Hog 3M Deck for Arena 8+

Hey guys, I’m DelTaka here with the Hog Rider Three Musketeers Deck I use for crown grinding at 4000 trophies!

Hog is my most used card, and I almost refuse to play without it. One day, a few months ago, I discovered the fun of Three Musketeers. Since that day I was testing new decks with these cards and discovered this deck, which proved to be very powerful in ladder!

Clash Royale Hog RiderClash Royale Three MusketeersClash Royale Mini P.E.K.K.AClash Royale Ice Golem
Clash Royale ZapClash Royale ArchersClash Royale MinionsClash Royale Princess

Hog 3M Deck for Arena 8+

Cards Breakdown

Hog Rider

This card is the favorite card of most Clash Royale players. I use it in almost all my decks (except Hound, lol who uses Hound Hog). It is fast, targets buildings, and does high damage with each swing. At tournament standards, it does 264 damage per swing, which is insane! I recommend level 8 for 4000+ trophies and level 7 for 3000+ trophies to match your opponents. Pair this card up with Ice Golem, Minions, or Princess for a powerful little cycle.

Three Musketeers

The second star of this deck. The most high risk, high reward card. Split it behind your king tower for a big two lane push. You can use it to defend if really necessary, but Fireball will destroy these three ladies. My favorite way to use it is by keeping it a secret until I take one tower, and then dropping them on the opponent’s side of the map to do insane damage to their 2nd tower.

Ice Golem

This card is simply amazing. Even after the nerf, Ice Golem gives insane value for 2 elixir. It can be used for kiting, Hog pushes, 3M pushes, tanking a few shots from incoming troops, or just cycling. My favorite use of this card is to tank damage from a push, and counterpush with Hog and Minions.

Minions

These flying bats(I think that’s what they are) are very valuable for their low cost of 3. The only card that can positively destroy them are Fire Spirits, which are not very common in this meta, and probably won’t be. Use them to take out Mini PEKKA, Elite Barbs, tanks, Hog, anything really. They work very well with Hog, dealing a good 84 damage per slash.

Archers

These cards came into the meta a while back, and have stayed in since then. I recommend them at level 9 or higher for legendary arena. They do very high dps, so use them to take out Hog Riders, Mini PEKKA, Minions, cheap troops, Hounds, and pretty much anything as well. They pair well with Hog as well, so use them on counter pushes. Know that these will often get fire balled if placed near your tower, so don’t place them near your tower. Well, unless you are ready for it.

Zap

Not much to say here. Still a valuable spell, taking out goblins one level lower. The stun helps take out Inferno Tower, which really dents this deck.

Skeleton Army/Mini P.E.K.K.A

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These cards are my main defense against Hogs, Giants, and most powerful Ground units. I usually run Skeleton Army, but the meta is shifting, and so I feel Mini P.E.K.K.A will be a better option. I used to use it before my Skeleton Army hit level 4 as well. Note that you should be abusing Mini P.E.K.K.A’s range glitch. If you don’t know what that is, basically, when Mini PEKKA is about to get a hit on a troop that runs right past it, it will not just run after it, and instead hit the troop with slight range, and then follow it.

Princess

This is the second to last card in this deck. Use it to aid your Hog pushes by taking out enemies from range. One of my favorite ways to use it is by dropping it at the bridge to get chip damage. This forces your opponent to react immediately to prevent massive damage.

Replacements:

  • Hog Rider – Miner, Battle Ram
  • Ice Golem – Ice Spirit, Skeletons, Fireball, Freeze(Not recommended as it changes the playstyle)
  • Archers – Ice Wizard, Electro Wizard, Musketeer(4 Musketeers?!)
  • Minions – Minion Horde, Mega Minion
  • Zap – Log, Arrows, Ice Spirit
  • Mini P.E.K.K.A/Skarmy – Lumberjack, Executioner(Tornado instead of Ice Golem then), Skeletons, Barbarians, Elite Barbarians
  • Princess – Musketeer, Electro Wizard, Ice Wizard, Arrows, Log, Ice Spirit(This is my free slot, so you can change this up if you want)
  • Three Musketeers – No replacement

Starting Hands:

My ideal starting hand would be Hog Rider, Minions, Mini P.E.K.K.A, Archers, with Zap coming next.

Starting with Archers behind your Crown Tower is a good move, but Ice Golem Hog is another decent play.

Three Musketeers is not recommended as a first move, as it sets your opponent at a defensive pace, and that will severely dent your match.

Matchups:

Lava Hound Decks:

These should be very easy. Your deck is full of counters to air, so the Hound should go down fast, and the support with it.

Hog Decks:

This depends on what type of deck. Hog Cycles will be kind of annoying, but if you can bait out their Fireball, you can seriously mess up their rotation. If it is a bulkier Hog Deck, then you should play more defense and counterpush.

Giant Decks:

These are somewhat hard. Most giant decks carry a good counter to Three Musketeers, Skeleton Army, and Mini P.E.K.K.A, so it’s hard. On top of this, Executioner and Tornado make it nearly impossible to dent them. Overall, the only way you can beat these is if you take a tower early, and then pressure their side with Hog and 3M.

Royal Giant:

You should be ok against RG. Mini PEKKA, Archers, Minions, and especially Three Muskets completely destroy the cannoned compadre, and the support is usually a ranged troop that Ice Golem can tank.

Beatdown Decks

These will be tricky. Make sure you place every card far from each other to avoid spells and splash, and use Ice Golem kiting to separate parts of the push, or at least tanking. Mini P.E.K.K.A will be your main DPS troop here, and Skeleton Army works incredibly well here as well. Pushing the opposite lane is the perfect thing to do here. If you do this, then your opponent will either have to give up a tower, or waste elixir countering you and weaken their push.


Thanks for reading this guide to my deck!