Wassup guy, Dark/Dank Prince here with my 3rd guide! This one is yet again different from the last 2, since it features Hog Rider and Dart Goblin.
I made this deck recently after reading the Dart Goblin guide! This is a cycle deck, which is the only similarity between my past guides.
Without further adieu, let’s get into the guide.
Not too hard to learn
Only 3.0 total elixir cost
Free 2 Play, few epics or legendaries
Takes some knowledge in cycling to win with
You need tournament standard cards at least
No high damage defensive cards under 4 elixir.
Only 1 win condition, rest of the cards are support
Hog Rider: This is your win condition.
Only use when you’re sure it’ll get some value. Ex. When they overspend or you have spells in hand.
Remember (if you forgot then quit the game) it can’t help you defend, but it can kite troops with practice
TL;DR- Your win condition
Dart Goblin: Air defense and Chip Damage.
That’s the main reason for this little guy.
With insane dps, and the ability to hit air at only 3 elixir, he’s your main support for Hog Rider.
Not great on your side by himself since most spells take him out, like log and arrows, but he’s perfect for supporting troops for an easy counter push
TL;DR- Your main Hog support, good on defense, but usually needs help.
Ice Golem: Tanking for your Hog Rider, and used for kiting troops.
The slowness effect is still very useful.
Its death damage can allow you to Zap troops to death that normally would survive. Guards: It’s literally their name.
These little guys are for defending, rarely use them for offense.
Pair them up with Dart Goblin and 90% of the time you’re golden on defense.
Plus unlike Dart Goblin, it takes more than 1 spell to take them down!
Your cycle card, and perfect on defense or offense.
Zap: Destroyer of Skeleton Armies, Goblins, Minion, and resetter of troops.
In other words, Hog protection, and tower protection, and an easy cycle card when you need something to do.
Fireball: Your medium damage spell.
Used for killing support, and anything they may have killing your Hog.
Since this is your main spell it’s important you only use to get the most value possible.
Inferno Tower: Tank killer.
Without this, odds are you’ll think you face Golem or Giant everytime.
Basically this is the destroyer of their win conditions.
It’s also the heaviest card in this deck(cost the most elixir) at 5 elixir. So be weary of using it without reason.
Giant: Easy to Medium matchup.
If the person you’re facing is overleveled you still have counters like inferno tower for the giant, fireball for support. All you have to do is play smart.
If they aren’t overleveled, and are leveled similarly to you then this is one of your easiest matchups. You have Inferno Tower, Guards, Fireball, etc.
Nothing they have should be able to overrun you.
Hog Rider: Easy matchup.
You have plenty of answers for anything reasonable they could have.
The key is to not overcommit and let them out-cycle or overwhelm you.
Balloon: Easy matchup.
Even if it’s Lavaloon they won’t have a card that you don’t have a hard counter for(usually).
Inferno tower the Balloon, or Hound if it’s Lavaloon, Fireball or Zap support.
Like everything just don’t overcommit.
3 Musketeers: Medium matchup.
Might sound strange but a lot of 3m decks can have so much going on.
It’s completely situational how you have to play everytime.
Royal Giant: This includes Elite Barbarians, since they are such a beautiful couple(sarcasm), but this matchup is generally easy.
You have yet again almighty inferno tower for the RG, Ice Golem to distract support, spells and guards to kill it.
The only time it’s dangerous is if you misplace an inferno tower, or overcommit and get overwhelmed
Golem: This was surprisingly one of the easiest matchups I had using this deck.
Inferno Tower decimates Golem, Guards are perfect for support.
Spell use when versing Golem is vital not to mess up.
Have patience, always try to get more than just a little value.
Siege: Ouch. Siege, the destroyer of Hog decks, actually most people usually tie…
Anyways, the key here is to not let the X-bow, or Mortar lock on to your tower.
They thrive on chip damage. Give them none.
As you may have noticed my matchups isn’t exactly a “How to” part of my guide. I believe all players play differently. So whilst giving some tips on what to do and not to do, I leave it to you guys to learn how you use this deck most comfortably against others.
3:00 to 2:30
Don’t over commit, mostly because it’s hard too with this deck, but spend this time learning their deck and getting some chip damage in.
Don’t show your whole deck quite yet, hold Inferno Tower, Dart Goblin, Fireball, just keep some surprises.
2:30 to 1:30
Now attempt some slightly larger pushes, maybe add Dart Goblin in with the Hog, or an Ice Golem or 2.
Still be weary of getting overwhelmed or out cycled.
This is when showing your whole deck is okay.
Start using a bit more elixir, but still hold the advantage.
1:30 to 0:30
Now destroy them!
Especially after double elixir cycling will be so easy you’ll have no problem keeping up with your opponent, and definitely will have no problem out cycling them depending on their deck.
Make sure spells stay in your hand, still don’t want to get overwhelmed.
0:30 to End
Finish off any towers, and defend any of their pushes.
This is when control is most important, over time can be devastating for this deck if you can’t get them before OT, be prepared to struggle.
In other words, don’t lose!
And that’s it folks. Hope you enjoyed this guide, as I personally love this deck. Peace out guys!
Who posted this crap?
Clash Royale Arena
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