Hog Rider Miner Deck: In-depth Guide

Hey guys, my name is Edolas_Justin and I’m here to show you my Hog Rider Miner Deck that pushed me up to 3735 trophies and to Legendary Arena at only level 8!

It only requires one Legendary, but unfortunately there’s not much to replace it with. 🙁 But on the bright side, this deck works from Royal Arena to Legendary Arena!

Hog Rider Miner Deck

Clash Royale MinerClash Royale Hog RiderClash Royale Inferno TowerClash Royale fireball
Clash Royale ZapClash Royale ArchersClash Royale Skeleton ArmyClash Royale Minion Horde

Hog Rider Miner Deck

Also, if you want proof, search Predatorz and click on the blue PEKKA clan with 28000 trophies, I am the highest person in the clan.

So, most of these cards have replacements so you can be VERY flexible about how to use this deck. Just try not to make the avg elixir cost 4.0 or over because this deck relies on cycling to defend yourself and making an epic counterpush.

Clash Royale MinerMiner

I have been using this Legendary ever since I got it. It is an excellent bargain for only 3 Elixir.

What can it do? Well, I’m here to tell you.
The most important part of the Miner is that he catches your enemy by surprise.

An example is:

Let’s say someone drops an Elixir Collector. You send out the Miner onto his/her Pump. The Miner can solo an Elixir Collector if it on the corner of a tower. It can take about 60% of an Elixir Collector if it is in front of the King’s Tower, in range of both Princess towers. This usually makes people panic. After 1,500+ more trophies, I have realized that most people throw everything they can onto the Miner to try to kill it, giving you a positive Elixir trade. This deck also runs Fireball, and let’s make a scenario.

The opponent plays an Elixir Collector. I send in my Miner. The opponent panics and sends Barbarians onto my Miner. They kill it, but I send a Fireball to finish of the Elixir Collector, critically wound the Barbarians, and deal 200 damage to the enemy tower. It’s this type of Elixir trades that win you the game.

Even then, Miner still has many more uses. Miner can chip towers. A lone Miner can do about 400 damage to a tower. Miner can also tank. Miner + any small troops can devastate a tower! Those little Skeletons you laughed at just took your tower.

Replacements: Sorry, but you can’t replace the Miner. He’s just far too important in this deck.

Clash Royale ArchersArchers

These pink haired girls are one of the best cards in the game right now IMO. They have decent health, able to survive a Arrows spell at tournament level and are a excellent counter to many of the meta’s troops right now. Hey look! A Mega Minion! Not anymore. Look a Balloon! Wait, where did it go? Skeleton Army! Now they’re Skeletons. (a bad joke because the Archers killed so many there’s three left.) Archers can even take out 4-5 Minions of the Minion Horde. A great deal for three Elixir!

Replacements: Spear Goblins are the best replacement. Basically the same but they can’t one-shot Skeletons at tournament level. If you really wanted to, you could use Musketeer if you’re having trouble with flying troops but I do not recommend it.

Minimum level: You want to try to have them at lv9 so they won’t get one shot by Arrows. lv8 is fine though for Royal Arena and Frozen Peak, because around there, most people have lv8 Arrows.

Clash Royale Hog RiderHog Rider

Did someone say HAAAWGG RIDAA? Yes we did.

This card is a powerhouse. He is extremely fast and deals great damage. I mean, you can’t go wrong with Hog Rider. When left alone, he can deal about 1,600 damage to the tower at Tournament level, devastating a huge chunk of it. He also only targets buildings, so the only way to 100% make sure he won’t land a hit onto the enemy tower is to use a Cannon, Tesla, Furnace, or Inferno Tower.

He pairs great with Archers, Miner, Zap, and Fireball.

Replacements: None. Hog Rider is too unique in style to be replaced and even Giant or Prince cannot replacement because Giant’s too slow and Prince targets everything.

Clash Royale ZapZap

The best spell IMO, even after the nerf. It kills every thing and stops everything you need it to.

It kills Skeletons, same level Goblins, Fire Spirits, puts Minions into tower fodder. It also stops Princes, Dark Princes. Resets sparky, all of that stuff. And if the enemy’s tower is at very low HP, such as 50-60, you can Zap it and go your merry way.

Great for making things retarget, if you screwed up on your building and a royal Giant is hammering at your tower.

A very versatile and great spell for only 2 Elixir! 🙂

Replacements: You could try The Log, but I highly do not recommend. Maybe Arrows, but that wouldn’t feel right.

Clash Royale fireballFireball

Fireball! A huge flaming ball of destruction devastates almost every single push.

Let me just give you a list what Fireball can kill: (at Tourney level)

  • Everything Zaps kills xD
  • Minion Horde
  • Bomber
  • Princess
  • Electro Wizard

With the infamous Fireball+Zap, this is what the two spells can kill (at tournament level at least)

  • Barbarians
  • Musketeer
  • Wizard
  • Three Musketeers
  • Mega Minion

Anyway, you can use Fireball to combo with the Miner when you send it on the Elixir Collector to get a huge Elixir advantage.

You can even use Fireball offensively. Send it with the Hog Rider, and take a huge chunk out of many buildings, Barbarians, and kill many troops, plus still dealing 200 damage to the enemy tower.

A great deal for 4 Elixir!

Replacements: Princess is fine, though when I tried it out, it didn’t work as well for me, but if you like Princess, whatever floats your boat! Nothing really else can replace Fireball except MAYBE Wizard (only if Fireball is lv3 or lower) but it kind of sucks right now.

Clash Royale Skeleton ArmySkeleton Army

U MAD Prince TROLOLOLOL.

Anyway, jokes aside, this card used to be one of the trashiest epics in the game. You only saw this card in Arenas 1-4. But, after Supercell buffed this card, this is one the most powerful cards in the game.

Advertisement

For a bargain of 3 Elixir (I sound like a salesman lol), you get sixteen little Skeletons that shut down almost every card in the game. And now, enemies “cannot” Arrow them because it’s a equal Elixir trade, and the Skeletons probably already cleaned up what they were doing. Also, great against the new meta, these little Skeletons destroy even the newly buffed Elite Barbarians.

Here’s a guide to use Skeleton Army on what.

  • Use Skeleton Army on: Prince, Hog Rider, Musketeer, Elite Barbarians, Wizard (around him), Barbarians, Three Musketeers (around them), Royal Giant, Giant, Giant Skeleton, Sparky, Mini PEKKA, Miner, Lumberjack, X-Bow
  • Sometimes use Skeleton Army on: Mega Minion (to kite), Minions (also to kite), Minion Horde (also to kite XD), Inferno Dragon (to kite), Golem, Electro Wiz( around him and if he already used his “stomp”, Archers (on top of them), Dark Prince (around him), Mortar

Do not use Skeleton Army on unless trying to save tower: Ice Spirit, Fire Spirit, Valkyrie, Bomber, any flying troops that target enemy tower (Balloon and Hound), Ice Wizard, Ice Golem, another Skeleton Army, Princess(they push her back and she might get a hit on the Skeletons, decimating a huge part of them), Bowler.

Well, basically Skeleton Army is a excellent card that can stop many cards in their tracks and do incredible damage if paired with Miner or Hog Rider if the opponent has no counters.

Replacements: Goblins work fine, that’s what I did before, Skeletons are okay too, Tombstone is fine, but Skeleton Army has worked the best for me.

Clash Royale Minion HordeMinion Horde

These group of blue warriors are ready to slice and dice! They are a group of very high DPS, low health warrior that will shred everything from sky to ground.

Seriously. I have not regretted using this card. It gave me a crap ton of wins with this special combo.

Scenario time! Let’s say someone drops a Mini PEKKA. I send out my Minion Horde and kill the Mini P.E.K.K.A. I send out my Miner. They Zap my Minion Horde. But as Molt said, a 100% health Minion does as much damage as a 1% health Minion. (or something like that. I forgot) That’s exactly what happens. The opponent realizes, and once they take out the Minions, a huge chunk of their tower is gone. That’s the power of these Minions.

They can rip a Balloon to shreds, turn that Hog Rider into porkchops, and that Mini P.E.K.K.A into scrap metal!

But I advise to not use them against Elite Barbarians unless you also have Zap in your hand, or else the Elite Barbarians will deal at least a whopping seven hundred damage to your tower.

Remember, you want to try to bait out the enemy’s Arrows or Fireball with Skeleton Army and Archers before you send these blue beasties out to kick some tower butt.

Replacements: If you are having trouble with these dying too frequently, mega Minion would be a viable choice, though I chose to stick with them because they do more damage, and my mega Minion is only lv6 XD which dies to a Fireball alone against most of my opponents.

Clash Royale Inferno TowerInferno Tower

This building shreds through tanks, and even some glass Cannons!

I use it to take out Lava Hounds, Golems, Giants, Royal Giants, X-bows and sometimes Hogs

The great thing about this building is that you can even use it against mini tanks and glass Cannons! It will kill Knights, Valks, Ice Wizards, Ice Golems, Musketeers, Wizards, mega Minions, and Balloons with ease. Though take your risks against Mini P.E.K.K.As. Mini P.E.K.K.As do too much damage and will result you having a very low hp Inferno Tower that will die in a couple of seconds.

Replacements: There’s not really much replacement, but you could use Inferno Dragon, though I believe it is simply too slow and has too little hp. Cannon could work if you’re facing too many Hog Riders or if you face too many little troops

General Gameplay

You can play this deck two different ways.

Counterpush Defense

I usually play it this way. As my friends joke, my deck is a “cancer deck that counters everything.” Well, I believe it counters just about everything and turns it into a counterpush. In this game style you usually start out with Archers, though I like putting them together. Splitting them are absolutely fine also. This deck plays defense and turns your defense into offense. “A good defense is a good offense.” as someone says and this deck simply does that!

Let’s make an example.

Someone sends out a Giant and a Mega Minion. This is a very scary push in the meta that can kill towers quickly and quietly. If I saw that, I would play my Archers first. The Mega Minion makes a beeline for it and takes a lot of damage. I then place a Inferno Tower to take care of the Giant. The enemy Zaps. The Archers take out the Mega Minion and the Inferno Tower and Giant trade. I then send out a Hog Rider. Since the opponent just spent 10 Elixir and I technically spent 5 (the Archers are still alive), he doesn’t have much to counter and his tower takes critical or lethal damage. That is what this archetype is about.

Offensive Pushing

This is the archetype of this deck. This way is much more aggressive and causes many ragequits leading to easier three crowns.

The reason offensive pushing is also so powerful in this deck is because you almost always have a defensive card in your deck.

In this archetype, you either start with Archers or sometimes drop a Hog Rider to predict what your enemy has. This deck is more reliant of Minion Horde for damage. I used this archetype until I reached legendary which made it a bit harder. Still, really fun to use!

Countering other decks

As I said, this deck counters almost every other deck in the meta. Let’s show the results of this deck faring against most decks in this meta.

Lava Hound Lightning: I win almost every single game against these players, just because they are simply too SLOW. When the enemy sends a lava Hound, I counterpush on the other side and do a chunk of damage to his tower, and when his Hound reaches my side, I drop my Inferno Tower. Even if he Lightning spells it, I drop Archers to finish it off and kill the lava pups.

Giant Three Musketeers: Just don’t let them take a tower, take one tower and you’ll be fine. Use Fireball and Zap to decimate their Musketeers, and if you forget, use Skeleton Army and it will be quick clean up. Miner to kill their other Musketeer if they split Musketeers. This deck is a little harder to win against, but I’ve had like a 80% winrate

Elite Barbarians: Save your Skeleton Army for the elite Barbarians and push on the other side when they start pushing because after the elite Barbarians die, the ice golem and mega Minion won’t be a huge problem, so just use Archers. Though my winrate against these guys are a 60%.

Arrow-bait decks: This deck is the easiest deck to go against. Miner is great against Furnace and Princess, and your Zap, Fireball, and Archers can kill almost everything they send out. My winrate is about 90% against these guys.

Royal Giant/Hog Decks: Kill the support with Fireball/Zap, and kill the big tank with Inferno Tower. You also have Skeleton Army and Minion Horde to kill them, because chances are they used a lot of Elixir to make that push. Winrate: 75%

Graveyard Bowler: This deck is pretty easy to counter because you have a lot of resources to counter graveyard. Archers work marvelously, Skeleton Army works very well too, and you can use Minion Horde to quickly kill the bowler. My winrate is about 80% against these players

The decks that I don’t fare that well are:

Spawner Decks: They’re just annoying as hell and I misplace a Fireball or Miner too early and my Hog can’t do anything. Winrate: 50%


Anyways, that’s it. If you’re reading this, that means you survived 2500 words of guides.

Thanks! Have a Clashtastic day!