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IceSpiritCard
SkeletonsCard
HogRiderCard
MusketeerCard
FireballCard
IceGolemCard
TheLogCard
CannonCard

Introduction

Classic, cheap, easy, irksome, iconic, magnificent. That's classic Hog 2.6 Cycle. At first glance, this deck doesn't seem like much. It can actually beat all of that. Why? This deck has one of the fastest cycle speed out of all the working decks out there, and you can easily out-cycle your opponent's offensive cards with your counters. However, it does take quite a lot of skill and time to master and most of the time, you're only getting a one crown.

Deck Information[]

Deck Created by: FAV Gaming
Minimum Recommended King Level: 8
Maximum Recommended King Level: 14
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 2.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Ice Spirit: Cycle card. Can be used to chip at Crown Towers, support your Hog Rider or aid in defense as the 1.2 second freeze can be very valuable.
Skeletons: Cycle card. Provides amazing DPS for its cheap cost, as well as 3 units to distract heavy hitters.
Hog Rider: Win condition. Unless your opponent has buildings or Tornado, Hog Rider usually will get a hit or two. With this deck's fast cycle speed, you can usually out-cycle your opponents' Hog counters and cycle back to it.
Musketeer: Air defense. Having amazing raw stats, Musketeer is very solid on defense against both air and ground pushes given enough protection.
Fireball: Big Spell. Knocks back light and medium weight troops as well as severely crippling or destroying Fireballies. Pairs well with log to take out support units.
Ice Golem: Mini Tank. Its lack of damage is balanced by its building targeting nature, which allows for cheap kiting and tanking in various situations.
The Log: Small Spell. Can be used to cycle, chip away at your opponents' Tower, crush ground swarms and offset pushes. Can be used to predict light swarms when sending out your Hog Rider.
Cannon: Defensive building. For one less Elixir, Cannon provides a slightly higher DPS than a Musketeer and attracts building-targeting troops.

Strategy and Tips[]

Single Elixir[]

  • The Ice Spirit is a good opening play at the bridge as it can potentially get chip damage at the Tower. Try not to over-commit in Single Elixir as if your opponent takes one of your Towers, you may find it hard to break through their defenses.
  • You need to figure out early on the composition of your opponent's deck and try to keep track of their cycle. This will be described in a later section.
  • Sending lone hogs can be good for forcing out units, usually buildings.

Double Elixir[]

  • This is when you can start to be a bit more aggressive with your Hog Rider, try to use him with the Fireball to get chip damage whilst defending your Hog Rider. If you have a good damage lead towards the end of the match, play defensive and cycle Fireballs and Logs at your opponent's tower. You will easily be able to out-cycle your opponent.

Triple Elixir[]

  • When you hit triple elixir, you can play very aggressively, using Ice Golem, Hog Rider, and Musketeer in pushes, with spells and cycle cards to support them as you can very quickly cycle back. In the last 30 seconds, cycle Fireballs and Logs, and focus on defense. The quick cycle can help take down a tower.

General Tips[]

  • If your opponent uses a Defensive building like Tesla or Goblin Cage, use the Fireball. If they use Tombstone or lighter buildings, a well-placed log can allow your hog to sneak a hit onto the princess tower.

Replacements[]

This deck is very free-to-play friendly, as all cards besides The Log are Rare and Common. Even then, you do not need a level 15 Log, as Loggable units die to Log 1 level below (except for a mirrored Princess, though you still have the Fireball in that case). In conclusion, there is no need to substitute anything in the deck as all of the cards are very simple to obtain and easy to level through requesting and trading.

Combinations[]

Defensive[]

  • Cannon + Musketeer
  • Cannon + Ice Spirit/Skeletons
  • Ice Golem + Musketeer/Cannon
  • Ice Golem + Musketeer

Offensive[]

  • Ice Golem + Hog Rider
  • Ice Golem + Hog Rider + Musketeer
  • Hog Rider + Ice Spirit
  • Hog Rider + The Log
  • Hog Rider + Skeletons
  • Fireball + The Log
2

Card Levels[]

  • Musketeer is without a doubt the highest priority. She is your core defensive unit — to be specific, the only reliable air defense. Imagine her dying to a Fireball when you are against a Balloon deck. Your defense will crumble in an instant without her, which is why it is highly suggested that you level her up first.
  • Ice Golem is the second-highest priority. You're highly reliant on its death damage to take out Bats on defense and Skeletons on offense. If it is under-leveled, you will know the pain of seeing Bats surviving with a sliver of health and tearing your defense apart.
  • Fireball is the same priority. If over-leveled, you can take out Fireballies without the use of Log or another unit.
  • Hog Rider as your main win condition has to take some damage on your opponent's Tower.
  • Log can help damage enemies and help chip the tower down alongside Fireball.

King Tower Activations[]

Mega Knight & Bandit[]

Deploy Cannon at 4-3 placement. After the Mega Knight destroys the Cannon and is about to jump onto the Tower, misdirect him with one of your two 1 Elixir units in front of the King Tower, one tile into the opposite lane. The same can be done with the Bandit.

Electro Spirit & Dragon[]

If your opponent deploys an Electro Spirit or Electro Dragon, deploy any unit between the Princess Tower and King Tower. If all goes well, the Electro Spirit/Dragon will chain all the way to the King Tower, activating it in the process. Make sure to defend the Electro Dragon, though.

Mortar[]

If your opponent places a Mortar in the middle of their side, quickly place well-timed Skeletons in front of your King Tower just before it is done loading in. The Mortar will hit and miss your Skeletons due to its slow hit speed, activating your King Tower in the process. Note that this might not be the most useful activation, as Siege decks usually do not need to engage with your Crown Towers.

Miner[]

If your opponent places the Miner on the tile closest to the King Tower, use The Log. The Log should push the Miner onto the King Tower, activating it in the process.

Balloon[]

First, deploy the Cannon and have the Balloon target it. Then start cycling back to another Cannon. After the Balloon destroys the first Cannon, proceed to deploy the second Cannon, this time closer to the King Tower. This may not be the most cost-efficient activation.

Baby Dragon[]

First, kite the Baby Dragon closer to your King Tower with Skeletons. Deploy the Ice Spirit right next to the King Tower. The Baby Dragon will target it and activate the King Tower with the Ice Spirit.

Match-ups[]

Win Conditions[]

  • Skeleton Barrel: Wait for the Skeleton Barrel to reach your Princess Tower. Deploy Ice Spirit behind the Tower. The Ice Spirit will go for all the Skeletons or use The Log when the Skeletons burst from the Barrel.
  • Giant: Skeleton + Ice Spirit + Cannon can finish it off.
  • Mortar: The good news is Mortar Shell has a very slow travel speed and therefore misses against Skeletons or Ice Spirit, making them a potent distraction. Ice golem can tank multiple hits as well. The Hog Rider can also be used to destroy this building.
  • Royal Giant: A simple counter is the Cannon + Skeletons + Ice Spirit. Log can be used to retarget it, as well as knocking it back.
  • Battle Ram: Use the Cannon. When the Cannon takes the hit, use Ice Spirit and Skeletons to counter the two Barbarians.
  • Hog Rider: Here again, first deploy Skeletons and then Ice Spirit. Bingo! Not even a touch on your tower. Cannon can also take it out.
  • Goblin Barrel: Easily kill them using the Log. If there is no Log in your slots, fireball the Goblin Barrel. If none of these are available, deploy skeletons in front of the princess tower, and ice spirit/ice golem behind the princess tower, to minimize damage.
  • Miner: Push it away using Ice Golem or deal with it using Skeletons. Or use the King Tower Activation trick!
  • Ram Rider: Slow it down with Ice Spirit and Skeletons. But a Cannon + Ice Spirit can be used to defend.
  • Graveyard: Can place a Cannon on the Graveyard Spot. Musketeer and Ice Golem are good cards to counter Graveyard. Note that graveyard is technically a hard counter, because it is nearly impossible to break through, or prevent consistent damage on the princess tower.
  • Wall Breakers: Simple! Just deploy the Cannon, Ice Spirit, Skeletons, or The Log.
  • X Bow: Slightly tricky. First place Cannon next to the X Bow. When the Cannon's HP is going down, deploy Skeletons in the middle. This way the X Bow will focus on the Skeletons. Ice golem can also be used. Note that X Bow is rarely deployed without support, so Fireball and The Log should be used to weaken the X Bow.
  • Goblin Giant: First place Cannon. The Spear Goblins should focus on the Cannon. Then deploy Skeletons and Ice Spirit when the Spear Goblins on the Goblin Giant go for the Cannon.
  • Golem: First deploy the Cannon in the middle and then put Skeletons and Ice Spirit. The two Princess Towers should focus on the Golem. The fast cycle and the slow speed of the Golem should give you enough time to cycle back to Cannon.
  • Electro Giant: First things first, deploy Cannon in the middle and then Ice Spirit. Over here too, both the Princess Towers should focus on the Electro Giant. If you want just a bit more damage, place skeletons.
  • Balloon: When the Balloon almost reaches the Tower, counter it with the Fireball. Only the Bomb Damage will infect the Tower. Or use the tricky King Tower Activation trick!
  • Lava Hound: Deploy Musky near your Princess Tower and deploy Cannon in the middle.
  • Royal Hogs: When dealing with them, use the Fireball + The Log combination, or Cannon + Ice Spirit + Skeletons.
  • Elixir Golem: First place Cannon + Musketeer. If needed Ice Spirit or Skeletons can join.
  • Goblin Drill: Take the Goblins down one by one using Musketeer or just deploy Cannon there.

Other Cards (Spells are not included)[]

Common cards[]

  • Minions: An Ice Spirit will freeze them in their tracks leaving the Princess Tower to counter them.
  • Archers: Not really worth defending, but you can Ice Spirit them or Log them.
  • Knight: Bait using Ice Golem. The Ice Spirit + Skeletons combo can be used.
  • Spear Goblins: Again, they deal in chip damage, so you can Log them out of the Arena.
  • Goblins: Same as the Spear Goblins. Just Log them.
  • Bomber: Deploy Skeletons in the middle of the Bomber. The Bomber shall target one by one and in the meanwhile the Princess Tower shall finish him up.
  • Skeletons: Skeletons Vs Skeletons? Ha! It is not worth defending Skeletons since the Tower will one-shot them. Unless the princess tower is targeting something else, DO NOT place skeletons right on top, or the skeletons will kill your skeletons before your skeletons get to do anything.
  • Barbarians: You can counter them with Fireball but if it is not in the slots then Log them and lure them to the right/left side with the Ice Golem.
  • Skeleton Dragons: When dealing with Larry's pets, make sure to defend them using the Musketeer, or you can use Fireball.
  • Fire Spirit: Not worth defending but if you do not want any damage on your Tower then just use Skeletons to bait.
  • Bats: Let the Princess Tower finish them off. If you don't want one hit on your tower just use a cycle card.
  • Royal Recruits: Place Cannon in the middle and deploy Ice Golem to absorb their damage. Ice Spirit can also be used.
  • Royal Giant: A simple counter is the Cannon + Skeletons + Ice Spirit.
  • Ice Spirit: do not defend this card, let the Princess Tower finish it off.
  • Goblin Gang: Log them to finish them off. Musketeer can also be used.
  • Elite Barbarians: Use a defensive Cannon and Skeletons. Remember to place the Cannon in the middle so that the two Elite Barbarians can be countered by both the Princess Towers.
  • Minion Horde: Slightly different from the Minions, Ice Spirit them first and bait using Skeletons, or you can use Fireball.
  • Electro Spirit: Use the handy King Tower Activation Trick!
  • Skeleton Barrel: Wait for the Skeleton Barrel to reach your Princess Tower. Deploy Ice Spirit behind the Tower. The Ice Spirit will go for all the Skeletons or use The Log when the Skeletons burst from the Barrel.
  • Rascals: Log the Rascal Girls and counter the Rascal Boy with Skeletons.
  • Firecracker: Same as Bomber or use Musketeer. Can be used to activite your King Tower.
  • Mortar: Use the King Tower Activation Trick and finish it off using Hog Rider.
  • Cannon: Either the Fireball + The Log or Fireball + Hog Rider.
  • Tesla: Hog Rider and Fireball/The Log or use Musketeer.

Rare cards (Spell cards are not included)[]

  • Mini P.E.K.K.A: Defend with Skeletons. It will leave him with little health which the Princess Tower can finish off.
  • Musketeer: Use Musketeer, Ice Spirit, or The Log. But you can use the Bomber trick.
  • Giant: Skeleton + Ice Spirit + Cannon can finish it off.
  • Valkyrie: Cannon + Musketeer can finish this card.
  • Mega Minion: Ice Spirit it or use Musketeer.
  • Battle Ram: Use the Cannon. When the cannon takes the hit, use Ice Spirit and Skeletons.
  • Wizard: Counter it with Musketeer or use The Log.
  • Hog Rider: First deploy Skeletons and then Ice Spirit. Bingo! Not even a touch on your tower. Or just use Cannon.
  • Flying Machine: Defend it with Musketeer or use Ice Spirit. Skeletons can be used, too.
  • Royal Hogs: When dealing with them, use the Fireball + The Log combination, or use Cannon and another defensive card.
  • Three Musketeers: Fireball them and then use the Log. This is the only way to deal the most damage to them.
  • Ice Golem: Easily melt it using Skeletons.
  • Dart Goblin: Log him before he chews Double Trouble Gum, or use Skeletons or Ice spirit to distract if you don't have Log in rotation.
  • Zappies: Fireball them before they stun you! If needed use The Log.
  • Heal Spirit: No need to defend, but if you don't want any damage just use skeletons.
  • Elixir Golem: First place Cannon + Musketeer. If needed Ice Spirit or Skeletons can join.
  • Battle Healer: Same as Elixir Golem.
  • Goblin Cage: When the brawler is free, do the Skeletons + Ice Spirit combo, or Log/Fireball it.
  • Tombstone: No need to defend this card.
  • Inferno Tower: It's tricky. First place Ice Golem and then Hog Rider. This way the Ice Golem takes the blast. But it is not guaranteed to take an Inferno Tower down though. Musketeer can make probably make a prediction on the Inferno Tower.
  • Goblin Hut: The Spear Goblins deal chip damage so to counter all the Spear Goblins, place Cannon in the middle. Hog Rider can be used to desroy the Hut. Also when the Hut has a low lifetime, use The Log to take it's lifetime away along with the remaining Spear Goblins.
  • Furnace: To deal with the spawning Fire Spirits, place the Musketeer. The Musketeer will deal with the Spirits till the Furnace's lifetime drops. Or you can place the Hog Rider.
  • Barbarian Hut: Very complicated. Use Log + Skeletons/Ice Spirit to completely counter, or use Cannon to distract. Musketeer can do a considerable amount of damage and if done right the Barbarians wouldn't touch the Tower. Just have a good rotation and you're good to go.
  • Bomb Tower: Either take it down using Musketeer or try using the Hog Rider. You can also try the Spells.
  • Elixir Collector: Since most opponents place the Collector behind the Princess Tower. The only option is to deal Spell damage or leave it. If Spell damaging, use the Fireball. If it is a bit closer you can use The Log.

Epic cards (Spell cards are not included)[]

  • Baby Dragon: You can use Musketeer or the fun King Tower Activation trick.
  • Skeleton Army: Use the log or ice golem if you are on the offensive, or use ice spirit a little bit to the side to counter this card if you are on the defensive.
  • Giant Skeleton: Place Cannon and skeletons. Ice Spirit may be needed, but make sure for the bomb to not hit the tower, as it deals a lot of damage.
  • P.E.K.K.A.: Place musketeer a bit far and place Cannon. When it is close to the cannon place skeletons. Ice spirit might be needed but make sure it doesn't get hit by the P.E.K.K.A. Log/Fireball might be needed.
  • Wall Breakers: Simple! Just deploy the Cannon, Skeletons, Log, or Ice Spirit.
  • Witch: The Musketeer is a good choice. Fireballing her and then Log her is a simple trick.
  • Balloon: When the Balloon almost reaches the Tower, counter it with the Fireball. Only the Bomb Damage will infect the Tower. Or use the tricky King Tower Activation trick! Cannon + Ice spirit also works.
  • Prince: The classic Ice Spirit + Skeletons trick should subdue him. Make sure the Prince charges for the Ice Spirit and make sure the spirit freezes the Prince.
  • Dark Prince: First deploy the Cannon and Ice Spirit him.
  • Goblin Giant: First place Cannon. The Spear Goblins should focus on the Cannon. Then deploy Skeletons when the Spear Goblins on the Goblin Giant go for the Cannon. Ice Spirit can stall some time.
  • Hunter: Deploy Skeletons in the middle of the Hunter. What will happen? The Hunter will target the Skeletons one by one, leaving the Tower to finish him off. Or use Ice Spirit or Log or Fireball or Cannon.
  • Golem: First deploy the Cannon in the middle and then put Skeletons and Ice Spirit. The two Princess Towers should focus on the Golem.
  • Electro Dragon: Try the handy King Tower activation trick! Or just use Musketeer or Fireball or Cannon.
  • Electro Giant: First things first, deploy Cannon in the middle and then Ice Spirit. Over here too, both the Princess Towers should focus on the Electro Giant.
  • Guards: Log them or you can Fireball them. The Skeletons + Ice Spirit trick will work.
  • Bowler: Deploy Skeletons in the middle of the Bowler. What will happen? The Bowler will target the Skeletons one by one, leaving the Tower to finish him off.
  • Executioner: Deploy Skeletons in the middle of the Executioner. What will happen? The Executioner will target the Skeletons one by one, leaving the Tower to finish him off.
  • Cannon Cart: Do the Cannon + Ice Spirit/Skeletons trick or the Ice Golem + Musketeer.
  • X Bow: Slightly tricky. First place Cannon next to the X Bow. When the Cannon's HP is going down, deploy Skeletons in the middle. This way the X Bow will focus on the Skeletons.
  • Goblin Drill: Take the Goblins down one by one using Musketeer or just deploy Cannon there.
  • Barbarian Barrel: No need to counter, unless you don't want one hit off your tower.
  • Goblin Barrel: Easily kill them using the Log. If there is no Log in your slots, Fireball the Goblin Barrel. Ice spirit + Skeletons to minimize damage.

Note: The Barbarian barrel and the Goblin barrel are added despite being Spell cards, although they spawn troops at the end.

Champion Cards (Currently)[]

Note: These Champion cards can be easily countered using the Ice Golem + Cannon/Musketeer trick.

  • Skeleton King: Place Ice Golem in front of the Skeleton King and place Musketeer at a distance to finish him off.
  • Archer Queen: Place Ice Golem in front of the Queen and place Musketeer at a distance to finish her off. Use Cannon if needed. (But I'm the Queen!)
  • Golden Knight: The Ice Golem should be placed first along with a Cannon or Musketeer in the middle/At the back of the Tower.
  • Mighty Miner: Place Ice Golem and Musketeer in the center of the arena. Skeletons can also be used. The Ice Spirit + Skeletons also works but beware of his ability. Cannon can be strong when placed in the middle.
  • Monk: Use Ice Spirit/Skeletons. Make sure his ability isn't activated before firing a spell or placing Cannon/Musketeer. Hog Rider can be used to distract.

Legendary Cards (Spell Cards are not included)[]

  • Miner: Use the King Tower Activation trick or use the Ice Spirit and Skeletons combo.
  • Princess: Log the Princess.
  • Mega Knight: Keep on using cycle cards and possibly get a King Tower Activation. Ice Golem can kite the Mega Knight. Musketeer deals the main damage.
  • Ice Wizard: The Musketeer is a good counter to him, or use Log/Fireball.
  • Ram Rider: Slow it down with Ice Spirit and Skeletons. But a Cannon + Ice Spirit can be used to defend.
  • Lava Hound: Deploy Musketeer near your Princess Tower and deploy Cannon in the middle.
  • Graveyard: Can place a Cannon on the Graveyard Spot. Musketeer and Ice Golem are good cards to counter Graveyard.
  • Fisherman: Try using the Ice Spirit + Skeletons trick on him.
  • Night Witch: Place Ice Spirit behind the Night Witch when it gets a bit close to your tower. The freeze should be able to stall some time and minimize damage. Musketeer fully counters it, or Ice Golem to kite.
  • Electro Wizard: Use Skeleton/Ice Spirit, or Log/Fireball.
  • Bandit: This is a little bit tricky to pull off, from your princess tower(the left one) place the Skeletons 3 tiles right and 1 tile up from the rightmost corner, the same goes to the right princess tower but reversed, you can find the tutorial here

This section is under construction.

Deck Identification[]

This sections will list some decks types, as well as common units inside them or other ways to identify them, which is crucial towards creating a strategy.

Archetypes:[]
  • Control:
    • Inferno tower
    • Miner
    • Tornado
    • Large amounts of Splash Units
    • Poison
    • Rocket
    • Ice Wizard
  • Bait:
    • Goblin Barrel
    • Princess
    • Inferno Tower
    • Swarms
    • Rocket
    • Spellable Units in general
  • Cycle:
    • Skeletons
    • Ice Spirit
    • Ice Golem
    • You may be playing against another Hog cycle user! Great!
  • Beatdown:
    • Heavy tanks, such as Giant, or Golem.
    • Night Witch
    • Baby Dragon
    • Mega Minion
    • Lightning
    • Zap
  • Bridgespam:
    • Pekka
    • Bandit
    • Battle Ram
    • Mega Knight
    • Ram Rider
    • Lightning
    • Electro Wizard
    • If you see a large amount of threat cards, or aggressive play, you are probably facing Bridgespam.

Specific Decks[]

This section provides tips on identifying specific decks, based on their most popular units. A list of units on the same line means that if the opponent shows those units, it is very likely that they are using some variant of a popular deck. The decks included here are matchups with specific playstyles to address these decks.

  • Graveyard:
    • Graveyard
    • Poison
    • Freeze
    • Baby Dragon
    • Skeleton King(Somewhat Occasional)
    • Dark Prince(Occasional)
  • X Bow/Mortar:
    • X Bow/Mortar
    • Tesla
    • Knight + Archers
    • Ice Wizard + Rocket(Sometimes X Bow is replaced with another units in pure spell cycle variants)
  • Royal Giant:
    • Royal Giant
    • Fisherman
    • Heal Spirit(Outdated)

External Links[]

Guides[]

YouTube Channels[]

Thanks

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History[]

2016

  • The Ride the HogCycle deck could be created from as early as Ice Golem's release, which happened on 14/10/2016.

2018

  • On 20/6/2018, the Ride the HogCycle deck was featured in the Classic Decks.
  • On 5/9/2018, the Ride the HogCycle deck was removed from the Classic Decks.

2020

  • On 22/10/2020, the Ride the HogCycle deck was renamed to Deck by FAV GAMING. The Deck by FAV GAMING deck was featured in the CRL World Finals 2020 Challenge as a CRL World Finals 2020 Deck.

2023

  • On 19/6/2023, the Skeletons were allowed to evolve.
  • On 4/12/2023, the Ice Spirit was allowed to evolve.

2024

  • On 17/6/2024, the Ride the HogCycle deck was renamed to Hog 2.6. The Hog 2.6 deck was featured in the Classic Decks event as a Classic Evo Deck.
  • On 4/11/2024, the Musketeer was allowed to evolve.
  • On 15/11/2024, the Cannon was allowed to evolve.
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