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HogRiderCard
SkeletonsCard
CannonCard
FireballCard
ZapCard
BabyDragonCard
ElectroSpiritCard
GuardsCard

Introduction

Overwhelm your enemies with a quick cycle of Hog Rider! Similar to the regular Hog 2.6, this deck allows you to deploy Hog Riders extremely quickly.

Deck Information[]

Deck Created by: IB_ItzBlover
Minimum Recommended King Level: 6
Maximum Recommended King Level: 9
Arena Required: P.E.K.K.A's Playhouse (Wrong?)
Average Elixir Cost: 2.8 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Hog Rider: Attacks your enemy's tower. The main damage output to Crown Towers.
Skeletons: Cycling card, as well as defending.
Cannon: Defence against Giants, Hog Riders, Royal Giants and etc. via attracting them.
Fireball: A spell to cycle, destroy towers or defend.
Zap: A spell to cycle and take care of swarms, incoming threats or low-health targets, including Crown Towers.
Baby Dragon: Troop to defend against threats, may be turned into a threat after finishing off enemy troops.
Electro Spirit: Cycling card, as well as defending.
Guards: Defense card against tanks, such as P.E.K.K.A. or Prince.

Strategy[]

  • In the beginning of the game, start with a single Hog Rider attack on the bridge and on the side if it is in your starting hand.
    • If no, then use a troop card behind your King Tower to start cycling.
      • Spell cards work as well.
  • Try to not support your Hog Rider push with troops on intention (so you don't deploy troops just for offense, you deploy them for defense mostly). This will almost always result in a bad trade due to spells up to this point are all able to take care of multiple troops.
  • When facing enemy threats that only attack buildings, place a Cannon in the center of your side, a little to the side of the threat. Use Skeletons to take down the threat.
  • You can use Skeletons and Baby Dragon to take down a Prince, or you can use Guards.
  • For enemies that deal area damage, use Skeletons to attract them away, with Baby Dragon to destroy the enemy together with Princess towers.
  • If the opponent use Electro Spirit as well, you can try to deploy a troop in-between the Princess and King Towers in order to activate your King tower early.
    • Therefore, it is recommended to not upgrade your Electro Spirit by a ton. It is recommended to keep it at the level of what arena you are in.
  • Attempt to take down the opponents tower to a low health that can be destroyed with a Fireball and/or a Zap. It is also OK to take it down completely with a Hog Rider, but it is best to delay it until Sudden Death so that you can maximize your defence before victor.
  • Elixir max-out is OK, but you should make sure that you use a card immediately when your Elixir maxes out. This is due to the entire deck being a cycling build, so it is best to use cards to cycle back to Hog Rider.
    • Cards always cycle back once you use 4 cards after using it.
      • Such as, Hog Rider is used in the beginning while the opponent uses P.E.K.K.A. to defense. Then you can play Skeletons, Guards, Electro Spirit and Baby Dragon. Now your Hog Rider should cycle back to attack.
  • You should use as much troops as you can to defend, since the opponent can use a spell to take down all your defenses at once. Cycling plays an extremely important role when this happens.
    • Hog Riders may be used to defend annoying attackers that can't be dealt with. Place a Hog Rider on the opposite side to attract the troop so it gets stalled and attacked by two Princess Towers.
  • If you unlocked the Skeletons' Evolution somehow, then use it when cycling as much as you can until the cycling is finished. The Skeletons' Evolution can kick off Guards, meaning that you can use another card of your favor.
    • It is recommended for you to replace Guards with a Knight or a Valkyrie if so.
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