CR, Arena 8, Hog Rider, The Log, Fireball, Cycle, Guide, Maps, Strategy, Gameplay, Maps Feature, Highlights, Weaknesses,
The guide of one of the decks with the Hog Rider to reach the Legendary arena!
Dance Clash Royale, this deck, available from arena 8 will help you pass arenas, see the legendary arena, since it is a deck that has proven itself for a long time in the heights of the classification. Its lightness and technicality have made its reputation for a while.
Trading Cards
Pig Rider |
Musketeer |
ice spirit |
Skeletons |
Ice Golem |
Canon |
The log |
Fireball |
Average deck cost: 3,0
Strategy - Function of the cards
Pig Rider : Your first victory condition. Its reputation is no longer to be proven, because its ability to target buildings (especially towers), coupled with its speed, good hit points and good damage, make this unit one of the best in the game for a very long time.
Musketeer : Your primary weapon for air defense, But also support other pushs, since its damage is substantial.
ice spirit : Can be used in defense, but it is above all a great support du Rider, being able to freeze which can be a problem for him.
Skeletons : Your principal distraction tool troops that do not target buildings.
Ice Golem : Same principle what'ice spirit and having a excellent synergy with the Rider, due to its width and capacity.
Canon : It is good against ground units, but also as a distraction from the aerials, with the support, if possible, of the Musketeer.
The log : The first part of your second victory condition. She is good for manage enemy buildings, small units and slow down most of the opponent's troops. With the end of the game and the double elixir, it will be necessary for you to scrape the remaining life points from a tower.
Fireball : The second part of your second victory condition. She is a multipurpose card, which can be used to put a good shot at opposing pushes, support the Rider with the right timing and play reading. She is also able to win you games, considering its damage is far from bad, especially at the end of the game.
Early game and mid game:
We might as well warn you from the start: you are facing a deck which, even if its elixir rate is very low, is difficult to play, requiring few errors, a good dose of anticipation/mindgame and knowledge of how to counter enemy units. Fortunately, if we present it to you, it is because its effectiveness is no longer to be proven. First of all, you should know that, under its appearances, you actually have two victory conditions: the Pig Rider et your spells. However, for the start of the game, our first will be our main tool.
At the start of the game, Above all, don't wait for what your opponent is going to do: you have to go for it to, if possible, surprise him from the start. You can put a Pig Rider, either alone or accompanied (Mind + G) and see what the opponent will counter with. We must remember this last aspect, which will be central until the middle of the game. If we don't have each other weirdo, either you cycle until you get it, either you put the Musketeer at the level of your King's Tower.
Then, your spells will be there primarily for defense, so use them as much as possible with that in mind. If you have an advantage with the elixir, do not hesitate to launch the Fireball to support your Rider. Then, you have to cycle your deck regularly and keep constant pressure.
Endgame - Double Elixir:
At this point, you've done quite a bit of damage hopefully. As for the next phase, you should have more difficulty getting out of it. Therefore, your second victory condition is here: you defend and cycle your spells, to be able to destroy the tower(s) with your spells, without putting you in danger.
Certainly you must continue to use le Rider et keep the pressure on, but given the double elixir, he will have fewer problems defending. Therefore, when you have a window of opportunity, your spells will be neuralgic to finish the rest of the damage needed for you to win the game. If you keep the same rigor and do little, see no mistakes, victory will be yours.
Strengths and weaknesses
Strong points | Weak points |
Cycles very quickly. | “Very” technical. |
Excellent synergy. |
Weakness against Hound/Balloon decks |
Can take you far in trophies. | Obtain The Log. |
Find all the Decks.
Bonus:
A video of the deck played by a person accustomed to the ladder, having already reached the top 1, namely Marcel P.