What’s good guys!! Norbysweg here, and as you can tell, we are celebrating Jake Paul hitting 10 Million subscribers! Just kidding, we are celebrating the biggest challenge in the game, the Crown Championship Challenge!
After I saw the new meta decks and checked them all for a while, most of them had a weakness to Goblin Barrel.
If you know me, you know I’m a Log Bait enthusiast, but this time I decided to leave the common Log Bait deck behind, and tried this Hog Barrel deck out.
Nitrome95 wrote a guide on it after the First CRA Tourney took place, and he got first! Now I’m bringing the deck back, and hopefully do a good job at explaining!
Surprise, surprise, I got 20 wins with it! I’m not joking at all, 20-1! That was the best accomplishment with this deck, but two 12-win Grand Challenges after are also pretty great! Hyped yet? Let’s get right into the guide!
Hog Log/Spell Bait Deck
- Very aggressive
- Punishes Pumps nicely
- Devastating if your opponent doesn’t have Log
- Very good against any type of beatdown
- Good against 3 Musketeers
- Extremely good in the meta
- Weak against quick cycle decks with Log
- Weak against Graveyard Poison
Hog Rider – Your primary win condition, and part of the combo.
This guy re-entered the meta as a very popular win condition, because of his stability, and efficiency in both ladder and challenges.
You can couple him nicely with the cards in this deck: Goblin Gang, Barrel, Ewiz, or simply the troops left from defense. Some Goblins and a 1HP Ewiz can mean a lot in some scenarios.
The hog barrel combo done the right way would mean you send the Barrel first, then the Hog, so the Hog tanks for the Barrel more. This is your punishing, starting, ending and tower taking combo.
Goblin Barrel – Your secondary win condition and second part of the combo. This card goes coupled extremely well with the Hog Rider, since they are a fast, punishing combo together, and can’t be easily countered.
If your opponent just pumped or placed some Expensive troop, you can very easily punish them by using Goblin Barrel.
The Goblin Barrel itself can be used to bait out spells, so you can defend in tough scenarios, and you can use the Gang/Skarmy to bait out spells, so you can get damage with the Goblin Barrel!
If you know your opponent is low on elixir, but he has Log or Arrows, do the Trickster Barrel, by placing the barrel 3-4 tiles ahead of the Crown Tower. If they miss the spell, GG!
Goblin Gang – Your first defensive wall! The Gang is perfect against Zaps, because the Stab Goblins always survive.
They have high DPS, and for 3 Elixir, they can deal over 1000 damage if unanswered.
They counter Hog nicely, move faster than the Skarmy, and couple well with the cards in this deck overall, mostly offensively-incined among the defensive cards.
Skeleton Army – The second defensive wall! This card can overpower almost anything in the game if they don’t have an answer to it.
Giants, Pekkas, Glass cannons, Hogs, Musketeers, Splash cards, they will all get destroyed by this mountain of bones if not answered.
Extremely powerful on defense, although hard to use on offense due to their slower speed.
Electro Wizard – He is still a very powerful card in this meta!
He counters Ice Wizard, Mini Pekka, resets siege units such as X-Bow and Mortar, and stuns every threat, making it slower, and weaker.
He also counters swarm troops easily, and helps a whole lot in defense.
Never attack with him since he can get easily countered. Use him in defense, and counterpush rightafter.
Inferno Tower – Your defensive building, use it against Hogs, Giants, Golems, and all that stuff.
Never overcommit with this, since you can’t counterpush with the Inferno Tower. Use it only when needed.
Fireball – Your high-damage spell!
Use it to clean low-HP towers, and most importantly, damaging Ice Wizards, Electro Wizards, Three Musketeers, and all that important stuff.
Use it offensively, to destroy buildings, to kill Barbarians or Minion Horde, so your Hog gets those juicy hits!
Zap – Now with the addition of Bats, they’ve become a very good counter to Hog. Zap clears them out, and stuns the tower too!
Of course that’s not the only scenario you have to use the Zap, but you surely know when and how to play it!
Zap – Log: Of course, if your Log is very high level, or you just feel like using it, go ahead and do this replacement. I play Zap because of the Bats going around in the meta, but you can do as you wish.
Goblin Gang/Skarmy – Minion Horde: Kind if a tough replacement, because it’s more costly to do a Hog Horde push, or Barrel Horde. It also kind of breaks the synergy, because you don’t really have a Miner, like in the old Bait deck, but you can definitely make this change if you feel more confortable that way.
E-Wiz – Princess: If you simply don’t have Electro Wizard, or you’re just better with the Princess, go ahead and make this change.
This time I will explain the gameplan in scenarios! This maneuver helps you identify better with the deck, and game itself.
Early game: Your opponent is preparing for a big push, and you’re at an elixir disadvantage. You send in the Goblin Barrel, and they Zap it. When their half-push reached the bridge, you easily counter it with a Skeleton Army, because they don’t have Zap.
Overtime: Your opponent’s tower is low on health, but he attacks you with a Hog Rider.You know he has Lightning in cycle, so you use the Goblin Gang to counter that, and to bait out his Log. You have your E-Wiz ready, so the Hog dies just in time. You baited out his Log, so you send in the Goblin Barrel. He doesn’t have anything to defend, so you take the tower and win.
Now let’s take a look at what could’ve gone worse
First scenario: You don’t send in the Barrel, and prepare to defend. You place the Inferno Tower, but he uses the Lightning on that. You place the Skeleton army on top of the Pekka, but he Zaps. The Goblin Gang left isn’t enough, and you lose the tower.
Second Scenario: You play the Inferno Tower, even if he has his Lightning in cycle. Of course he uses it, and the Hog gets on your tower. Your E-Wiz is not there in time, so your opponent gets two Hog Swings bonus. You send in your Barrel, but it gets Logged. You just took around 900 damage for no reason.
Now that you understand how Bait should be used defensively and offensively, let’s move forward.
Lavaloon – One of the easiest, because you can simply go aggressive opposite lane, and easily counter with Inferno Tower/E-Wiz.
Remember to do the trickster Barrel!
Golem Beatdown – A little bit harder, since they can easily get advantage by a pump, if you have a bad rotation.
Always have some space between the E-Wiz and the Inferno Tower so they can’t lightning both.
X-Bow – Now that it re-entered the meta and got buffed, the X-Bow is stronger than ever.
You don’t wanna go into overtime with a quick cycle Log deck, so you better get a nice push and a good amount of damage, because you will eventually fall apart in overtime, trying to defend the X-Bow.
Hog Cycle – The same as X-Bow!
You really need to get that damage in, otherwise they’re gonna get a prediction Fireball or something like that, and you will sit there, watching how the Hog is humiliating your tower.
Soooo… That was it guys! Sorry for not posting in like 163 years, but I hope this guide, (and especially the deck) made it up for you! I hope you will enjoy playing this deck, because it has a huge potential when used correctly! Thanks for reading this 1.3k word guide, and see you in the next one!