![]() Hog Riders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield.It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Hog Riders do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings. He can be used to jump over any level Walls, rendering them ineffective against Hog Riders.Once all defenses are destroyed, Hog Riders become like any other troop with no preferred target they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby. Note that while this allows Hog Riders free access to what lies behind the Walls, 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, a Jump Spell, or Earthquake Spells in order to assist them. a " Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy sports weaknesses against defending Clan Castle troops, Heroes, Giant Bombs, and Skeleton Traps, a problem which only becomes more prominent at higher levels. At Town Hall 10 and above, Hog Riders can be combined with Miners in a strategy known as Hog Miner or Hybrid. Both troops are able to bypass Walls innately, but Miners do not have a preferential target, allowing them to cover for Hog Riders by dealing with defending Heroes and Skeleton Traps. The combination also has weaknesses against flying Clan Castle troops, as neither are able to target air. ![]()
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