Wassup guys, Rtz02 here with my first guide ever on CRA!
Here I will be discussing an excellent 3 Musketeer Hog deck that got me from 3k to Challenger 2!
The deck is a variation on the 3 Musketeer Hog deck that was going around about half a year ago, but still works very well in the current meta.
Hog Three Musketeers Deck:
Your secondary win condition, some games you might not even use them!
Often used to defend a small push, but beware of your opponent’s spells. Then use the massive counter push abilities of those pink-haired ladies.
Pair with Hog or Knight for one of the deadliest pushes on earth!
Your main win con, one of the best cards in the game now.
Cheap, versatile and easy to get some chip damage with, he’s worth a good shot in any deck.
When your opponent always uses the same counter, use a prediction Log or Zap.
Also you can try to outcycle your opponent’s counter, as the cheapest cycle is only 8 elixir.
Probably the most versatile card in the game, this moustache man will help you a lot on defense.
Tanking for Inferno Tower and Goblin Gang, or distracting the oncoming troops, he can do it all.
Counterpush with the Hog and Ice Spirit and they will wreck the opponent’s tower.
The main reason the deck hasn’t got an elixir pump. With the overleveled ladder, the Three Musketeers just aren’t enough to defend.
This big bulky building can easily defend a beatdown push, distract the support with Knight or Goblin Gang and you’re done.
Easy chip damage and high DPS if no Inferno Tower in cycle.
Useful in Tank-and-spank with the Knight.
Pair with Hog Rider for some insane damage.
A very versatile cycle card, pair with Hog Rider to get just 1 extra hit.
When the opponent Zaps your Inferno Tower, use the Ice Spirit to Freeze the troop to let the Inferno build up it’s insane damage again.
One of your main air defences, together with Ice Spirit it can wreck Minions, Minion Horde, Goblin Gang and more!
Can also be used to reset Inferno Towers, but only do that when you got more offense than just a Hog.
Probably the best Legendary in the game, The Log can be used to push back the opponent’s troops to give you just some more time defending.
Also pair it with a Hog to get some awesome predictions!
Note: When replacing Inferno Tower the deck loses its defensive potential
Early Game (3.00 – 2.00):
Here you will want to find what spells, buildings and offensive units the opponent has.
You can try to outcycle your opponent’s buildings with small Hog pushes. When the opportunity of a counterpush comes up, take it!
You probably won’t have to play your 3 Musketeers, as Inferno Tower almost always is enough defence.
Possible pushes in the first minute will be:
Hog + Ice Spirit
Hog + Knight
Hog + Goblin Gang
Knight + Goblin Gang
Mid Game (2.00 – 1.00):
In this part of the game, you will want to be a bit more aggressive on your pushes.
When the chance to make a big Hog push appears, try to push with Hog, Knight, Ice Spirit and Goblin Gang.
Now you can also play your Three Musketeers, but only if you know your opponent’s spells.
Don’t be too aggressive, because you can get hit hard in your opponent’s counterpush.
Late Game (1.00 – 0.00 + Overtime):
Now it’s time for the ultimate push; Hog, Knight, Ice Spirit, Goblin Gang and your Three Musketeers!
If you took your opponent’s tower low enough, you can cycle your Log and defend a lot.
In this deck it doesn’t matter when you haven’t done that much damage, just go for the draw.
Try to predict any Skeleton Armies with the Log, and remember; Ice Spirit and Zap wrecks Minions (Horde)!
Spell Bait: 95% winrate
This shouldn’t be too hard as you got Log, Zap, Goblin Gang and Ice Spirit. You probably won’t use your Inferno Tower in this matchup.
Try to outcycle your opponent’s Inferno and predict their Goblin Gang.
It doesn’t matter if you use your Log on offense because you got Zap and Goblin Gang left. If they Rocket Cycle, use Three Musketeers more on your pushes.
P.E.K.K.A. Beatdown: 70% winrate
Try to pressure the lane the P.E.K.K.A. isn’t on. Defend the P.E.K.K.A. with Inferno Tower and block the E-wiz’s bolts with Knight or Goblin Gang.
If you know their push won’t make your lane in time, go really hard to take their tower.
Golem Beatdown: 50% winrate
Also here, try to pressure the other lane.
Punish any Elixir Collector, but make sure you won’t be at a too big elixir disadvantage as you will be wrecked. Distract the support with Knight, Goblin Gang or Ice Spirit while your Inferno Tower melts down the Golem.
It can be a tough matchup, especially when they have clone.
LavaLoon: 25% winrate
Very hard to deal with, if you can’t place your Three Musketeers in time.
Use Inferno Tower to distract the Balloon, while your Three Musketeers kill the Lavahound.
Distract any support with Knight or Goblin Gang. If they Lightning, you’re dead.
Hog Cycle: 60% winrate
Probably very easy, you got enough defence with Inferno Tower.
If they outcycle you, use Goblin Gang or Knight with Ice Spirit.
You won’t be able to outcycle their defence, so use your Three Musketeers a lot.
Overleveled Royal Giant or Elite Barbarians: 50% winrate
Unfortunately you will often meet these guys.
Ebarbs will be easy to defend with Knight, Ice Spirit and Goblin Gang. Royal Giant will be much harder, especially if they Lightning or Zap your Inferno Tower.
Try to freeze the RG with Ice Spirit so the Inferno Tower can still melt it down. To defend RG in the pocket, use Inferno Tower with Zap or Ice Spirit.
This deck works really well in the current meta and is useful on ladder as it is defence-heavy. Give the deck a try, and I would love to hear what you think of it!
Good luck everyone,
Who posted this crap?
Clash Royale Arena
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