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Gorgeous Hog Musketeers Deck for Arena 8+

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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.

Clash Royale Three MusketeersClash Royale Hog RiderClash Royale KnightClash Royale Inferno Tower
Clash Royale Goblin GangClash Royale Ice SpiritClash Royale ZapClash Royale The Log

copy deck

Hog Three Musketeers Deck:

Clash Royale Three MusketeersThree Musketeer

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!

Clash Royale Hog RiderHog Rider

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.

Clash Royale KnightKnight

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.

Clash Royale Inferno TowerInferno 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.

Clash Royale Goblin GangGoblin Gang

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.

Clash Royale Ice SpiritIce Spirit

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.

Clash Royale ZapZap

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.

Clash Royale The LogThe Log

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!

Replacements

Clash Royale KnightClash Royale Ice Golem

Clash Royale Goblin GangClash Royale Goblin

Clash Royale Inferno TowerClash Royale elixir collector

Note: When replacing Inferno Tower the deck loses its defensive potential

General Gameplan:

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)!

Matchups:

Clash Royale Goblin GangSpell 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.

Clash Royale P.E.K.K.AP.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.

Clash Royale GolemGolem 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.

Clash Royale Lava HoundLavaLoon: 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.

Clash Royale Hog RiderHog 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.

Clash Royale Royal GiantOverleveled 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.

Conclusion

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,

Rtz02

132 Comments

  1. what are your levels? I want to see what it takes to be in a league. and inferno tower seems useless, maybe replace it with minion horde or elixir collector?

  2. I really like this deck, but Inferno Tower is the odd man out. I would highly suggest replacing it with Pump (I see you mentioned in the guide). At this point in the game, you need a Pump to play Three Musketeers effectively. You might play this more like a Hog deck, but then why would you need the Three Musketeers.

    Inferno Tower makes no sense in a deck with one of the cards which does the highest individual damage per second (3M). There are no other obvious flaws I can see in this deck. Thanks for posting.

  3. If anyone cares, here’s my latest deck guide:
    Hey guys, it’s yours truly, NebulaNoodle, back at it again this time with the focus on a more off-meta deck. That’s right guys, as requested, here’s a hybrid deck! This one combines the deadly duo of the Mega Knight and the Mortar. I actually just got the Mega Knight yesterday, from the shop, so here’s a nice way to showcase this big daddy! Hope you enjoy!

    Pros:

    Strong defense

    Not too high average elixir cost

    Once the Mortar is locked onto the tower, it’s hard for the opponent to stop it

    Cons:

    Weak to Exenado

    No low-damage spell

    Cards:

    Mega Knight:

    What’s a Mega Knight deck without the Mega Knight?? Jumps on enemies with a satisfying clunk.

    Synergizes well with the Mortar due to the fact that the Mega Knight protects the Mortar from large swarms and he is very tanky.

    Best used in counterpush situations with Minions, Mortar, and leftover defensive troops.

    He is weak to the PEKKA so your Minions will really help killing the PEKKA and other support troops your opponents has.

    Poison:

    This card works extremely well placed preemptively with the Mega Knight as part of a big push.

    Works wonders against Minion Hordes, Goblin Gangs, and the like attacking your Mega Knight and Mortar!

    Its large AoE means that it can provide huge value and possibly give you big elixir leads!

    Ice Golem:

    It may seem strange that Ice Golem is in this deck but you won’t really be playing your Mega Knight too much before double elixir, so he is a nice tank for the Mortar in single elixir for slow chip damage.

    His death damage kills Skeletons and Bats, and is an awesome kiting and distracting troop.

    Mortar:

    Your main win condition, you could actually also consider Mega Knight a half-win condition (sort of like E-Barbs.)

    Great for chip damage, hopefully you’ll be able to lock onto the tower, because then it will be extremely hard for your opponent to get to the Mortar unless they kill it with a spell!

    Protect the Mortar, but know when to let it go. Don’t overcommit and be left vulnerable to a huge counterpush.

    Musketeer:

    Your main anti-air card. Even though she two-shots them, she works very good against Minion Hordes due to her pretty fast attack speed. Take advantage of her long attack range, use her to snipe away at troops attacking your mortar. She works nicely with Mega Knight along with Minions for a counterpush, just don’t overcommit!

    Tornado:

    This is an amazing defensive card! Pull Hog, Giant, Knight, E-Wiz, Valk, Miner, Goblin Barrel and the like to your king tower and watch your opponents cry. If you manage to activate the King against a graveyard player you barely have to defend their graveyard, the King tower can snipe away easily at all the skeletons.

    If you don’t know how to activate the E-Wiz to the King, just pull him to the corner where one of his split attacks will hit the King!

    Tornado also is amazing with Mega Knight, so he jumps and wrecks all the clumped troops. Great 10 elixir combo against near-unstoppable pushes. Tornado also works well with Poison, to keep troops from running away from the Poison so your Poison can get more value.

    Here’s a Tornado tech video: https://www.youtube.com/watch?v=pR3mv8h47yY

    Skeletons:

    You can replace these cute doots with Goblins but I wanted to keep the deck as cheap as possible.

    They still offer really nice value to distract and to cycle quickly to another Mega Knight or Mortar.

    Minions:

    Your other strong-anti air card. Weak to spells so place them away from your musketeer against, for example, lavaloon decks so your opponent can’t get a value fireball or poison or whatever.

    I chose these guys over Bats due to their Zap resistance and they do a lot more damage. They still offer huge DPS!

    Replacements:

    Mega Knight: None

    Poison: Fireball

    Ice Golem: Knight, Valkyrie

    Mortar: Miner

    Musketeer: Any anti-air glass cannon

    Tornado: None

    Skeletons: Goblins, Bats

    Minions: Bats, Spear Goblins

    Gameplay:

    Best starting moves:

    Ice Golem/Musketeer/Minions (split)/Skeletons (split) in the back

    Mortar at bridge (If opponent starts with heavy tank)

    NEVER EVER start a mortar at the bridge unless your opponent gives you a chance to punish as he can easily counter your Mortar, having 10 elixir in hand. This is a hybrid deck so you can play this deck two ways: Passive siege or beatdown. Don’t play your Mega Knight too early, make your opponent think you’re playing a regular old Mortar deck. That’s what I like about hybrid decks; you can play one archetype style then stun your opponent! Only use your Mega Knight in single elixir as a reactive move to a big Giant/Golem push. You should be making Mortar pushes like Ice Golem+Mortar+Minions, without overcommiting and leaving yourself with no elixir to defend. I see a lot of people spending so much elixir trying to defend their siege weapon that they end up having only 2 or 3 elixir to stop a Pekka and Miner combo, for example. Mistakes like these can easily cost you a tower, and I feel like hybrid decks can be extremely difficult to play if you don’t have the right feel for them because you have to think: Do I want to play this deck this style or that style right now? Get a feel for your opponent’s deck and rotation too, what kind of playstyle they have and if you can cycle in time to counter your opponent’s cards, and most importantly, win condition.

    Around mid-game you should be cycling your Mortars by using Skeletons/Minions. Try using poisons right in front of your mortar, so even if your Mortar dies you can get nice value against their troops. If you are struggling with tower damage by this time don’t use this tactic. Remember, this is a hybrid deck so don’t be afraid to try out different tactics than what one would usually use in a single archetype deck. Use your Mega Knight to defend your Mortar, he is very tanky and splashes everything trying to kill your Mega Knight. Combined with the Poison and one of either Minions or Musketeer. Use Tornado to complement your pushes. Here’s an idea: Place the Tornado so when the Mega Knight jumps on the troops, he also hits the tower and deals massive damage with each strike following as well!

    In late game/overtime, build up big pushes, just spam everything behind the Mega Knight. Even if you have no elixir, you have so much elixir on the field that your opponent will struggle to counterpush. Overwhelm them with more mortars, and just keep cycling Poisons and Mortars for the win!

    Matchups:

    Lavaloon:

    Minions work nicely against the balloon. Use tornado appropriately, and poison the Minions/Minion Horde. Keep your Musketeer in hand for their support troops, and if they have ground troops in their pushes wreck them with the Mega Knight!

    Golem:

    Use Mega Knight+Tornado to kill their glass cannons, and use Minions’ huge DPS to take the Golem out! There’s no building, but this deck is totally fine without one.

    Giant:

    See Golem. It’s a little easier because the Giant will die faster (less health) and you can go in for counterpushes faster.

    Bait:

    Use poison against clumped up swarms. Tornado the Barrel to the King and every time after that Tornado the Barrel away from the tower. Mega Knight just wrecks everything on the field, it’s like a VERY hard counter to bait. This should be an easy one.

    Cycle/Control:

    Against Hog Cycle, you should try to keep up with the counters. If you can place Mega Knight correctly the Hog will get no swings on the tower. Against Hog+Mini Tank+Glass Cannon push, the Mega Knight just wrecks everything. Use Minions to clean up the leftovers.

    Against Miner decks, try to learn your counters again. Ice Golem can kite PEKKA away so it will be easier to counter the Miner with, say, Musketeer. You shouldn’t worry about the Miner as much, instead focus on countering their tank and support. Counterpushing is especially important against these decks.

    Siege:

    Against other Mortar decks, like the classic Mortar Rocket, don’t give them spell value. Mega Knight counters Mortar well, as he splashes and severely damages all the squishy troops protecting their Mortar. After you defend, just place a Mortar behind everything and watch them cry!

    Against X-Bow, you have nothing to reset the X-Bow’s target so at all costs don’t let the X-Bow lock on because then you will have to spend so much elixir trying to defend that you will have no elixir to punish. You can easily get losses or draws against these decks.

    Salty Ladder:

    Against Royal Cancer, Mega Knight will wreck their support troops. Don’t use too much elixir defending as I see many people without buildings do. Instead, go in to counterattack and crush!

    Against Elite Cancer, don’t worry! Mega Knight hard counters E-Barbs, even if they are raged. Musketeer does a nice job sniping from range against their Valk/Exe or whatever splash unit they have.

    Thank you all for reading my guide, I hope you enjoyed! Stay tuned for my next guide, but that’s another time. Until next time, goodbye from NebulaNoodle! Peace <3

  4. nice guide and great deck but not offence i would like to replace fireball by zap to kill wiz,musketeers etc.

  5. Fun fact: ice spirit paired with fire spirits deal enough damage to take out 3M; ice spirit needs to land on the 3M though(This gives you +6 elixir!). The other more secure option is zap fire spirits where you play both at the same time(drop fire spirits within 2 tiles of the 3M as you zap them). +5 elixir if they don’t split! If they do, just use knight on the side with 1 and not only have you gained +2 elixir, you also have a healthy counter push.

  6. When i was at Arena 9, i used Trifecta 3M cycle. It includes Hog, Musketeer, Valkyrie, skeletons, ice spirit, log, zap, and 3M. The AEC is only 3.5! I’m just gonna push with hog + ice spirit/skeletons, than cycling until i got the hog again. After one tower is taken down, i put my 3M right in the centre of enemy’s field and watched how my enemy countered it. Pretty fun, i think, since my 3M was level 8 at arena 9 is quiet overleveled.

    Sorry if i made grammar mistakes.

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