Howdy, clasher of the world! Back here with me verd. Coming to you to share some deck guide. Today it is going to be the Hog and Bandit combination. What do you think about this combo? Well, without any further ado, let’s check the deck!
As always, the deck up above is still optional. You can replace some of the cards if you think that other cards suit you more. However, keep in mind that the characterization or the job description has to be the same or at least similar to each card. Having that in mind, let’s take a look at those cards!
Advanced players consider ice spirit as the best cycling card in the game. Besides, the ability to freeze a bunch of troops is just meta since the cost only requires one elixir. Furthermore, when the sudden death moment comes, you might want to keep deploying this walking ice to make the other card keep available on the bench.
Goblins are so useful to go against any single-targeting card. Pekka? Prince? Giant Skeleton? We can kite them easily with this card. Furthermore, you punish players who use any building-targeting cards with no supports, Hog? Giant? Without the supporting army, you use goblins to kill them.
Knight is just a protector. He is a damaged receiver. This yellow mustache guy is your guardian. He can take all the damage from any massive attack. With the help of bats, goblins, musketeer, mega minion, etc., you need not worry about your tower hit. All is well with this guy on your deck.
Mega minion has currently met the meta place. This flying iron thing is just so useful in dealing with any troops. In 1 vs. 1 situation, the Mega mini can win the fight with Baby Dragon, Minions, and Archers. Most noteworthy, the cost is cheaper by one if we compare with the Baby Dragon and just the same with the rest two cards.
Fireball is the damaging spell that delivers an average-damage. You can use this spell to punish the enemy’s elixir collector or three musketeers. Always think that the enemy will deploy their massive attack. You can wipe them with this spell, if you are not sure with the placement, use the combination of the fireball with the tornado.
Hog is the most famous card right now, I think. This brown rider can blow buildings quickly without bunted an eye. He is the primary card in this deck. You have to use this card so efficiently to get the best benefit. I will explain later the gameplay, patiently patient.
Tornado is just another defensive mechanism. You need this spell in dealing with any massive incoming attack. The whirlwind is only useful to make any attack go away from your tower. Most noteworthy, you make Hog or Miner end up waking up your crown tower, yup, you know how it works.
Bandit is the one you can rely on in harassing the enemy’s base. She can dash all her way down to the enemy’s tower. With the hog in your deck, you can deploy them together to make a gentle push. The dash damage is just no joke, you know!
First minute of the battle
Before we get into it, I’d like to tell you a secret! Keep one of the cards, whether it is the Bandit or the Hog. Just use one of the cards later! Thus, at the beginning of the game, you can deploy only hog or only bandit in attacking, ok. Put it in the surprise book!
From 2 minutes
In the middle of the game, your play style depends on the enemies. If you find your enemy’s method is to attack and keep attacking you, you play defensively and utilize your counter attack. Deploy hog or bandit after you have succeeded in defending your base.
Last minute – Sudden death
At this time of the game, you can start launching both primary cards. Make the surprise efficiently hit the enemy’s base. Both Hog and Bandit has almost 100% chance if they deploy together to run the enemy’s base. Even! Only one-hit can give you an advantage. Remember, you have an end-game spell card, the Fireball! Blow the tower!
That is all for me today folks! Don’t forget to share it with your fellow clanmates and let us know what you think in the comment column down below!