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HogRiderCard
EarthquakeCard
KnightCard
TheLogCard
FirecrackerCard
RoyalDeliveryCard
InfernoTowerCard
CannonCard

Introduction

This deck is one of the most potent Hog-Quake decks out there, while still maintaining an unparalleled defensive prowess. There are no truly unfavourable matchups with this deck, and even in seemingly lost games you have the ability to turn the tides and pull a victory out of hopelessness. The defensive potential centers primarily around the two defensive buildings, which is exceedingly rare but quite potent, synergising with the Royal Delivery, The Log, and the Firecracker's defensive capabilities to allow you to efficiently and safely defend any push your opponent throws at you. Your damage, on the other hand, comes from a steady cycle of Hog Riders and Earthquakes on your opponent's tower, whenever it is most advantageous for you to do so. (DISCLAIMER: I do not main this deck, although I play it often. This deck actually comes from a friend of mine who has played it for several years now, and as such most of the information about playing it will also come from either mine and his combined experience playing Clash Royale, or his experience mastering this deck.)

Deck Information[]

Deck Created by: Hawleaboy
Minimum Recommended King Level: 9
Maximum Recommended King Level: 14
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Hog Rider: Your main win condition. Unlike lighter Hog decks such as 2.6 or Hog-Quake 2.8, you can't play your Hog Rider willy-nilly. Knowing when and when not to go in for a Hog Rider push is key. Typically you'll only be supporting your Hog Rider with the Earthquake, but if you know your opponent will play units in front of it to try and kill it, such as a Skeleton Army, Barbarians, or a Mini P.E.K.K.A., playing a Firecracker, especially if she's evolved can help with clean up or to get nice chip damage on tower. Usually, you never want to cycle the Hog Rider as a way to pull troops back against big pushes, but against single, weak but heavy-hitting troops or small swarms, it can work effectively. If possible, after a defense, you'll want to play the Hog Rider in front of your defending troops to create a small but scary counterpush.
Earthquake: The Earthquake is your primary supporting card, and a good spell to cycle for tower damage if your Hog Rider becomes ineffective in the late game. The Earthquake should only really be played if you know your opponent is going to play a building to defend your Hog Rider, or they already have one down, and you know the Earthquake and Hog Rider will be able to kill the building and get you a hit on tower. Typically, using the Earthquake on healthier buildings that will full-counter your Hog Rider anyway is a waste of elixir. Earthquake is also effective on defense, but usually you'll only need The Log or the Royal Delivery for that, except against Graveyard (more on that later).
Knight: The Knight is your mini-tank, but also overall a good all around support card. The Knight provides a fairly good health-to-elixir ratio and is cheap to begin with, so often it can take down small pushes on its own. This card is best used to tank and take out glass cannons. Usually you'll be cycling him in the back in moments of calm, and using him to pull cards and tank damage when countering pushes. He is not often used to push with your Hog Rider, although there are moments, such as if he's still relatively healthy from a defense, or when your opponent is low on elixir, when you can do so. He's also very good at pulling threatening air cards if you can't deal with them, such as minions, a minion horde, skeleton dragons, and the like. If you can, and you don't already have the evolution for the Firecracker, get the Knight's evolution. More on the roles evolutions play, and whether they're necessary or not, later.
The Log: Your light spell. The Log is pretty self explanatory. Use it to knock back, damage, and stall units as well as chip at the tower. If you face Log Bait decks, there's no need to save it for Goblin Barrel if you have the Royal Delivery in hand; the Royal Delivery can counter Goblin Barrels as well, as long as you're quick enough, allowing you to save The Log for more pesky or threatening cards, such as Princesses, Goblin Gangs, or Rascals.
Firecracker: A very potent support card, the Firecracker is typically only used on defense in this deck, but shines in her role. Capable of dealing with a large variety of threats easily, is a very strong card. Most of the time, you'll either be cycling her in the back in order to avoid leaking elixir, or using her to help shut down your opponent's threats. She's actually incredibly powerful, and will be expanded on later. Also, if possible, acquire her evolution. Although it is by no means required, it is a significant boost to her power.
Royal Delivery: Your second light spell. The Royal Delivery is an underestimated and very strong defensive card. While it can be used to easily deal with pesky threat cards, bait cards, or mini-pushes/miscellaneous cards, the Royal Delivery shines in crushing spam-heavy pushes. The damage it deals is phenomenal for 3 elixir, the spawned Royal Recruit is a great distraction and damage dealer, and its area of effect is incredible. Keep in mind that it also full-counters Goblin Barrel if played quick enough, so if you're facing Log Bait and you don't have The Log in hand, be ready with your Royal Delivery.
Inferno Tower: Your main anti-tank and one of two defensive buildings. For a stationary, single-target ramp-up card, the Inferno Tower is actually quite versatile, but its main and most effective use is, of course, eviscerating tanks. In conjunction with the Firecracker and Royal Delivery, the Inferno Tower can shut down some very scary pushes with ease.
Cannon: Your second defensive building. The Cannon is another very strong building, but also infinitely more versatile than the Inferno Tower, due in part to its cost, attack speed, uniform damage, and decent health for a 3-elixir building. Typically, this will be used to counter your opponent's Hog Riders, Ram Riders, or other threat cards/lighter win conditions. It's also useful for pulling building targeters toward the center, allowing both Princess Towers (and the King Tower, if active) to engage the threat and shut it down quicker.

Starting Hand Plays[]

  • Firecracker behind the King Tower
  • Knight behind the King Tower
  • The Log chip damage
  • Hog Rider at the bridge
  • If you have an awkward starting hand, waiting for your opponent to play first is never a bad idea - it allows you to articulate a counter to whatever unit they invest at the cost of a very minor Elixir disadvantage due to the Elixir leaking effect.

General Tips[]

  • Protect your Firecracker and defensive buildings especially. Out of the three, two are fairly frail and one has decent health. These tend to be the linchpin of your defense, especially against massive pushes, so keeping them alive and dishing out damage is key.
  • Try to practice counting Elixir, or at least have a general idea if you are up or down. This helps you to know whether or not going on the offensive is a good idea.
  • Additionally, practice knowing your opponent's cycle, or at least where your opponent's counter to your Hog Rider is in their cycle. This will, again, help you knowing when to go in and when not to go in.
  • Counters to the Hog Rider include (but aren't limited to) grounded DPS units, such as the Mini P.E.K.K.A. and the P.E.K.K.A. (if they're placed properly), every building in the game excluding Mortar, swarms such as the Skeleton Army and Barbarians, and the Tornado and the Rocket. If you know what they will use to counter your Hog Rider, you can prepare answers/punishments into cycle accordingly. Earthquake for buildings, Firecracker or The Log against swarms and single units to get splash damage or knock them back (You can't do much against a Tornado).
  • Memorize Earthquake and The Log Crown Tower damage (and their combinations) for the levels you have them at. This will allow you to know when to safely cycle spells for a victory or not. Hold the card icon if you forget the spell damage.

Anti-Spell Building Placements[]

Your defensive buildings are very often the core of your defense, allowing you to effectively shut down many pushes and catch building-targeting troops safely. These defensive placements will prevent your opponent from gaining spell value on your buildings and your weaker tower. The format for placements is first the number of tiles from the river, then the number of tiles from your Princess Tower. For these examples, all placements assume you are playing the building away from your weaker tower. Most of the time, only avoiding big spells is relevant as most small spells don't get much value.

  • For Rocket, the only spell with a 2 tile radius, a basic 3-2 defensive placement will prevent weaker tower value. Most of the time though, a 4-3 plant is better as it can pull building chasing units farther away from your Princess Towers. This also prevents The Log from getting tower value.
  • For spells with a radius of 2.5 tiles (Fireball, Zap, and Giant Snowball), a farther 3-4 placement prevents weaker tower value. A deeper 4-4 placement works as well.
    • For Freeze, which has a 3 tile radius, only the 4-4 placement will work.
  • For spells with a radius of 3.5 tiles (Lightning, Poison, and Earthquake), a 4-6 plant is required to avoid the 3.5 tile radius of the spell. This placement will also work against Arrows, the only spell with a 4 tile radius.



W.I.P.

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