To win the 20-Win Challenge in Clash Royale using Ian77’s Hog Earthquake (Hog EQ) deck, focus on defensive control during single elixir, then accelerate into rapid offensive rotations during double and triple elixir. Tournament rules enforce level 11 card caps and allow only three losses, making disciplined elixir trades and building placements essential.

Deck Composition and Card Roles

This variant carries an average elixir cost of 2.6. The low cost allows you to cycle back to a Hog Rider before an opponent can return to their primary defensive counter.

CardElixir CostRoleMatchup Function
Hog Rider4Win conditionPunishes high elixir investments; damages towers
Earthquake3Spell / Building clearDestroys defensive buildings; chips crown towers
The Log2Ground clear / ResetClears ground swarms; resets charges; knocks back troops
Cannon3Defensive buildingPulls win conditions; handles ground tanks
Musketeer4Ranged DPS / Anti-airDefends beatdown pushes; survives small spells
Knight3Mini-tankBlocks support troops; absorbs front-line damage
Ice Spirit1Cycle / StunResets target locks; temporarily freezes pushes
Skeletons1Cycle / DistractionDistracts single-target units; speeds card rotation

Using Skeletons and Ice Spirit together allows you to cycle through four cards for only 6 elixir, enabling quick double-Hog rotations against slower decks.

Single Elixir: Scouting and Defending

Avoid sending an unsupported Hog Rider at the river early in a match. Overcommitting into an unrevealed deck can leave you without the elixir needed to stop an opposing counter-push.

  1. Open passively: Play Skeletons behind the King Tower or send an Ice Spirit to the river to force the opponent to play a card first.
  2. Punish heavy investments: If the opponent places an Elixir Collector, Golem, or Lava Hound in the back, deploy Hog Rider immediately in the opposite lane. This forces them to spend elixir defending instead of building a large push.
  3. Prioritize neutral trades: Defend near your towers using Cannon and Musketeer. Accept minor tower chip damage rather than overspending elixir on emergency defenses during single elixir.

Breaking Defensive Buildings and Swarms

Earthquake should hit both the opponent's defensive building and their princess tower to maximize its 3-elixir value. Do not spend Earthquake on lone troops.

  • Against Tombstone and Goblin Cage: Cast Earthquake as soon as Hog Rider crosses the river. The spell breaks the structure and eliminates the spawned units before they can halt the Hog Rider.
  • Against Cannon and Tesla: Confirm placement before casting. Tesla stays underground and immune to damage until triggered, so avoid predicting its placement blindly.
  • Against Tornado: Tornado can pull Hog Rider to the King Tower. Pair Hog Rider with Ice Spirit to disrupt defensive timing, or place Hog Rider on the outermost bridge tile to increase the required pull distance.
  • Against Ground Swarms: Time The Log roughly one second behind Hog Rider to eliminate Skeleton Army, Goblin Gang, or Guards.

Defensive Strategies by Archetype

Center-lane placements for Cannon and Musketeer form your main defense against heavy attacks:

  • Beatdown (Golem, Giant, Electro Giant): Place Cannon three to four tiles from the river in the arena center to pull the tank into range of both princess towers. Position Musketeer wide and away from Cannon to prevent opponents from clipping both with Lightning, Fireball, or Poison. Use Knight to intercept support units behind the tank.
  • Graveyard: Hold The Log to eliminate Skeleton waves once Graveyard activates. Use Knight or Skeletons at the river to intercept the opposing tank.
  • Lava Hound: Protect your Musketeer. Cycle Ice Spirit and Skeletons rapidly to keep your ranged defense active and rotate into a second Musketeer when needed.

Late-Game Spell Cycling

In double and triple elixir, opponents often maintain enough elixir to block Hog Rider completely. Transition into spell cycling to secure the remaining crown tower health while Hog Rider serves primarily as a distraction.

Maintain this cycle order once the opponent's tower is within spell range:

  1. Establish defense with Cannon and Musketeer.
  2. Cast Earthquake to hit the tower and any nearby defending troops.
  3. Roll The Log for additional tower chip and lane pushback.
  4. Rotate through Skeletons and Ice Spirit to return to Earthquake.

Never cast damage spells on the opponent's tower while facing an active, undefended enemy push. Secure the defense first, then cycle spells to finish the match.

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James Brown

James Brown

James focuses on Android gaming on PC, emulator setup, controls, performance tuning, and practical troubleshooting for longer play sessions.