The Hog Rider is unlocked by the P.E.K.K.A.’s Playhouse (Arena 4). He’s a quick building-targeting, melee troop with both moderate hitpoints and damage. A Hog Rider card prices 4 Elixir to deploy. He looks just like his Clash of Clans version; a guy with brown eyebrows, beard, a mohawk, and a golden body piercing in his left ear who’s riding a hog.
With his high quantity of damage, the Hog Rider can be placed with a high hitpoint card, like the Giant, to divert enemy troops or with support components such as Goblins, dealing plenty of damage. But you can counter this combo with the Skeleton Army, Barbarians, or a Minion Horde.
Because of the fact that certain units such as the Giant or Sparky occupy a whole lot of room from the Arena, the Hog Rider may have problems getting to the Crown Tower as a result of huge troop obstructing the Tower in front of him.
The Hog Rider in combination with the Freeze can be particularly powerful. Primarily, the Hog Rider is spawned, and if the opponent spawns troops to defend the Tower, throw the Freeze. Since the Freeze stalls the defending troops & Crown Tower, and the Hog Rider will stay unhindered to assault the enemy’s Tower. Additionally it is suggested to drop cheap ranged troops or Goblins to go for the hog so as to deal extra tower damage and lighten up the counterattack which will support the suspended troops. However, the opponent can initially use a construction to divert the Hog Rider, then put troops down once you Freeze the tower and building.
This means that it can easily be distracted by constructing cards, but he can also help out by ruining them. A Cannon is a fantastic counter because it could pull the Hog Rider off, deflecting it and giving the towers ample time to harm or kill him. Tombstone is also powerful as the spawned skeletons can harm the Hog, but can often be more easily countered.
Whenever there are buildings put in the middle to counter the Hog Rider, knowing the positioning of the Hog Rider and the sort of construction placed can help your Hog Rider to skip certain buildings.
Passive buildings such as spawners and Elixir Collector possess a bigger hitbox than defensive structures; meaning: if a passive construction was put 3 tiles away from the river in the center of the opponent’s side, then it’s not possible for the Hog Rider to skip that positioning as the Hog Rider will get pulled to that construction.
Defensive buildings have a more compact hitbox than a passive construction, which means if that if a defensive construction was put three tiles apart from the river in the center of the opponent’s side, a Hog Rider placed in the very left or right side of the Arena might have the ability to bypass it because of its smaller hitbox.
A Tornado positioned in front of your King’s Tower when a Hog Rider is coming one of those Crown Towers can trigger your King’s Tower, assisting you in defense.
He can also clear an integral defense or front-placed Elixir Collector for a future drive.
When the opponent places an Elixir Collector far back in the center in the front of the King’s Tower, the hog could be deployed on the river, and he’ll jump the river and move straight for it. However, it’s important to bear in mind that this positioning puts him in the kill zone, where the two Arena Towers can target him.
A very strong combo is the Hog Rider, the Musketeer, and the Valkyrie. The Musketeer is for dealing damage to buildings, the Valkyrie is responsible for protecting the Musketeer and Hog Rider from mass troops (i.e. Skeleton Army, Spear Goblins) in addition to construction shots, and the Hog Rider is used to deal damage for the tower.
This mixture of troops is known as the Trifecta from the community.
This can be successfully countered by Lightning, eradicating the Musketeer and seriously damaging both the Valkyrie and Hog Rider. The Minion Horde is also powerful, but the enemy can Zap them and the Musketeer will one shot all of them. Even if the Musketeer is murdered, the Hog Rider and Valkyrie will have sufficient time to seriously damage the Tower.
Be sure that you place the Hog Rider supporting the Valkyrie to give it a boost so that it remains in the front of the Hog Rider, protecting it.
A P.E.K.K.A. readily counters this for an enormous 5 favorable Elixir trade and a possible chance for a counterattack.
Pair the Hog Rider up with Skeletons, Goblins, Zap, or Fire Spirits for a cheap and speedy assault that can deal quite higher damage if not well-countered.
The two Goblins and Fire Spirits can supplement the Hog Rider’s very quick approach speed. Melee Goblins and Fire Spirits can be catastrophic since they provide high damage, but are nevertheless vulnerable to splash that may hit the Hog and encouraging units at precisely the exact same time. The Ice Spirit can be overwhelming since it can freeze the Arena Tower, but is doesn’t offer as much harm. Spear Goblins are also great as they are ranged and processor off from a safe distance when confronting dab components, and hence they are less vulnerable to dab components.
When a Goblin Barrel is deployed right before the Hog Rider, they will distract the Crown Tower while the Hog Rider deals hurt. This may also be useful in the reverse. The Hog Rider can work as a tank for the Goblins so that the Goblins can deal great damage.
Sending out a Miner right before the Hog Rider is sent can be an effective combo. As the tower is diverted by the Miner, the Hog Rider can deal additional damage.
Pairing the Hog Rider with the Balloon can deal disastrous damage. If implemented correctly, the Hog Rider will function as a tank while the Balloon deals damage, and the Hog Rider can also ruin any buildings trying to slow down the combo. Bear in mind that this combo is quite vulnerable to the Minion Horde as neither of those troops target anything but buildings. Plus, it’s easy to separate, because the Hog is quite fast and the Balloon fairly slow.
Barbarians, Elite Barbarians, and the Skeleton Army may also be used to counter it, but be careful because the Hog Rider could be backed up by area-damage troops, like the Bomber, or spells, like the Fireball or Zap.
The Hog Rider can kite any troop that doesn’t attack buildings because of its very rapid speed and positioning.
It’s an extremely quick combo with an extremely substantial damage output possible, so the enemy will probably attempt to counter it with a swarm. If this occurs, use a spell like Arrows to leave the opponent defenseless. If they can conquer the Lumberjack, the dropped Rage will create the Hog Rider even more dangerous than it generally is.
The Hog Rider is one of two floor cards which possesses the ability to leap across the separating area at the center of the Arena, another is that the Mega Knight (while using his jump attack).
When he is set up, he yells “Hog Rider!” Very similar to the way the Clash of Clans Hog Rider does in the commercial.
The Hog Rider relies on its identical counterpart at Clash of Clans, provided that both of them can jump over barriers that ordinary ground units cannot.
Even though in the description of the Hog Rider the middle separating area is known as a “river”, in Bone Pit and Builder’s Workshop that there is not any water in the dividing area.
When he’s leaping over the river, he can’t be targeted at any troops or buildings (except for the Mega Knight). But if he was previously targeted by an Inferno Tower or Inferno Dragon, he would get damage when he jumps across the river.
The Hog Rider wears a golden earring on his left ear.
Two Hog Rider statues can be found at Hog Mountain (Arena 10) supporting the enemy’s King’s Tower, which explains why the name change of the Arena.
When jumping over the river, the Hog Rider can jump across The Log. This also suggests that guards that only attack earth will need to re-target if the Hog Rider jumps over the river.