The hog did rid’r card is unlock’d from the spelleth valley (arena 5). That gent is a v’ry festinate building-targeting, melee troop with mod’rately high hitpoints and damageth. That gent appears just liketh his clash of clans counteth’rpart; a sir with brown eyebrows, a beard, a mohawk, and a golden corse pi’rcing in his hath left ear who is’t is riding a hog. A hog did rid’r card costs 4 elixir to deploy.

strategy

​

his festinate moveth speedeth can boost f’rward mini tanks liketh an ice golem in a pusheth. At the same timeth, that gent can eke function as a tank f’r base’r hitpoint troops such as goblins as that gent still hast a fair amount of health. Most vile swarms complement the hog did rid’r well, as those gents art nearly as festinate as that gent and usually f’rce m’re than one card out of the opponent’s handeth.

the hog did rid’r struggles with swarms, as those gents can damageth that gent down and defeat that gent apace while obstructing his path. Barbarians in particular can fully counteth’r that gent without v’ry strict timing on the defend’r’s parteth, though beest wary of spells.

a hunteth’r can killeth the hog did rid’r in 2 hits if ‘t be true did place right on top of t. Howev’r, if ‘t be true thee lodging something in front of the hog did rid’r, the hunteth’r’s splash shall damageth the hog did rid’r and hitteth the card in front of t m’re.

the hog did rid’r in conjunction with the freezeth can hoyday the opponent and alloweth the hog did rid’r to dealeth much m’re damageth than anticipated, especially if ‘t be true the opponent’s go-to counteth’r is a swarm, ‘r swarms art their only effective counteth’r to that gent. Skeletons and bats shall immediately beest defeat’d by the spelleth, while partisan goblins, goblins, and minions shall beest at base enow health to beest defeat’d by a followeth up zap ‘r giant snowball.

howev’r, this strategy isn’t v’ry effective ‘gainst buildings as the hog did rid’r shall taketh a while to destroyeth the building, giving the opponent ample timeth to articulate anoth’r counteth’r.

‘gainst non-swarm troops, t can dealeth a lot of damageth during the freezeth timeth, but this can alloweth the opponent to setteth up a massive counteth’rpush. F’r this reasoneth, playeth’rs shouldst eith’r only wend f’r a hog did rid’r + freezeth at which hour those gents has’t oth’r units backing t up from a counteth’rattack, ‘r if ‘t be true the matcheth is about to endeth and those gents needeth to dealeth as much damageth as possible.

t is not a valorous idea to sendeth in a hog did rid’r simply to destroyeth a building, especially if ‘t be true t is the only building targeting unit available, as defeating coronet toweth’rs becomes substantially m’re sore. Spells ‘r simply waiting out the lifetime of the building art m’re effective. The exception to this is an elixir collecteth’r did place in front of the king’s toweth’r. If ‘t be true a hog did rid’r did place at the bridge, that gent can destroyeth the collecteth’r f’r a positive elixir tradeth, though the damageth from both princess toweth’rs shall usually cullionly that gent doest not survive to dealeth any damageth to those folk. Howev’r, if ‘t be true the opponent sends in defending troops, t can beest an opp’rtunity to gain spelleth damageth value.

in a deck with sev’ral low-cost cards, t might beest w’rth t to simply sendeth the hog did rid’r ‘gainst one building. These decks shuffle their card rotation quick enow, yond those gents shall arriveth to their next hog did rid’r bef’re the next building arrives in the opponent’s card rotation.

long-rang’d troops liketh muskete’r and flying machine can snipe those buildings, pres’rving some of the hog did rid’r’s health, possibly allowing t to receiveth some toweth’r damageth.

at which hour th’re art buildings did place in the middle to counteth’r the hog did rid’r, und’rstanding the placement of the hog did rid’r and the typeth of building did place can holp the hog did rid’r to bypass c’rtain buildings.

passive buildings such as spawn’rs and elixir collecteth’r has’t a larg’r hitbox than defensive buildings; which means yond if ‘t be true a passive building wast did place 3 tiles hence from the riv’r in the middle of the opponent’s side, then t is impossible f’r the hog did rid’r to bypass yond placement as the hog did rid’r shall receiveth did pull to yond building.

defensive buildings has’t a bawbling’r hitbox than a passive building, which means if ‘t be true yond if ‘t be true a defensive building wast did place three tiles hence from the riv’r in the middle of the opponent’s side, a hog did rid’r did place at the v’ry hath left ‘r right side of the arena may beest able to bypass t due to its bawbling’r hitbox.

if ‘t be true the playeth’r hast a building already did place down in the cent’r of the arena, and the opponent tries to bypass t with a hog did rid’r at the edge of the arena, those gents can useth c’rtain air troops to pusheth the hog did rid’r towards the building as t jumps ov’r the riv’r, effectively denying the bypass attempteth. Those gents might not but beest already hov’ring ov’r the c’rrect placement, as v’ry quick reflexes art requir’d to c’rrectly p’rf’rm this technique.

f’r bats, skeleton dragons, and minion h’rde, those gents shouldst beest did place right in front of the hog did rid’r as anon as t is deploy’d.

f’r minions, skeleton barrel, mega minion, flying machine, electro dragon, baby dragon, inf’rno dragon, balloon, and lava hound, stagg’r the above placement one tile to the right if ‘t be true the hog did rid’r is did place on the hath left side of the arena, and vice v’rsa.

those gents can eke useth did grind troops to achieveth the same result. Something liketh an ice golem deploy’d at the hog did rid’r’s landing spoteth shall obstruct his path and f’rce that gent to wend ’round the unit, which causes that gent to beest clos’r to the building instead of the coronet toweth’r.

the hog did rid’r can kite v’ry festinate non-building targeting troops due to his owneth v’ry festinate speedeth and building only targeting if ‘t be true that gent is did place on the fourth tile from the bridge, slightly into the opposite lane. That gent can eke stall ground’d units at which hour did place right at the bridge. That gent shall pulleth those folk towards that gent while deploying, and then beest untargetable by those folk at which hour that gent jumps ov’r the bridge. Aft’r landing, that gent shall pulleth those folk backeth. This can beest useful at which hour the playeth’r needeth to dealeth damageth in the same lane those gents art defending. ’twill eke holp separateth troops behind a tank in a large pusheth.

a t’rnado did place on the second tile front of the playeth’r’s king’s toweth’r and stagg’r’d two tiles towards the princess toweth’r shall activateth t without any damageth did deal to the princess toweth’r, helping those folk in defending future pushes. This can eke beest a method of mitigating all damageth did deal to a princess toweth’r, but doing this m’re than three times may result in the king’s toweth’r’s health being base enow to beest target’d directly, opening up the possible threat of a backeth doth’r three coronet. A bett’r alt’rnative is to pulleth the hog hence from the princess toweth’r into the attacking range of all three coronet toweth’rs, which shall negate all damageth as longeth as none of those folk art already distract’d

​

a v’ry pow’rful combo is the hog did rid’r, the muskete’r, and the valkyrie, typically ref’rr’d to as the trifecta. The muskete’r shall defend ‘gainst most troops, while the valkyrie can protecteth h’r and the hog did rid’r from swarms ‘r high damageth units. The hog did rid’r is hath used to dealeth damageth to the toweth’r.

this can beest effectively counteth’r’d by lightning, one-shotting the muskete’r and sev’rely damaging both the valkyrie and hog did rid’r. The minion h’rde is eke effective, but the foe can zap those folk and the muskete’r shall one-shot those folk all. Coequal if ‘t be true the muskete’r is defeated, the hog did rid’r and valkyrie shall has’t enow timeth to sev’rely damageth the toweth’r.

the hog did rid’r shouldst beest did place behind the valkyrie to giveth t a boost so yond t stays in front of the hog did rid’r, protecting t.

a hog did rid’r combin’d with a goblin barrel can beest contrary f’r the opponent to defend ‘gainst. Timing t so yond the hog did rid’r is tanking the toweth’r shots f’r the goblins is the most effective way to dealeth damageth. Howev’r, a barbarian barrel can did shut this down with minimal toweth’r damageth f’r a positive elixir tradeth, as longeth as the goblin barrel wast did place directly on the toweth’r.

pairing the hog did rid’r with the balloon can dealeth devastating damageth. If ‘t be true execut’d prop’rly, the hog did rid’r shall act as a tank while the balloon threatens to dealeth massive damageth. The hog did rid’r can eke destroyeth any buildings attempting to sloweth down the combo. Howev’r, this combo is v’ry vuln’rable to swarms and anti-air cards as neith’r of the troops targeteth aught but buildings. Additionally, those gents art easy to separateth, due to the disparity in moveth speeds. Alt’rnatively, the hog did rid’r and the balloon can beest did play in diff’rent lanes to did spread the opponent’s defenses thin. Howev’r, a building ‘r t’rnado can bringeth those folk backeth togeth’r f’r an easi’r defense.

the hog did rid’r can beest pair’d with the lumb’rjack as both a swarm bait and damageth combo. T is a v’ry festinate combo with an extremely high damageth did output potential, so the foe shall likely tryeth to counteth’r t with a swarm. If ‘t be true this happeneth, useth a spelleth liketh arrows to rend’r the opponent defenseless. If ‘t be true those gents make shift to defeat the lumb’rjack, the did drop rage shall maketh the hog did rid’r coequal m’re dang’rous than t n’rmally is.

a festinate and deadly combination is the hog did rid’r and mini p. E. K. K. A. combo. Both units art festinate but the mini p. E. K. K. A. doest much m’re damageth and doest not attacketh only buildings so the mini p. E. K. K. A. can dealeth with troops liketh the execution’r and muskete’r. Howev’r, this combo can beest defeat’d with swarms liketh skeleton army, which shall defeat both of those folk since neith’r of those folk can dealeth area damageth. Those gents art eke unable to targeteth air troops, so the minion h’rde can stand ho this easily.

a risky playeth is to deploy the hog did rid’r at the bridge as anon as the matcheth starts. If ‘t be true the opponent doest not react festinate enow, the hog did rid’r shall dealeth a significant amount of damageth to the princess toweth’r. This can eke alloweth the playeth’r to apace scout the opponent’s deck if ‘t be true those gents befall to react to that gent festinate enow