Having tamed the fierce leaping hog, the Hog Rider punishes those who hide behind their puny walls! Fueled by Dark Elixir, these warriors have never known defeat!
- Damage per Second: 60
- Hitpoints: 270
- Training Cost: 40
- Research Cost: N/A
- Laboratory Level Required: N/A
- Research Time: N/A
- Damage per Second: 70
- Hitpoints: 312
- Training Cost: 45
- Research Cost: 20,000
- Laboratory Level Required: 5
- Research Time: 8 days
- Damage per Second: 80
- Hitpoints: 360
- Training Cost: 52
- Research Cost: 30,000
- Laboratory Level Required: 6
- Research Time: 10 days
- Damage per Second: 92
- Hitpoints: 415
- Training Cost: 58
- Research Cost: 40,000
- Laboratory Level Required: 6
- Research Time: 12 days
- Damage per Second: 105
- Hitpoints: 475
- Training Cost: 65
- Research Cost: 50,000
- Laboratory Level Required: 7
- Research Time: 14 days
- The Hog Rider is a rugged, dark-skinned man riding a large hog. He is bare-chested, wearing only a brown leather loincloth, a red belt and a pair of leather sandals. He has two large golden wristbands and a gold earring. His weapon of choice is a large warhammer.
- His mount is a large boar/hog, about half its rider's height; the Hog Rider holds a brown leather bridle which is looped around the boar's tusks.
- Because of his hog he can jump over Walls, giving the user a great advantage over the enemy base.
- Although he has high damage per second and moderate hit points, he only takes 2 minutes to train.
- Hog Riders make good distractions when deploying other units such as Archers.
- Because of his moderate levels of health and high levels of damage, and his preferred target being defenses, the Hog Rider can be used as a replacement for Giants.
- He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. Note that while this allows Hog Riders free access to what lies behind the wall, it does not open up gaps for other troops to move through. If the Hog Riders need the support of other ground troops, you will still need to deploy Wall Breakers in order to assist them.
- The Hog Rider could potentially be used in a fashion similar to Barbarians, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, this would likely be a poor tradeoff of resources, as a large raid of Hog Riders would cost a significant amount of Dark Elixir.
- Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as quickly and do considerably more damage.
- They work well with the Healing Spell when you group several of them together.
- When used all together they can be extremely effective offensive troops, though this is balanced by the fact that you must use a substantial amount of Dark Elixir.
- The Hog Rider is the one of the best troop types for distracting Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids.
- Defending against Hog Riders is tricky, as their ability to bypass walls renders them irrelevant. However, the fact that they can jump over walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders.
- Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high power defense on the inside and lower power defense on the outside, with a layer of resources in between. That way, the hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses.
- Clan Castle troops and Heroes can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defensive buildings have been destroyed. Make sure to centralize them if you want to beat Hog Riders.
- Multi-target Inferno Towers can be a severe hindrance to Hog Riders, being able to block out Healing Spell effects, having high HP to take several hits from Hog Riders, while hitting large groups of them.
- As of the July 3, 2014 update, Giant Bombs do 1.5x damage to Hog Riders. This means that a centralized Giant Bomb can easily wipe out a horde of Hog Riders before Healing Spells can be deployed. This was likely done to put another nerf on the Hog Riders, who could easily destroy unprepared bases without mutli-targeted Inferno Towers.
- Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by walls negates the primary advantage of the Hog Rider. As of the 30 Jul 2013 update, they take up the same amount of housing space (5) as Giants but are much faster and do considerably more damage. They are also much less susceptible to Lightning Spell attacks than Minions and Tier 1 troops, so they may be a good alternative for the Clan Castle if your clanmates don't mind donating Dark Elixir Troops.
- Initially, the Hog Rider has a black Mohawk and beard and a gold earring in his right ear. He has two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer is smaller and has two brass bands.
- At level 3, the Hog Rider's hammer increases in size and turns black. The brass bands on the hammer's head disappear, replaced by a massive golden knob.
- At level 5 his mohawk turns from black to orange, making it similar to that of a level 5 Goblin.
|Preferred Target||Attack Type||Housing Space||Training Time||Movement Speed||Attack Speed||Dark Barracks Level Required||Range|
|Defenses||Melee (Ground Only)||5||2m||24||1s||2||0.6 tiles|
|Level||Damage per Second||Hitpoints||Training Cost||Research Cost||Laboratory Level Required||Research Time|