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Update Clash ROyale 10 November 2016 Rage Hogbot Deck for Arena 7+

This is a cheap flight deck which I found to be quite effective for my personal style of play. The average cost for this deck after the latest update 3.3. I've read that this may be too low of a cost (based on the idea that it's a panacea cards generally do not have much hp), but I think P.E.K.K.A. who did an adequate job tanking, and lower average cost panacea of the deck means that relatively rapid turnover that brings P.E.K.K.A. up relatively frequently.

Update Clash ROyale 10 November 2016 Rage Hogbot Deck for Arena 7+

Update Clash ROyale 10 November 2016 Rage Hogbot Deck for Arena 7+

Anger Hogbot Deck to Arena 7+


P.E.K.K.A. - P.E.K.K.A. The is one of the real foundation of this deck. It is the only true tank deck, and really the only card in the deck that I use it that way. High costs panacea P.E.K.K.A. partially offset by lower cost of the rest of the deck, so I can enjoy the benefits of P.E.K.K.A. who on several other tanks. One of the advantages of this deck is the ability P.E.K.K.A. to attack another unit and not just a building. No other units have the same number of points hit, packing the same punch, and will hit other units. This means that P.E.K.K.A. which not only can absorb a large amount of damage, but incomparable in one-on-one battle with the other great men. One could argue that Sparky hit harder in a single zap, but hit points and DPS are much less. hit points P.E.K.K.A. The damage hit single, DPS, and the ability to attack both land and buildings mobile unit makes a versatile force on the defensive end to the offensive end.

Zap - Zap has some major role in this deck. Primarily, I use it to keep the skeletons, goblins, etc. off of P.E.K.K.A. Because P.E.K.K.A are sturdy enough, he can stay upright in the middle of the skeleton army Zap me while I get out, and he could make his way to and through the nearest tower inferno if I can rearrange with Zap. Zap also helps to more quickly stop some groups a little more robust than taking P.E.K.K.A. Separate me if I can use it on groups such as Minion, Minion Horde, Three Musketeers, etc. in combination with a long-range shot from the Princess. Finally, Zap can, of course, used to do the damage yourself anywhere on the map, and can be very helpful to quickly pick up their towers are just barely survived previous attacks.

Skeleton Army - Skeleton Army here as a quick way to take down the big kids. They are easy for my opponent to take the splash damage or damage area effect spells, but they are currently only costs 3 panacea in the game, and they continued to tank opposed to simply line up to my tower. opponents may have already paid at least 5 panacea to get the tank out, and my 3 elixir skeleton army means they will have to spend at least two more to keep the tank alive. Soldiers framework can also handle some property damage if ignored, especially when driven with some anger.

Mega Minion - This is probably the most cards in the deck replaced it for me. He did not have a very specific role in this deck, and including most of the value. At the cost of only 3 elixir, which Minion mega flies, not too weak, hits are fine, and had a bit of a reach. I use it mostly with defensive manner on this deck, sicking on single units or small groups of ground units are not capable of attacking aircraft. Not a lot of air defense in this deck, so Minion mega help out there.

The Log – The Log is a defensive beast. I like to drop it just before the bridge to wipe out all of the small units on the opponent’s defensive road and to also do a little extra damage to the tower at the end. The Log is great for clearing a path for the P.E.K.K.A. and even the Hog Rider if your opponent throws something down prematurely in front of him. At 2 elixir each, Zap and The Log are a wonderful combination for taking out low-hp units, buying a split second with knockback/stun, or doing a small bit of unstoppable damage to a tower. The advantage to The Log over Zap is that even if your opponent staggers large groups of low-hp units to try to offset splash or area damage losses, The Log still wipes them all out. The knockback of The Log can mean the game for you if it buys you an extra swipe by your rage-spelled P.E.K.K.A.

The Princess – Her range alone makes her worth her low elixir cost of 3. She can stand outside of tower archer range and fire volley after volley of flaming arrows into them. While that is a fortunate quality, it is not her primary function in this deck. In this deck, her primary job is to cover the P.E.K.K.A. (and also the Hog Rider) from afar. She deals area damage to land and air units from a remarkable distance and is perfect for keeping groups of low-hp units from tearing your P.E.K.K.A. apart. Combined with Zap and The Log, she really helps clean up those small nuisances anywhere on the board. She is small and fragile, but the opponent who does not dedicate some elixir to stopping her will soon regret it. She is the primary air defense unit for the deck and is essential in that duty. It is imperative to keep at least one of her and the Mega Minion on the board whenever possible or the deck is easily countered with even low-cost aerial units.

Hog Rider – We all know the benefits of using the Hog Rider. He is fast, does not need to make use of the bridges, and does impressive damage to towers. The main intended attack of this deck is to pair the Hog Rider with a P.E.K.K.A., drop a Rage spell over top of the two of them and watch them pound a tower to dust. Together, they are impressive indeed, and they need very few hits to accomplish their goal. They can be separated, though, against opponents with dedicated defenses. While the P.E.K.K.A. necessarily demands your opponent’s attention and resources to stop, you can zip a Hog Rider down the opposite side of the arena and drop a Rage on whichever of them has the most opportunity at a tower.

Rage – As mentioned a number of times above, Rage is the buffing spell that allows this deck to take down a tower even if the opportunities to do so are limited. This is not a constant push deck, and the P.E.K.K.A. and/or the Hog Rider are only going to reach the towers a limited number of times and for limited periods of time. Therefore, it is essential that the P.E.K.K.A. and/or Hog Rider achieve maximum DPS against the towers when they reach them. This is the role of Rage in this deck. I very rarely use it for unit-versus-unit skirmishes, as the innate power of the units in this deck is generally enough to clear a path or keep a tower defended until time expires.

How It Works:


There’s really no trick to it. It is all very simple, straight-forward, and intuitive. The P.E.K.K.A moves slowly, so it doesn’t matter whether you play it first at the bottom edge and play your supporting troops as it makes its way to the bridge or whether you play your supporting troops at the back edge and save enough elixir to play the P.E.K.K.A. at the bridge as they reach the bridge. The Hog Rider is particularly fast, so you’ll want the P.E.K.K.A. to be over the bridge and on the other side before you start the Hog Rider. This also gets the opponent focused on using his units to attack your P.E.K.K.A., which gives your Hog Rider a better chance to make it to the tower.

The main goal is to get the P.E.K.K.A and the Hog Rider to the tower and to start your Rage spell there as soon as they get there. If they get there with plenty of health and with little resistance, drop the Rage so that they can still be inside it after they take down the side tower and move on to the crown tower. This does not take long, and you should still have a bit of Rage left by the time they begin attacking the crown tower. If they face a significant amount of resistance on the way in, and it doesn’t appear that they will survive to attack the crown tower, I find it best to drop the Rage further back so that it still covers the attack on the side tower, but also covers any support troops behind the P.E.K.K.A and Hog Rider.

The initial lead march of the P.E.K.K.A. over the bridge and to the tower should be covered and supported by the support troops, Zap, and The Log. Remember, the P.E.K.K.A. will attack units and not just march blindly for the tower, so while he can definitely hold his own against other single land units, you should keep the way as clear for him as you can so that he reaches the tower as quickly and with as many hit points as possible. The Princess will stand on your side of the bridge and fire in far enough to hit the side tower and any groups of low-hp units that threaten the P.E.K.K.A. The Mega Minion and the Skeleton Army are available to play defense if your opponent chooses to attack in another area instead of defending against your attack.

It is only going to take 2 or 3 seconds for your P.E.K.K.A. and Hog Rider to take down a relatively healthy side tower under Rage. Once you’ve done that, if you’re still behind or you’re tied, you can start over on the other side or on the crown tower, depending on which it seems your opponent is more intent on defending. If you’ve now gained the advantage (which is probable because one successful attack takes a tower down quickly), you have the option of playing defensively. You’ve got Skeleton Army to swarm tanks, The Log and Zap to erase large groups of low-hp units, and P.E.K.K.A.’s fearsome swing to mow down individual medium-hp and high-hp units. Tuck The Princess behind whatever tower your opponent is marching against, and let her rain area damage down on their units from half the arena away. Sit you Mega Minion on any invaders who can’t defend themselves against aerial units.

Every now and then you’ll run into an opponent who is going to pour everything into effectively countering the P.E.K.K.A. and Hog Rider combined attack in a way that just doesn’t allow you to get to that tower very effectively. In this case, you have a couple of options. I keep pouring the P.E.K.K.A. attack on them, so that they have to stay committed to stopping it. P.E.K.K.A. is a formidable foe, and it takes a concerted effort to stop him if you can keep the swarms off of him. The good news is that this is a very low-cost deck, so it’s not unusual to have a little extra elixir to play something off to the other side while keeping your main game going. For 3 elixir, you can sit The Princess on your side of the bridge on the opposite side of the arena and begin chiseling away at that tower. For 4 elixir, you can let a Hog Rider run on that other side, and for another 2 elixir, you can throw him some Rage. Now your opponent either has to let up on defending against your main P.E.K.K.A. attack or they have to ignore your weak side assault. It might be that your opponent is eventually able to stave off both sides, but usually not before you’ve done some damage somewhere. What’s more, if they are busy doing all of that defending, there’s not much of an opportunity for them to mount an attack of their own.

Source : http://clashroyalearena.com/deck-building/rage-hogbot

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