliminate these on it's own.
Fireball: Fireball, This card doesn't need that much explaining, try overlevelling it so it can one shot things like Wizard or Witch, just toss it in the middle of your opponents push and most cards will be under half health, making it easy for on of your cards to swoop in and take em out. can Finish off towers in overtime or take out swarms in an emergency, don't be afraid to use it on minion horde if you don't have fire spirits

Strategy[]

  • Start off the match with one of the following:
    • Night Witch in the back
    • Mega Minion in the back
    • Splitting Guards in the middle of your side or at the back of your side
    • Rushing with Hog Rider 
    • Playing Balloon in the back
    • Wait for your opponent to play and play your move accordingly
  • Try and counterpush any chance you get with Balloon or Hog rider thrown in
  • Be wary of Elixir, It's a fairly cheap deck but if you suddenly overcommit hard it can mean disaster
  • If your opponent has very good counters to Balloon or hog rider, try and wait for it to be out of cycle before starting a large push, especially Wizard, Ice golem Wizard can kill your whole push lmao
  • When it's overtime and your tower has 1000 or more health less than your opponents weakest tower, don't try and go for the win, defend till the end for a draw because while it seems hard with this deck it's actually very easy if you do it right, overtime is only a minute after all
  • Remember Hog Rider is meant to tank for the Balloon while posing as a threat himself. So make sure Hog Rider gets in front of the Balloon instead of the other way around
  • While Balloon Hog Rider+Fire spirits is the main focus of this deck it's not the only push that's effective, experiment around and have fun!


Offensive combos []

Push Combos[]

  • Balloon+Hog Rider+ Fire spirits (duh)
    • Balloon Hog Rider is the main focus of this deck. If this combo works it can be lethal to the tower in most casews. Although after the Loon nerf this is much less threatening. But who really cares?
    • HOW TO PLAY: There are 2 ways to play this combo. Way 1: Start with a Balloon in the back of your side. When it reaches the birdge play Hog Rider and Fire spirits behind it right before Balloon is about to cross the River. This will allow Hog Rider to tank for the Balloon and also act as an additional threat to the Princess tower. Way 2: Wait till your on full elixir and place Balloon Hog Rider both at once at the River. Play Fire spirits ASAP after that. Using this strategy means late Fire spirits but it forces your opponent to act fast or lose the tower.
  • Hog Rider+Fire Spirits
    • This combo is pretty self explanatory. The Fire Spirits take out Swarms so the Hog Rider can attack the tower
    • Note that this combo is relatively cheap but can be easily countered by Inferno tower or Cannon/Tombstone+distraction.
    • HOW TO PLAY: Simply play Hog Rider at the birdge with Fire spirits behind it.
  • Mini Pekka+Fire spirits
    • Same concept as Hog Rider+Fire spirits but with less chance of success (remember Mini Pekka targets troops) but a higher reward if Mini Pekka locks onto the tower.
    • HOW TO PLAY: Play Mini Pekka at the bridge with Fire spirits behind it. Easy
  • Mega Minion+Balloon+Fire Spirits
    • This wombo combo is pretty much like the Tank+Support concept. Mega Minion serves as Support while Balloon heads to the tower to rip it apart. Fire spirits take care of swarms like Minion Horde
    • This strategy is very effective and can handle pretty much anything other than Inferno Tower+Support. Even then it is almost impossible to stop your tower from taking damage
    • HOW TO PLAY: You can either play Balloon at the back or at the bridge. Either way just put a Mega Minion behind it and Fire spirits following. Make sure Fire spirits are far enough bacik so they don't get in front of the Balloon.

Defensive strategy[]

Deck Defense[]

The defence in this deck is definetely not as good as a normal deck should be but that doesn't mean defense is just something to pass off when using this. Keep in mind this deck is very offensive and you can get Towers back quite easily. Unless you opponent uses Cancerball. Then you're quite screwed. Unless the Cancerball pushes your Baloon to the tower. 

Defensive cards in this deck and their uses[]

  • Night Witch: Night Witch is a powerful defensive card because of her long range and damage output. The extra bats give more dps making it even more capable of melting high health offensive tanks.
  • Guards: Guards are great against single targetting troops and are spell resistant. Use it as you would use a swarm. What it lacks in dps it makes up in reliability. Can also be used as a great cycle card.
  • Mega Minion: This guy has the power of 3 combined minions and is more reliable than them. Making this card a good damage dealer and Balloon Stopper. Counters Baby dragons for a positive elixir trade and survives Fireball. What is there not to like about it?
  • Mini Pekka: Mini Pekka is a very good damage dealer but is weak to swarms. This 4 elixir card can melt Giants and Golems on its own. The massive damage per hit means it can easily destroy most single cards. 
  • Fire spirits: These do not have much purpose on defense other than for destroying things like lone Lumberjacks for a positive elixir trade.

Substitutions[]

Substituting anything is not recommended but it works:

  • Balloon: NONE
  • Hog Rider: NONE
  • Night Witch: Night Witch can be replaced by other glass cannons, preferably Lumberjack (the extra Rage spell makes that Balloon ever so deadly) or even the Prince (covers range but no bats and higher elixir cost). Although it is not recommended because the Bats serve an important purpose
  • Fire Spirits: NONE
  • Guards: Guards can be replaced with a Skeleton Army or Goblin Gang. They are less reliable but deal higher damage.
  • Mega Minion: Mega Minion can be replaced with Minions. But they will be much less reliable so be careful
  • Mini P.E.K.K.A.: Mini P.E.K.K.A. can also be replaced by glass cannons like Lumberjack too.
  • Fireball: Fireball can ONLY be replaced by Rocket, not Poison because it can't deal damage fast enough although it provides more value. Rocket will work and deal more damage but use it sparingly because a wasted Rocket means a complete waste of 6 Elixir.
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