Decks:

Prince + Hog

  • View Master Deck
  • OfficialThatGuy
  • 6
  • Offensive
  • 3
  • Jun 09, 2016 (8 months ago)
5
Prince
Rarity: Epic
Type: Troop
Don't let the little pony fool you. Once the Prince gets a running start, you WILL be trampled. Does 2x damage once he gets charging.
Seen in 8% of the last 50 competitive decks.
5
Prince
3
Cannon
Rarity: Common
Type: Building
Defensive building. Shoots cannonballs with deadly effect, but cannot target flying troops.
Seen in 50% of the last 50 competitive decks.
3
Cannon
2
Zap
Rarity: Common
Type: Spell
Lightning zaps enemies, dealing damage inside a small radius. Reduced damage to Crown Towers.
Seen in 62% of the last 50 competitive decks.
2
Zap
4
Poison
Rarity: Epic
Type: Spell
Covers the target area in a sticky toxin, damaging and slowing down troops and buildings. Remember solvent abuse can kill.
Seen in 20% of the last 50 competitive decks.
4
Poison
2
Spear Goblins
Rarity: Common
Type: Troop
Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!
Seen in 24% of the last 50 competitive decks.
2
Spear Goblins
4
Hog Rider
Rarity: Rare
Type: Troop
Fast melee troop that targets buildings and can jump over the river. He followed the echoing call of "Hog Riderrrrr" all the way through the arena doors.
Seen in 56% of the last 50 competitive decks.
4
Hog Rider
1
Skeletons
Rarity: Common
Type: Troop
Four fast, very weak melee fighters. Swarm your enemies with this pile of bones!
Seen in 44% of the last 50 competitive decks.
1
Skeletons
3
Archers
Rarity: Common
Type: Troop
A pair of unarmored ranged attackers. They'll help you with ground and air unit attacks, but you're own your own with coloring your hair.
Seen in 6% of the last 50 competitive decks.
3
Archers

Deck Audit

Cards that are commonly used to counter multiple cards in this deck:

5
Minion Horde
Rarity: Common
Type: Troop
Six fast, unarmored flying attackers. Three's a crowd, six is a horde!
Seen in 32% of the last 50 competitive decks.
5
Minion Horde
3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
5
Barbarians
Rarity: Common
Type: Troop
A horde of melee attackers with mean mustaches and even meaner tempers.
Seen in 24% of the last 50 competitive decks.
5
Barbarians
2
Goblins
Rarity: Common
Type: Troop
Three fast, unarmored melee attackers. Small, fast, green and mean!
Seen in 50% of the last 50 competitive decks.
2
Goblins
2
Spear Goblins
Rarity: Common
Type: Troop
Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!
Seen in 24% of the last 50 competitive decks.
2
Spear Goblins
4
Skeleton Army
Rarity: Epic
Type: Troop
Summons an army of skeletons. Meet Larry and his friends Harry, Gerry, Terry, Mary, etc.
Seen in 2% of the last 50 competitive decks.
4
Skeleton Army
4
Baby Dragon
Rarity: Epic
Type: Troop
Flying troop that deals area damage. Baby dragons hatch cute, hungry, and ready for a barbeque.
Seen in 6% of the last 50 competitive decks.
4
Baby Dragon

Danger! This deck may not counter some of the more powerful cards in the game. This deck may be susceptible to the following cards:

8
Golem
Rarity: Epic
Type: Troop
Slow but durable, only attacks buildings. When destroyed explosively splits into two Golemites and deals area damage!
Seen in 4% of the last 50 competitive decks.
8
Golem

Guide

This deck consists of 2 epics and 1 rare card. The rest of the cards are low level common cards. It is a really cheap deck to play at only 3.0 average elixir cost. This means you are able to keep pressure no your opponent all the time, which is a lot of fun!

 


The Hog Rider is the most important card in my opinion. It is usually the Hog Rider and not the Prince that ends up taking out the enemy towers.

 


The reason why I like the Prince in here is not just because he is good at taking out the enemy towers. The Prince is also very good defensively at rushing over to enemy golems, pekkas, giants and other strong units and taking them out quickly with the help of the crown tower and the cannon.

 


They are cheap and decent at taking out enemy flying units. You really need these together with your Archers to deal with incoming Balloons.

 


They do deal a lot of damage, and they are a great value costing only 1 elixir. 

 


You use this spell both for offense and defense. It depends on what troops your opponent has in his deck.You can also use poison offensively so stop your opponent from defending with smaller troops. It will also slow down the attack speed of his towers and troops letting you get more hits off.

 


The Zap stun is really nice when you have troops hitting the enemy tower and want to get another hit off. If you have a lot of troops on the enemy tower a one second stun can let you do a lot more damage. Zap also takes out small troops like Goblins and Skeletons, even against Minions it works well either taking them out or bringing them down to “one-shot-hp”. The level of your Zap spell is obviously really important.

 


You can distract Hog Riders and Royal Giants and kill them with the Cannon for a good elixir trade.

 


I really like having Archers as an opener in this deck as they walk slow so you can regain elixir to drop other troops to join them when they get to the bridge.

 

Card replacements.

There are some cards here you can replace, but to get the most out of the deck the only card you should play around with is Goblin versus Skeletons.

  •  and should not be replaced, they are they most important part of the deck.
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Opening. (0:00 – 0:30)

archer-opening

I love to open with Archers when I play this deck. They will walk slowly towards the bridge while your elixir refills. Once they are getting close to the bridge you can see what your opponent has played and take it from there.

spear-opening

Spear Goblin opening also work well. The thing is that these guys run a lot faster so you have to make a quick decision if you want to place a Prince or Hog Rider in front of them before reaching the bridge or not. In most cases when I open with the Spear Goblins I just let them cross the map solo and do some damage to the enemy tower while I make the push later.

clash-royale-cannon-defence

The Cannon is a very conservative opening, but if you don’t have cards in your hand that you can use for an early game push, the Cannon is a good choice. The cards you would want to make an early push is the Hog Rider or Prince and Zap.

Offense.

oponent_open

Often your opponent will open with an Elixir Collector. I see that so much these days, almost 50% of the players I play against are using Elixir Collectors. When he plays an Elixir Collector early you know that he is low on elixir so it’s a great time to make an early push when you have the right cards.

prince-push

Prince with Spear Goblins in the back works really well. Often you will open with the Spear Goblins and play the Prince in front of them when you see that your opponent puts down the Elixir Collector. I really like to have Zap in my hand as well, but in this case I didn’t.

1200-damage

Even without Zap my push still ended up doing around 1200 damage which is a really nice result this early in the game. Following up your Hog or Prince push with both Spear Goblins and Archers is often a good idea. These small troops can do a ton of damage.

pushing-both-lanes
Here is an example of pushing both lanes at the same time. My opponent manages to stop my Prince in the left lane, but my Hog Rider got to the tower without facing any defenders. A Hog Rider alone on a tower will deal a lot of damage.

Defense.

Very often I end up taking out one of the enemy towers early in the game. When that happens it is time to play more defensively and only push when you have good opportunities. Below I have posted a few examples on how to defend using this deck.

use-troops-to-move-pekka

When your opponent sends the Pekka, Giant or Golem at you, you want your Cannon int he middle of the area in front of your King tower. You can then use smaller troops like Spear Goblin and Archers to deal a ton of damage to him while he slowly walks over there. Don’t place all your small troops at the same time or at the same spot, as your opponent might have Arrows, Fireball or Freeze ready to be played.

time-to-defend

The Cannon works really well against other troops as well. The image above is from the same game as my first attack example. I have taken out my opponent’s tower early and I’m doing my best to hold back his attacks.

defend-2

My Cannon, Archers and Spear Goblins are dealing with the Prince on the left side. I have Zap ready to deal with the incoming Minion Horde on the right side.

after-zap

Zap together with help from some Archers easily takes care of the Minion Horde. The Archers were not necessary but I wanted to stop the Minion Hore from doing too much damage to my Cannon.

defended-successfully-arena-7

Skeletons are great at stopping an enemy Prince who is rushing towards your tower. An enraged Prince can do a ton of damage in no-time so it is really important to stop him. In the game above I successfully defended my towers and took down the victory.

cannon-vs-mortar

Here is how I often deal with the mortar. The cannon works really well at taking out the mortar quickly. It can also work well as a distraction while other troops take the mortar out.

prince-vs-mortar

The Prince can also be used for taking out enemy mortars that are shooting at your towers.

General tips.

  • Always be ready for the comeback and don’t give up. Even if you lose one of your crown towers early in the game, keep playing, this deck can turn the match around really fast. You can even take out two towers at the same time with this deck, Hog Rider in one lane and the Prince in the other.
  • Wait until you are at 10 elixir to drop the Cannon, if you drop it too early you are wasting the lifetime of the building.
  • Use Skeletons and Spear Goblins to distract incoming troops while your Cannon and Tower take them out.
  • Figure out what troops your opponent has and save the Poison for when you really need it.
  • Pay attention to what your opponent has dropped and how much elixir he has left. When he is low it’s time to push.
  • Don’t wake up the King too early if it looks like you have to take out both towers to win. When you have destroyed one tower, the king wakes up and you have to deal with him when you are taking out the next tower. I often leave one tower at a few hundred hit points until the end of the game if I can.
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    Posted 7 months ago
    Posted 7 months ago

    samuelgm

    07/07/16

    Can you tell me reccomended card levels?