Stuck in arena 8? Got no legendaries? Tired of losing? Look no more! Developed this deck myself by modifying the giant bowler meta and works wonders for me here in legendary arena. Here is the deck!
OVERVIEW
This deck is a hybrid of control/beatdown depending on your opponent's deck, your starting hand, and if double elixir is active. First, let's look at each card and what role they play. I recommend 3/6/9 for your card levels.
Hog Rider (lv7): Pure offensive card. Can be paired with leftover defending troops, ice spirit or the powerful HoBoMusk. Be careful when putting them with barbarians though, or you might get fireballed!
Barbarians (lvl10): One of the best defensive troops in the game. These guys can be used to stop almost any ground troop. They completely shred tanks, hog rider, (mini)pekka, miner+anything except minions, RG, prince, and sparky with zap. Don't expect much of them on offense, since they are slow and easy to counter from their side. However, you can use them afte defense with a hog if you know they don't have a valk or fireball.
Mini Pekka (lvl7): Similar role to barbs. While not as strong on defense, they are much better against splash and make for a real scary counter push. On offense, you can use it with an ice spirit and zap which can clear most small troops except guards. Even one hit can give you 500-600 dmg on their tower
Ice spirit (lvl9): Freeze for 2 seconds. Makes minions zappable. Retargets troops and buildings. All for just one elixir. Tons of value from this little guy. Good for stalling enemy troops, freezing tower dmg, and clearing minion hordes when coupled with zap.
Bowler (lvl3): The super star of this deck. Really good for small and medium troops on defense. Bowler with any other defensive unit can stop many pushes, and usually is tanky enough to be useful on offense. You can laugh at your opponent when they try using guards or goblins on your hog with a bowler behind it. Main weaknesses to him is mini pekka and minions though, so use a musk to help him.
Musketeer (lvl7): Main air defense and for just hitting hard on things from far. Provides huge support to just about anything you use it with. Covers air weakness for the other troops.
Poison (lvl4): Another great support card. When opponent uses an ice wizard, use this card to even out the slowness he puts on you. Counters all small to medium cards, and helps your troops offensively as well. If you happen to get a bowler, musk, hog, and poison at the same time (usually during 2x elixir after defending with BoMusk), you can easily get a tower.
Zap (lvl10): Do I need to explain this?
STRATEGY
3:00-1:00
Wait for them to attack first. If they place elixir pump, try to draw out some of their cards with a hog or MP+spirit. Counter whatever that comes your way with barbs, musk, bowler, or any combination if needed. If they place a tank, pressure from other lane and prepare to kill the tank. The bowler's rock can hit troops behind the tank if they put stuff behind it and use barb/MP for the tank. If a lava hound is coming, pressure as much as you can and ignore it unless they support it. If it is with a loon, try to use a musk to snipe it. If it is a baby drag or minions, poison them. Other opponent decks are more straightforward. For hogs, RG, and miner, use barbs/MP. For huts or trifecta, use bowler and other stuff if necessary. Since our deck is a bit expensive without a pump, it is important to start creating elixir advantages early and not overcommiting. This part you want to use it as a control deck for the most part, emphasizing on defense. Use defending troops and hog/MP+spirit for offense during this phase.
2X elixir
Still continue to emphasize on defense, though a lot of the time you can create a huge counterpush with double elixir and use the deck as a beatdown (hog or bowler tank). Elixir advantages will double in this phase and it isn't uncommon to see the game go from stalemate to 1-0 or 2-0 during overtime. After a defense with bowler and anything else, use a musk, hog, poison, and spirit with your massive elixir advantage. If you cannot win, focus on getting a draw by pressuring and defending; It is better to tie than to lose.
CONCLUSION
Overall, I believe this deck is capable for many F2P level 9s and 10s struggling to push higher. When using this deck, I was level 9, with a level 2 bowler, level 9 commons, and level 6 rares, and got to arena 9. Now, after leveling up my cards I am able to comfortably stay above 3300, and reached level 10 recently. The only decks that are a struggle are lavaloon and sometimes sparky. Fortunately, I don't see them too often because many other meta decks hard counter them and I can usually draw them. I hope I helped you become a better player through this tutorial. Good luck!
Thanks Vedd for sharing his new Hog Bowler deck guide with us, this deck first appeared on Clash Royale Community.
More Related
Clash Royale Guides for Arena 7-8
Clash Royale Guides for Legendary Arena
>>> Like Our Clash Royale Facebook Page for latest guides and updates.
If you are interested in being our Clash Royale Deck guide writer, please send a sample to sunyixin@cyou-inc.com.
OVERVIEW
This deck is a hybrid of control/beatdown depending on your opponent's deck, your starting hand, and if double elixir is active. First, let's look at each card and what role they play. I recommend 3/6/9 for your card levels.
Hog Rider (lv7): Pure offensive card. Can be paired with leftover defending troops, ice spirit or the powerful HoBoMusk. Be careful when putting them with barbarians though, or you might get fireballed!
Barbarians (lvl10): One of the best defensive troops in the game. These guys can be used to stop almost any ground troop. They completely shred tanks, hog rider, (mini)pekka, miner+anything except minions, RG, prince, and sparky with zap. Don't expect much of them on offense, since they are slow and easy to counter from their side. However, you can use them afte defense with a hog if you know they don't have a valk or fireball.
Mini Pekka (lvl7): Similar role to barbs. While not as strong on defense, they are much better against splash and make for a real scary counter push. On offense, you can use it with an ice spirit and zap which can clear most small troops except guards. Even one hit can give you 500-600 dmg on their tower
Ice spirit (lvl9): Freeze for 2 seconds. Makes minions zappable. Retargets troops and buildings. All for just one elixir. Tons of value from this little guy. Good for stalling enemy troops, freezing tower dmg, and clearing minion hordes when coupled with zap.
Bowler (lvl3): The super star of this deck. Really good for small and medium troops on defense. Bowler with any other defensive unit can stop many pushes, and usually is tanky enough to be useful on offense. You can laugh at your opponent when they try using guards or goblins on your hog with a bowler behind it. Main weaknesses to him is mini pekka and minions though, so use a musk to help him.
Musketeer (lvl7): Main air defense and for just hitting hard on things from far. Provides huge support to just about anything you use it with. Covers air weakness for the other troops.
Poison (lvl4): Another great support card. When opponent uses an ice wizard, use this card to even out the slowness he puts on you. Counters all small to medium cards, and helps your troops offensively as well. If you happen to get a bowler, musk, hog, and poison at the same time (usually during 2x elixir after defending with BoMusk), you can easily get a tower.
Zap (lvl10): Do I need to explain this?
STRATEGY
3:00-1:00
Wait for them to attack first. If they place elixir pump, try to draw out some of their cards with a hog or MP+spirit. Counter whatever that comes your way with barbs, musk, bowler, or any combination if needed. If they place a tank, pressure from other lane and prepare to kill the tank. The bowler's rock can hit troops behind the tank if they put stuff behind it and use barb/MP for the tank. If a lava hound is coming, pressure as much as you can and ignore it unless they support it. If it is with a loon, try to use a musk to snipe it. If it is a baby drag or minions, poison them. Other opponent decks are more straightforward. For hogs, RG, and miner, use barbs/MP. For huts or trifecta, use bowler and other stuff if necessary. Since our deck is a bit expensive without a pump, it is important to start creating elixir advantages early and not overcommiting. This part you want to use it as a control deck for the most part, emphasizing on defense. Use defending troops and hog/MP+spirit for offense during this phase.
2X elixir
Still continue to emphasize on defense, though a lot of the time you can create a huge counterpush with double elixir and use the deck as a beatdown (hog or bowler tank). Elixir advantages will double in this phase and it isn't uncommon to see the game go from stalemate to 1-0 or 2-0 during overtime. After a defense with bowler and anything else, use a musk, hog, poison, and spirit with your massive elixir advantage. If you cannot win, focus on getting a draw by pressuring and defending; It is better to tie than to lose.
CONCLUSION
Overall, I believe this deck is capable for many F2P level 9s and 10s struggling to push higher. When using this deck, I was level 9, with a level 2 bowler, level 9 commons, and level 6 rares, and got to arena 9. Now, after leveling up my cards I am able to comfortably stay above 3300, and reached level 10 recently. The only decks that are a struggle are lavaloon and sometimes sparky. Fortunately, I don't see them too often because many other meta decks hard counter them and I can usually draw them. I hope I helped you become a better player through this tutorial. Good luck!
Thanks Vedd for sharing his new Hog Bowler deck guide with us, this deck first appeared on Clash Royale Community.
More Related
Clash Royale Guides for Arena 7-8
Clash Royale Guides for Legendary Arena
>>> Like Our Clash Royale Facebook Page for latest guides and updates.
If you are interested in being our Clash Royale Deck guide writer, please send a sample to sunyixin@cyou-inc.com.