In our Clash Royale Decks & Strategies guides we wanted to highlight the Hog Rider + Ice Spirits Push Deck by EGeorge. Here’s his awesome deck build topping 3,500 trophies and how to use it.
Hog Rider, Valkyrie, Goblin Barrel, Zap, Ice Spirit, Fire Spirits, Inferno Tower, and Guards.
Elixir Cost: 3.0
Hog Rider: Main pushing card usually used for a pig push with Ice Spirit, Fire Spirits, or a Goblin Barrel on the Inferno Tower.
Valkyrie: Main source of defense along with the Inferno Tower can be used along with Zap to take out most mass units, distract high damage units with guards while taking out support with Valkyrie.
Goblin Barrel: This is your main damage card along with the hog rider. Your goal is to get your goblin barrel to the tower, with the hog rider or Valkyrie tanking the tower shots. Sometimes throw your goblin barrel to one side or the other and sometimes in the very back to trick your opponent into zapping the wrong place. This is usually how you win your games.
Zap: Overall just a great defensive and offensive spell, can be used in unison with Ice spirit, Fire Spirits, or Valkyrie to take out Minions, Barbarians, Spear Goblins, Goblins, Goblin Barrel, and can also be used to get extra damage on a tower at the last second or delay a tank from hitting your tower. Also very useful for re-targeting a Royal Giant onto a misplaced Inferno. Furthermore, it can be used to reset an Inferno Tower or Inferno Dragon’s charge forcing it to restart its damage at its lowest DPS.
Ice Spirit: The Ice Spirit is very essential to this deck and often makes the difference in the game. You can put your Ice Spirit behind your Hog Rider to freeze opposing Barbarians, allowing your Hog Rider to get a shot. It can be used along with Zap or Fire Spirits to take out Minion Hordes behind a Lava Hound or Giant while your Inferno is taking it out. Also can be used in a 4 Elixir push consisting of throwing the goblin barrel at the enemy’s tower, and immediately placing Ice Spirit down at the bridge. As long as your Ice Spirit is the same level as the opponents level then it will be able to tank 3 shots and still freeze the tower, allowing the Goblins to do upwards of 1,000 damage if left alone.
Fire Spirits: Fire Spirits are for taking out Barbarians, groups of troops, Minion Hordes, basically anything that does not have a longer range than the spirits. Can be used to surround a Wizard or a Musketeer right before it targets your tower. The unit will kill 1 fire spirit while the other two splashes on the enemy, leaving it with minimal HP. Fire Spirits can be used behind a Hog Rider to kill any defending Minions or Goblins.
Inferno Tower: is your main defensive “building block”. Usually used to take out the opponent’s tank such as a Royal Giant, Giant, Golem, Lava Hound, and also a trifecta push if the Hog Rider or Valkyrie are in front. It takes a long time to perfect the timing when defending against a Royal Giant and target him properly. I usually hold the Inferno Tower over my screen as the Royal Giant is walking closer to ensure I get the right placement. IF THE INFERNO TOWER IS MISPLACED AND DOES NOT DRAW TROOPS TOWARDS THE CENTER BECAUSE IT IS TOO FAR OF A LURE, IT WILL MOST LIKELY RESULT IN YOU LOSING YOUR TOWER!
Guards: Guards are usually for killing Mini PEKKA, Princes, PEKKA, Musketeers, Wizards, Hog Riders, Ice Wizards, Princesses at the bridge, and for tanking shots from big units such as the PEKKA while you destroy their support with your other cards and take the “big” PEKKA out with the Inferno Tower. Guards are usually placed in the middle of your side to draw the opponent’s cards towards the center therefore causing both towers to target the incoming unit.
The overall strategy of this deck is mainly to get your Hog Rider and Goblin Barrel to the tower as often as possible, while making sure you always have enough elixir to defend. If your opponent is running an elixir pump in their deck, you can do a Hog Rider/Goblin Barrel push on that side but instead of throwing your goblin barrel always on the tower you can throw it on their elixir pump and cause them to zap and waste elixir. Usually with this deck you want to make sure you don’t over commit to a push because since there is such a low elixir cost, you will be able to cycle quickly.
Side note: Princess is really the only single card that is annoying to deal with in this deck, along with the Miner/Minion Horde push if they have other units you’ll need to use your Fire Spirits and Ice Spirit on. (Zap will not take out a Princess or a Minion Horde so they will still be able to hit your tower with the tower focused on something else or unable to reach it.) Really hope this deck helps you, it works really well for me!
I got to 3,500 trophies with this deck as a Level 10 and I am F2P and would really like some Legendaries.
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