Tips for the Hog Rider in Clash Royale

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.


Tips for the Knight in Clash Royale

The Knight is unlocked from the Training Camp (Tutorial). He is a single-target, melee troop with average damage and high hitpoints. 3 is the cost for the Elixir to deploy by a Knight card. The Knight has an impressive mustache and wields a long sword.

Because of medium well-being and his low Elixir price and damage, the Knight is an excellent option to use with all the damage dealing offense. Alternatively, the Knight may be used to back up higher hitpoint troops, such as Giant or the Giant Skeleton.

Use the Knight as a meat shield for troops that are smaller, as it has reasonably high hitpoints. The Knight can just target one target at a time. Using cards including Skeleton Army or Guards overwhelm and will divert the Knight.

With average hitpoints and damage, he may be played both offensively and defensively. Although Barbarians remain recommended over a Knight he is able to survive a hit or two from a Prince.

He can be supported with Skeletons and Goblins to deal fast and great damage. This combo is not just cheap but versatile. In addition, it gives you Elixir to defend against your competition and enough time. Deploy a dab troop such as the Bomber in case the combo neglects.

He is great for taking out glass cannons as a result of his good damage and attack speed that is rapid. The Knight is really an excellent counter to the Miner due to his higher well-being, DPS, and Elixir edge and the Dark Prince.

Since he is able to actually deal great damage, the player should not dismiss the Knight. They should use cheap troops to pull him towards the middle like Archers and Spear Goblins, or so the Knight gets deflected and can not get to towers easily.

The Boom Beach Warrior

The Warrior is one of the most dangerous and versatile troops you can play in Supercell’s Boom Beach.

The Warrior’s well-being is higher than through attacking making him very useful, a Rifleman’s and also can heal himself.

The Warrior is best used in large numbers without any other form of troop. Taking out Flamethrowers with the Gunboat, Machine Guns, and Cannons can raise the survivability of Warriors substantially.

They must stand right in the front of the Machine Guns to assault them which enables the Machine Gun to use its full potential. While themselves cure with each assault, it is good to use more or one Medkits.

Warriors may enter their blind spots and are extremely capable of taking Mortars, Rocket Launchers and Shock Launchers out as they can certainly dodge their attacks. When you attack with a Warrior Rush and Smoke Screen, they can be especially deadly.

Regardless of the fact that Warriors are fixed for every attack they make, moderate- to high-leveled Cannons, Sniper Towers, Machine Guns and Flamethrowers can easily take them outside.

An essential portion of protecting your base from Warriors is to set Machine Guns and your Flamethrowers right. They are very dangerous to big sets of Warriors attacking the Headquarters. Machine Guns are especially fatal as they are able to fire at Warriors at point-blank range.

Which means that your other Defensive Buildings can take them outside, so set your Shock Launchers well, an entire army of Warriors cans quit inside their courses.

Putting Defensive Buildings for example Flamethrowers and Shock Launchers that they’re right involving the Headquarters and also the edge of the map might be really powerful. That makes it impossible for an attacker without immobilizing their Warriors to utilize a Shock Bomb.

Mine placement can influence the outcome of an assault because of their capability to damage Warriors traveling underneath the cover of smoke. You need to set an amount that is fair throughout the Headquarters, yet a barrage to counter will be tempted by too many. Any remaining mines ought to be utilized to cover potential smoke routes to the Headquarters.

Clash Royale Troop Guide

Some quick notes I put together on the different troops in Clash Royale

Arrows – These now counter groups of small troops. Not a ton to say about it, but it’s been one of the most popular cards in the game since the soft start due to how versatile it really is. Great against goblin barrel, minion horde, and princess.

Musketeer – I see lots of folks do this, but do not place her. You are better off taking the tower damage than contributing 4 elixir. Musketeer is perhaps the greatest troop counter against princess, outranges a cannon (good for penalizing someone playing defensively), and does lots of standalone damage. She’s good by herself defensively and offensively, so she synergizes with everything. Poor against lightning and any high damage troop it is possible to place on top of it.

Valkyrie – Does damage in a circle in a place around her. Great with freeze and great against modest troops in general.

Freeze – This can be good against any enormous group of troops that would do damage to you personally. It goes very well with balloon, hog, or any damage that is high low well-being troops like goblins.

Skeleton – High damage, super low cost, super low health. Much the same to goblins. They’ve absurdly high damage for their elixir cost if you can keep them living, making them quite good against hog pushes or to utilize with freeze.

P.E.K.K.A – There’s a tooltip in Conflict of Families that says that HER armour is too heavy to get launched from a spring snare. Valk, good against double prince, golem. Poor against inferno and modest troops.

Knight – If it gets blown off cheap tank, astonishingly good damage to tower. Good for split pushes, defense, or an economical front line. Poor against atmosphere and in the present meta barbs appear to be more popular.


Fireball – Good defensively or offensively because you are able to very easily hit against multiple targets. I really do not think because most of what it can 1 shot will die to arrows for more affordable this card is quite good for the present meta. It is great against 3 musketeers, barbs (they’ll survive but your tower will 1 shot them all), huts, and minion horde.

Witch – She does summons skeletons and splash damage facing her. Good defensively, particularly against things like prince pushes or skeleton army. Countered by dropping damn near anything on her as she crosses the river.

Skeleton Army – Good against any single target troops mini pekka, like PEKKA, prince, etc. Countered any kind of splash like bomber or witch.


Mini PEKKA – High damage, lowish well-being, single target. This can be really for countering hog with freeze or useful. It is also an excellent card because if blown off their tower will be taken out by it to divide push with.

Bomber – High splash damage, affordable, does not hit on atmosphere. You’ll maintain risk against atmosphere although good to put behind a golem. Hard counter to barbs and any small troops.

Giant – Tanky and only goes for buildings. Good to place as a front line for any kind of damage troops that are high that are squishy. Also good for drawing tower fire before you throw a goblin barrel in.

Prince – Quite high single target damage. Don’t drop anything squishy directly in front of him! Could be a alternative that is good defensively to deal with troops such as the hog subsequently shove tough. Poor like skeletons against groups of modest troops.

Goblins – Similar to skeletons in gameplay. High damage, low well-being, low cost.

Goblin Barrel – Best when the tower is indirectly distracted, countered by arrows or somewhat countered by dropping troops nearby to kill them immediately.

Lightning – Good against 3 musketeers, constructing established decks, baby dragon, musketeer, magician. Play this if you’re going to do heavy damage to at least 2 things (likely tower a 4ish elixir troop or building). Don’t waste on single units!

Minion – Low health, damage atmosphere that is high. Can be useful defensively since atmosphere ca n’t be reach by lots of troops. Additionally good in decks that utilize lots of small components (like goblin barrel). Countered by zap, magician, or any dash.

Tombstone – The skeletons can help a bit for making pushes with expensive single target troops like prince or PEKKA or for pushing on a lane near impossible.

Balloon – Due to being atmosphere, this troop is truly about being dragged toward the centre 1 square sensitive than hog,.

Giant Skeleton – Blows up for a ton of damage in the region after it dies. This can be great for countering men who perpetrate to all in attacks on you, particularly from moderate health units that can lose most of their HP in the blast (musketeer, valk, double prince, etc).

Barbarians – If you play these in the middle of the map you can divide them into a 2×2 assault driving your opponent to either counter both sides or take a bunch of damage.

Cannon – Hits earth and is a really low cost building choice for pulling hog or balloon from the tower. This card can get more value from disrupting than it does from the actual cannon fire pathing if played correctly,.

Barbarian Hut – Typically played with Goblin hit included in a gimmick deck, but I do not think they necessarily have to be played together.

Rocket – Maximum summit tower damage charm in the match.

Rage – This appears to be best used within a slow drive (hut decks, PEKKA or golem starting from your back, elixir collector upward). If your opponent and this play they’re probably going all in with their elixir.


Mirror – Lets you play the exact same card twice for 1 extra elixir. You should be playing a card that is hard to counter because you’re overpaying to begin with if you’re going to use this.


Golem – The tank of tanks. By placing him in front of double prince pushes you can use him defensively.

Royal Giant – Actually, I’ve never seen this used effectively and in my opinion it’s because it’s a really poorly designed unit. Who desires their tank in the back? I’ve never seen it used effectively, although I hear it works nicely against mortar. Countered by merely pushing random buttons in your telephone.

Princess – Has range to shoot from the bridge. She copes splash, which minions and makes her difficult counter goblins. She is countered by arrows up until level 5.

Zap – A bit less damage than arrows but has a stun. The main complaint appears to be that it can’t 1 shot minions, so spear goblins tends to go pretty well in these decks.

Inferno – Kind of like burning ants with a magnifying glass, if this stays on exactly the same target it does larger and larger damage. Hard counter to golem and P.E.K.K.A. It’ll win against a lone prince for precisely the same elixir cost and can be useful simply to have presence in the middle of the map (drawing troops into the “kill zone”).