The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough
Look at Rico trying to delete my comment. Ain't gonna stop me. What a dip**** LMAO, gotta spread this for the sake of my homies ya know cdn.discordapp.com/attachments/1097684289669316708/1104931338089418952/image.png
When I was farming for 2500 elemental bindings I've used CAV, rest of our party were: VHL, LC, SC, LOO. Our VHL had died several times (not too many, maybe 1-2 times per hr), but I was there to ensure that other party members could come back (if they die) while I kept monster on me. VHL is useful in boss instances where opponents have boss shield (this makes chrono classes useless), but if dmg is not of utmost importance (e.g. rest of your party is doing that well) I'd go for CAV to ensure survivability. I frquently switch between the 2, but VHL is definitely seeing more use. EDIT: if your party has some mana regen-helping classes like stone crusher, CAV becomes capable of spamming abilities even with cooldown reduction at max. The biggest downside of 50-mana cost abilities usually becomes less noticeable, meanwhile VHL does not benefit from mana regen too much.
When I returned to AQW I was using eternal inversionist or blaze binder for farming, as they used to be the best classes in the game for that purpose. I quickly realized though that Void Highlord is way faster at farming, particularly when there's only 2 enemies in a room, and/or if the enemies are higher health (10-20K). Eternal Inversionist is still great though for lots of low health enemies, as it can target up to 5 at once. Blaze Binder can only target 3, but with an AOE auto attack
Bro did you watch the video? In some rooms, AM is better at farming and in some VHL is better. I showed multiple examples where VHL is the best farmer lmao.
sorry oot guys but what is the best enchant for VHL (class,helm,cape,weapon ) i already use class luck , helm viz,cape luck,weap smith but still didnt have good damage
I showed my enh on video. If you don't have dauntless use smite or if you don't have smite use spiral carve and use vainglory for cape and I forgor the helm enh I used. I think I showed it in video.
this guy is really trying so hard to make the vhl have a good impression in terms of farming. it's hilarious 😂😂😂😂🎉🎉🎉. have u guys tried elysium on lr and am?
@@RicochetAQW "some rooms" hahahahah sir lr and other aoe classes are better in all rooms. that class is not really that useful in a room of 6 enemies. aoe classes will just be happy for you killing them fast while they just hit all without running anywhere. lol
@@RicochetAQW sorry kid. not all rooms have that same design. dont be pathetic. you will most like hit 2 targets most of the time. like what are these "rooms" you showed us? is that everything has the game to offer? hahahahahaha
@@RicochetAQW like for examples important locations where you can farm like void auras, bone dusts, or any kind of essences. vhl is trash to those kind of rooms
Super clickbait. You're missing Avarice to cap haste on Legion Revenant. You would get better results using Dauntless with Legion Revenant to cap haste. Also, Legion Revenant is NOT the best farming class in the game.
yep he loves to left out alot of infos to favor VHL it all started with the VHL best for farming LR when DoT outfarms it way faster bro is such a massive VHL D rider 😭😭
also how he also downplays chronoclass when comparing it to VHL but won't even show proof how it will be weaker like atleast show a full forge TK/TCM first being outperformed by VHL 💀💀💀
Bro you didn't watch the video. I said very obviously I wasn't using optimal LR lmao. Ik the initial title was slightly clickbait but cmon bro at least watch half the video before commenting.
well vhl dauntless wouldnt work on high damage mobs or on more than 3 mobs i guess cause there are rooms that got like 6 monsters in them and archmage with elysium or master of moglins can kill them faster so vhl is rarely the better option
@@RicochetAQW he has a point dude. vhl has great dmg but in truth is it will only be favorable to the aoe damger classes like lr. do it for solo to vhl not farming. stop it.
@@RicochetAQW there are classes that can kil those monsters faster than vhl thats what i meant its not in your best interest to use vhl on high damage mobs or on rooms with multiple mobs
VHL is a bank class as soon as you get CAV, the class is best in slot at 1 fight, and this the fastest ultra-Malgor kill comp(VHL, LOO, AP, LR with the other 3 doing taunting while VHL does damage), the class is over-hyped, over-used, and worthless once you get CAV, it's not that VHL is bad, it's just that CAV does everything it does, but better(more DPS, more tank, and WAAAAAAY more support)(only reason vhl is in that malgor comp is because cav can't use it's taunt willy-nilly in malgor since specific things need to be taunted by specific people, so a good chunk of it's dps and support are lost)
@@Raghgghhhaaahhhhhhas considerably more, malgor cuts int by 40% so magic damage isn't very good, and because boss shield like all chronos it doesn't have the best slot. though i am glad another comp has been found to be faster, vhl, loo, ap, lr can do the fight in 1:55 with loo, ap, and lr doing the 3 man taunt rotation. A CAV, Loo, AP, LR comp was able to pull it off in 1:46, so back to prior statement of throw that garbage ass class VHL into your bank
Honestly I'm fine switching between lr, am or af... Vhl just doesn't come to mind for me and since there always one in the room somewhere there's no point in trying to beat someone else and then having to goto private rooms solo get pointlessly boring to why im even playing.
Rico going at it again, that way you could just use dauntless on Cav (which has medium to infinite range skills) and already get better farming results than Vhl 💀
Try looking for ultra atleon lobbies, relic quest + the other quest which needed uni 1 , 6 ,9, 16 and 20 which name I forgot. For me personally it's very fast method
not to mention since i don't have to rely on the 4th skill so much, i can just spam 2,3 and 5 with no consequence since it does more consistent damage than the usual VHL more dps combo
VHL is easly the class i use most by far, not even close. 20 percent of the time i use revenant when i have to kill alot of monster with mediocre health and sometimes vampire class for cleaning rooks with alot of crap. But 80 percent of time vhl is the goat. I have man chronomancer classes. None comes close to VHL.