Hog Rider

Hog Rider

Elixir 4 Elixir Rare
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Overview

Hog Rider remains one of the most consistent win conditions in Clash Royale history. At 4 elixir, this fast building-targeting troop delivers reliable tower damage while enabling rapid cycling back to your key cards. Hog Rider excels in cycle decks (2.6 Hog, 2.8 Hog EQ) where the goal is to outcycle opponent's counters and chip away at towers. The card's very fast speed means it reaches buildings before most troops can react, and its moderate HP lets it survive long enough to land 2-3 crucial hits. Hog Rider punishes slow opponents, rewards tight elixir management, and remains viable at the highest levels of competitive play.

Strategy

When to Play

Deploy Hog Rider when you have elixir advantage or when opponent's counter is out of rotation. Track their building or swarm cards - if they just used Cannon defending your last push, immediately cycle back to Hog Rider. Against beatdown decks, punish same lane when they drop a tank at the back - forcing them to defend before their push builds is crucial. In single elixir, focus on chip damage (1-2 hits per push) rather than overcommitting.

In double elixir, spam Hog Rider with prediction spells (Fireball, Log) to overwhelm defenses. If opponent commits 6+ elixir to one lane, rush the opposite lane with Hog Rider for guaranteed damage. The key is patience in single elixir and aggression in double elixir.

Placement

Master the pig push: place Hog Rider at the very edge of the arena (touching the river at the outermost tile) to bypass buildings placed in the center. This forces opponents to place buildings reactively or lose them entirely. Against center-planted Cannon or Tesla, the pig push pulls Hog to the side and often gets 1-2 tower hits.

For standard pushes, deploy Hog Rider at the bridge in the center of your lane. Don't place him behind your tower - the slow approach gives opponents time to build counters. Against Tornado users, vary your placement between pig push and center to make pulls unpredictable.

Synergies

Hog Rider pairs perfectly with Ice Golem - drop Ice Golem first to tank tower shots while Hog deals damage. The Ice Golem's death slow also helps Hog get extra hits. Earthquake destroys buildings that would counter Hog while dealing chip damage. Fireball prediction on Barbarians or Minion Horde clears the path for massive damage.

In 2.6 Hog Cycle, use Musketeer to support from behind while Hog tanks - this dual threat forces difficult defensive decisions. Ice Spirit combined with Hog Rider for just 5 elixir creates a mini-push that freezes defenders and guarantees tower damage.

Matchups

Strong Against

Beatdown decks (Golem, Lava Hound) - Punish their slow tank placement with fast Hog pushes. Force them to defend before building their push.

Spell bait decks - Their swarm cards (Goblin Gang, Skeleton Army) are easily predicted with spells. Once you identify their defense pattern, prediction Fireballs destroy them.

X-Bow/Mortar - Fast Hog pressure prevents them from setting up siege weapons. Rush opposite lane when they plant X-Bow to force awkward defense.

Graveyard decks - Your faster cycle means you can pressure constantly, preventing them from building Graveyard pushes.

Countered By

Tornado + splash (Executioner, Baby Dragon) - Tornado pulls Hog away from tower while splash kills supporting troops. Very difficult matchup.

Cannon + swarm - Well-placed Cannon fully counters Hog for +1 elixir. Combined with Skeletons or Bats, they get full defense with counterpush.

Mega Knight - Drops on your supporting troops and shuts down the push. Need to bait MK before committing Hog.

Buildings (Tesla, Inferno Tower) - High-HP buildings tank Hog completely. Must pig push or use Earthquake to get value.

Tips

  • Pig push mastery: Place Hog at the outermost tile touching the river to bypass center-planted buildings - this technique alone wins countless games against building users.

  • Ice Golem tanking: Drop Ice Golem 2 tiles ahead of Hog so it reaches the tower first - Hog gets 2-3 extra hits while Ice Golem tanks and slows on death.

  • Prediction spells: If opponent always defends with Barbarians, throw Fireball as Hog crosses the bridge - don't wait to see their play, predict it.

  • Opposite lane punishment: When opponent drops Golem, Giant, or Lava Hound at the back, immediately Hog the opposite lane for guaranteed 800+ damage.

  • Cycle tracking: Count opponent's card cycle religiously - if their Cannon was played 3 cards ago, it's back in rotation. Wait for them to use it before Hog pushing.

  • Earthquake timing: Use Earthquake BEFORE Hog reaches the building to maximize both building damage and slowdown effect on defending troops.

  • Double elixir aggression: In overtime, spam Hog Rider every 4-5 seconds with support - don't give opponent time to build elixir for counters.

Common Mistakes

  • Slow pushing: Placing Hog Rider behind your tower gives opponents 5+ seconds to prepare perfect counters - always deploy at the bridge.

  • Ignoring building placement: Sending Hog into a planted Cannon without pig pushing wastes 4 elixir and gives opponent free counterpush potential.

  • Overcommitting in single elixir: Using Hog + Ice Golem + Fireball (10 elixir) in single elixir leaves you defenseless against counterpushes.

  • Predictable timing: Always pushing same lane at same elixir count lets opponents predict and pre-plant buildings - vary your timing.

  • Not tracking cycle: Pushing when opponent has Tornado in hand means your Hog gets zero hits - always track their defensive card rotation.

  • Wasting spells defensively: Using Fireball on defense when you could've used cheaper cards leaves you unable to support Hog pushes.