Hog Zappies – The Fireball Bait Deck!
Hey guys! It’s NebulaNoodle back at it again with another deck guide. Today I’m going to be sharing a great Hog Zappies deck.
Now, a lot of you have been talking about how bad Zappies are, but if you can use them right, they are a really strong defensive card.
Here’s homage to the underrated Zappies!
Pros
- Strong defense
- Counters many of the main threats in the game very well. All rounded.
- All about the punishing!
Cons
- No Hog tank, but you don’t really need one
- Very weak to Exenado…
- Meant more to complement a teammate’s deck in 2v2
The Hog Zappies Deck
Hog Rider
Your obvious win condition.
After the nerf he is still good, because his damage and HP didn’t get decreased (PHEW!)
If you’re a Hog lover like me, it’s very good that he only got a hit speed and first hit speed nerf.
There is no tank for the Hog here, but you will want to be using primarily to punish your opponent for spending a lot of elixir or figuring out your opponent’s counters at the beginning of the game.
Zappies:
These cute little Zappies need some love!
I’ve been hearing many CRA members saying Zappies are trash and they are completely useless.
Sort of like Sparky.
But they just need to be used properly.
They have a really good stunning ability which you can use to the full potential when you place them at the back.
They go to a line, meaning the first one attacks, then the second in line attacks, then the third attacks. This combines for almost an infinite stun, which is very strong against any glass cannon (even Bowlers, whom other glass cannnons cannot kill.)
This makes them very good at killing tanks.
Go check out Mew_Pur_Pur’s guide on Zappies as well!
They are very good counterpushing units, like the Hunter.
Combined with another tank killer they are an extremely strong defensive wall.
It’s not really about the damage so much, the stunning ability is the firepower of the Zappies.
Their big flaw though is that they can’t hit air.
But you need to bait out the spells because of the low HP- which brings me on to the next three cards….
Minions
This is one of your arrow/fireball bait cards.
They are more popular than Goblins now, and probably just as good as Guards in this meta.
They are a regular in Golem decks along with the Horde, but here’s a Hog deck with them (frankly, there are a lot of Hog+Minion decks.)
The Minions have great DPS and overall super good.
Hog+Minions is a very strong punishing combo. Only 7 elixir, leaving you to only gain back elixir (which will be easy if they are using beatdown.)
Minion Horde
These six little blue menaces of the sky have one of the highest DPS’ in the game, and will be used to support your Zappies.
But make sure to space the Zappies and Minions out to avoid Fireball value.
You could simply use the Horde at the bridge to bait a spell, if you know their win condition is out of cycle.
Use with Hog for a crazy quick push to make your opponent cry (if they used their Arrows/Fireball!)
Ice Wizard
One of my favorite legendaries at the moment.
I used to think he was really bad but as I used him more I realized how much of a beast of a defensive card he is, especially with Tornado.
Use him to complement your Minions on defense.
You could replace the Arrows in this deck with Tornado, which would make it just as good.
He is your strong anti-air unit, use him wisely!
Ice Spirit
Synergizes literally with anything in this deck.
Chip damage/splash control/freeze/cycle/distract.
All for one elixir!
Poison
I picked Poison over Fireball because of the greater splash control, and even though you don’t get the quick damage, you get more outright damage as well.
Plus, it’s safer to use a pre-Poison as Poison does damage over time. If you miss a pre-fireball, you opponent can go E-Barbs Minion Horde Rage.
RIP!
Zap
How could you not have Zap? Ice Spirit works perfectly with Zap, which is why I didn’t use Log.
Plus, since I recently upgraded my Zap, I’ve been using it a lot more in my decks.
The stun ability is really valuable with any deck.
Replacements
Gameplay
First, BM like crazy.
(Just kidding. Don’t. It’s a form of cyberbullying.)
But in all seriousness, let’s get on to the juicy bits…
Best starting moves: Ice Spirit/Ice Wizard in the back, Minions/Minion Horde split at the back (to defend both lanes), Hog (to figure out counters)
Out of everything, Ice Wizard in the back is my best starting move.
Doesn’t commit, it’s a passive move, and it only costs 3 elixir so you will have plenty to defend with.
Single Elixir
You will want to defend, then go on the quick attack, knowing when your opponent has used their spells wastefully.
You could send in a lone Hog Poison, which works very well, because it keeps everything out of the large radius, leaving your Hog with a nice large forcefield.
Unless, of course, your opponent is using a tank to counter.
Keep getting chip damage out of the Hog, and you will want to be using him as a tank for everything else, as the Minions are fast and can keep up, meaning even if your opponent uses something for the Hog, the Minions can clean that up, and if you have timed everything right, the Hog will still be alive and tanking for the Minions.
Similar to the Miner.
You will want to keep counterpushing, in order to catch your opponent off guard with the wrong counters.
With this deck, you will need to capitalize on mistakes or you won’t get damage early.
You want to open with a bang right from the start.
Double Elixir
This is where you want to go crazy.
Cycle cycle cycle back to your Hog, while playing smart. Playing smart is the key to this deck.
You have to stay patient in single elixir, and punish until you get the opportunity.
In Double Elixir you can easily defend and then go attack.
Keep using your pre-Poisons, but make sure you know their counters or else you’re just gonna waste elixir which you could have gotten value on if you had played your Poisons right.
Zappies are also great with Hog when in a line, they stun buildings (notably Inferno Tower) so the Hog can freely swing on the buildings! But not as a quick push (Zappies have medium speed) but as a counterpush.
Keep cycling your Hogs for the win!
Hopefully you will be able to keep applying pressure and you will start to break down your opponent. 🙂
Matchups
Lavaloon
Cycle Minions like crazy, but don’t give them spell value.
Deal with everything else behind with a Poison+Zap combo. Ice Wizard is great for neutralizing a raged LavaLoon (I’ve met so many of these.)
Golem/Giant
This is quite tricky, especially if they use Poison very well and don’t waste it. The most important thing is making sure to space everything out.
Minion Horde might die to the Golem death damage so always have a backup troop. Don’t be an idiot and put Minions just as the Golem is gonna die. The Zappies are very good as stunning the tank and you can cycle them for infinite zap!!
Bait
The important thing is using Zap against Barrel. If you have a low level Zap/afraid from taking Barrel damage, use Log/Arrows.
To go against Tornado variant, the nemesis of this deck is Rocket-Nado so be careful. Let them waste their Rocket then punish like @(*^#@$&#^*&@^!!!
Cycle/Control
Against Miner, don’t spend too much defending the pushes. Save more for offense.
Put your Zappies away from the Poison then go with a Hog. They will likely have PEKKA (Zappies/Minion Horde work very well) and E-Wiz (Ice Spirit to distract, Minions/Minion Horde to kill?)
Against Hog, try to keep on the offense and you’re going to keep up with the cycle, so don’t worry about that (unless it’s 2.6 Hog!) Most Hog decks have good core defense and build up their troops around the Hog, so Minion Horde will work perfectly, along with Poison.
Graveyard
This one will be tough. The Poison kills all your Minions (good graveyard counters) and if you don’t use your Ice Wiz right he will die too, so space him outside the poison range.
But always try to level up your Ice Wiz so he kills the equivalent Graveyard level skeletons!!!! VERY IMPORTANT!!!
Try not to let them build up enough elixir for a snowball push. The pushes can wreck your tower very easily!
Siege
Against Mortar, don’t give them rocket value. If they have Miner, just deal with the support first (Guards, etc.) Poison all the clumped up troops surrounding the Mortar.
It’s similar against X-Bow. Most variants have another building, so distract them with Minions/Minion Horde. Same with Mortar: Poison the Knight/Ice Golem, Bats, Skeletons, whatever. Gain elixir advantages so you can overwhelm them! Most components in this deck are squishy units.
That’s all from me. Hope you enjoyed the guide! This is a great deck, do please give me a shot and drop a line below. See you next time!
I’ll be posting more actively, so watch for yours truly!
Goodbye from Nebula! ❤️
Here’s a little fun thing I did with my friend….it actually worked!!
https://www.youtube.com/watch?v=hpnlTnhgCUs
first
nah
First reply!
Why does my edit on comment has to be approved by CRA?
first (if you dont blame me for typing in russian first and then having to wait till my comment gets approved by CRA) if not, second… ugh third?
Second
but first to claim second
NO
yes
WTF? WHERE IS MY FIRST COMMENT?????????
Idk
might as well as kingwhatever
ask*
look above
already did
get rekt m8
I mean I did before you told me to
https://uploads.disquscdn.com/images/a99975c24bca438b0dae46d14fc7e0b90435c6a9345043eadb558c953807559c.png
look at this dood
you wern’t connected when you tried to send the first massage … sry m8
R.I.P
Never happened to me
THIRD!
NO!!!!!!!!!!!!!!!!!!!!!! LOOK AT MY FREAKING POST!!!!!!!!!! ARGH
*upvoted*
same lol
rage XD
i think ewiz cud do better instead of sparkies with the air target too and the double target!
but inferno dragon is no threat to your hog
yeah but the retarget cud be useful
I mean, the deck has minions and minion horde so on defense you just need to get rid of your opponent’s splash support if the inferno dragon is in a big push, and then the inferno dragon is very close to getting dead
whats ur clan dude?? im kinda bored of mine?! *Respond plz 0_0
My clan is israeli and we speak hebrew here so I don’t think you’d be the most interested in it
and you’ll also be disgusted by everyone having one of the ebarbs or the wizard
#FreePalestina
What is that supposed to mean?
You know what I mean…
I think Zappies could work just as well on defense. But yes, E-Wiz would work too. I wanted to make this deck more interesting
Nice Guide as always dude
Thanks mate!
can u guys plz suggest me a gud clan..can i join ur cans plz bruh!!!!!!
Well, as long as you are 3000+ you can join Auriel™
You can join my clan, search up Donate (filter with minimum trophies 38k on filter), find the one with an emerald and black background and make sure you have 3200 trophies, we always welcome new recruits!
No my can is full of beans
pls join my clan u nede 2000 trophies its called CRC, the banner is a white skull, and the description says weekend warriors. also we have around 40-45 members. but u MUST DO THE CLAN CHEST. otherwise u get kicked
my clan is a good 3000 plus trophies clan if you wanna join.. its Finest elixer
Nice guide! I personally love Zappies and have a few decks with them in it but until I level them up I can’t use them outside of challenges/friendlies/tournaments. I also can’t try out your deck due to lack of Ice Wiz, and let’s be honest, there isn’t a good sub for Ice Wiz. But from what I can see awesome deck, awesome guide, and do you sleep cause I swear you have a guide posted everyday
My last guide was 4 days ago, and before that 2 1/2 weeks ago. So yeah I do sleep! xD
Glad you like the guide.
Great guide…though defense seems kinda week
Maybe instead of zap, tornado would syngerize/make the deck have better defense. What do you suggest?
Here’s my point:
Zappies should be 3 Elixir.
This is because Ewiz does it’s job far better, disabling a card with minimal damage essential slows it down, but why singularly slow down a target as it your opponent could build up even more, using 4 elixir just for stuns does NOT sound right to me.
Ewiz hits the air and two targets, has glass cannon health and with a spawn zap.
Why just force yourself to use a new card just to make use of it when you can try deck realistically.
Now I am not saying your deck is bad, with ewiz it’s working well, but I am currently playing it on a little tourney and it wasn’t as good as the matches I did with Ewiz instead of the Zappies, and I learnt all Zappies tricks that have discovered so far so eh.
Nice Guide anws and clash on!
Makes sense to me. I also feel that they should be slightly faster so they could be more versatile in different decks.
zappies for three elixir would need nerf I believe.
No, it would be fine
Thanks mate! Appreciate it
U know six zappies prevents cards from moving
Fourth
Yay I love ZAPPIEZ OMG THEY ARE SO CUTE I WANT TO HAVE ONE IRL AND A DECK WITH THESE CUTIES
Ikr they are so cute
I already figgered out what to do with them. I’m putting them in my MortYard!
Wait… since Lava hound is pregnant… There has to be LavaDad xD
I thought LavaMOMS give birth to Lava hounds. Unless the lava dad is a seahorse. In which case you are right.
This is an awesome guide but I’m currently wondering if the sound I hear in the video is you giggling.
NO that is the video just crackling cause I moved my device. LOL
Anyway how does that sound like giggling at all????
it sounds a little bit like restrained laughter.
not really….unless I’m goin deaf
Guys: Royal Ghost deck ideas? What do you think?
I don’t actually get what the card does yet
He is invisible until he gets attacked. 1100 health and 250 dmg i think at lvl 1. OP, no?
It’s basically too op. if you drop it in the beginning of the match behind you’re king tower you basically get that card free
seems OP i mean when fully upgraded what like 2000 health and 400 damage??/ lol
Giant Balloon Ghost!
heavy beatdown with it as a support troop?
They are SO FREAKING CUTE asdfgh
https://uploads.disquscdn.com/images/50495802406a67f6070555316e7e5bac4d047b71fef93b58e59355a7f4eba701.png
I could call 5th…but Idgaf lol
K 5th then lol
Zappies…
4 elixir card that deals very little damage and can’t target air
But the stun is really really really good. Because all three stun.
But they stun at the same time, so it only counts as 1 stun
If you place them right, they attack at different times.
as supermarine said, u can get very good value if u place them properly
Zappies need to hit air or become 3 elixir
Yee
The Craziest thing happened today. I entered the tripple elixir challenge. Started of 0-2 and was feeling so defeated. Then, I went on to get 9 wins. But, thats not were it ends. I end up getting a legendary out of the chest! Then it gets so good when it is a mega knight! LETS GOOO!!!
Lucky you…
i got the MK out of a clan chest lol
let’s goo? goo is nice. you can eat it
wat? lol
I hope your just kidding. Now I’m not sure. It’s emphasized
nice job. I got to 5-0 and ended up at 6-3 ;-;
Ouch the meta in there was crazy !
lol this is actually decent on the ladder, also a top-notch troll deck in 2v2
Really??? Did u try it on ladder?
What is the biggest push you have made in a regular battle (not 2v2 or tournaments). Mine is 3 pekkas 4 wizards 3 wiches 2 baby dragons 2 bombers, 2 minion horde, Also I am not joking
my gosh…… elixir collector and 2x i believe?
I have never used an elixir pump, and I am at 3700 trophies 🙂
I don’t count my masterfull pucses as a world wonders ;-;
I think if you swapped zappies for E-wiz and Ice Wizard for tornado, this deck would then work great! I like how you are use zappies in your deck, I just don’t think they fit.
Sorry for the late reply. I just wanted to make the deck more interesting, you know? And zappies are actually great on defense!
i would replace zapies for e-wiz and ice wiz for knight, more solid defense and more synergy with hog
But I wanted a more interesting deck 🙂
my minion horde is to low lvl so i might replace with bats? or another ground swarm control card
Yeah u need horde at least lvl 11 on ladder in high a11/a12. Try using a tank maybe. Or another anti air card
Lol I think the deck mostly works because you don’t really need to use zappies
I’ll use them when they get a 20% damage buff
No zappies are really good on defense!!!! Six zappies prevent anything from MOVING. That’s crazy. They are great defensive cards if you have baited out Poison/Fireball.