Hog Rider — Clash of Clans
Troops
Updated: 18 September 2026 · By the Goblins Farm team
The Hog Rider goes over walls rather than through them and heads straight for defences. That combination makes compartmentalisation, the main defensive tool against ground armies, almost irrelevant, which is why bases are specifically designed to punish him in other ways.
What it does
Hog Riders prefer defences and jump over walls natively, so they move directly from one defence to the next in a straight line regardless of layout. They are fast and reasonably durable individually, and they attack quickly.
Because they take the direct route between defences, their path is highly predictable, and predictable is exactly what a defender wants.
How to use it
Hogs work as a wave, and the wave has to survive the middle of the base.
- Deploy them together so they hit each defence as a group rather than being picked off in sequence.
- Bring healing. Heal spells on a hog wave are close to mandatory, because the damage arrives steadily rather than in a burst.
- Deal with the Clan Castle first. A defending Castle in the middle of a hog run ends it, so lure properly, as in Clan Castle troops.
- Watch for the trap layout. If the defences are arranged in a neat ring with suspicious gaps, there are giant bombs in those gaps.
How to beat it
Traps, not walls. Because hogs jump walls and path predictably between defences, the standard defensive answer is to place ground-damaging traps on the routes between defences, where a hog wave is guaranteed to pass. Clustering defences so that traps cover several approach lines at once is the whole idea behind anti-hog design.
Stats by level
| Level | Hitpoints | DPS | Research cost | Research time | Town Hall |
|---|---|---|---|---|---|
| 1 | 270 | 60 | — | — | 7 |
| 2 | 312 | 70 | 2,000 Dark Elixir | 10 h | 7 |
| 3 | 370 | 80 | 3,500 Dark Elixir | 18 h | 8 |
| 4 | 430 | 92 | 5,000 Dark Elixir | 1 d | 8 |
| 5 | 500 | 105 | 10,000 Dark Elixir | 2 d | 9 |
| 6 | 590 | 118 | 18,500 Dark Elixir | 2 d 6 h | 10 |
| 7 | 700 | 140 | 35,000 Dark Elixir | 2 d 12 h | 11 |
| 8 | 810 | 155 | 47,500 Dark Elixir | 3 d | 12 |
| 9 | 890 | 165 | 50,000 Dark Elixir | 3 d 12 h | 12 |
| 10 | 970 | 176 | 85,000 Dark Elixir | 4 d | 13 |
| 11 | 1,080 | 187 | 107,500 Dark Elixir | 5 d | 14 |
| 12 | 1,230 | 200 | 125,000 Dark Elixir | 5 d 12 h | 15 |
| 13 | 1,380 | 213 | 175,000 Dark Elixir | 6 d 12 h | 16 |
| 14 | 1,500 | 225 | 240,000 Dark Elixir | 10 d | 17 |
| 15 | 1,750 | 250 | 340,000 Dark Elixir | 14 d 12 h | 18 |
Where these numbers come from. Read from Clash of Clans' own game files, client build 18.600.3. They are exact for that build and do not reflect anything released after it, so verify in game before committing an upgrade.
Game values are read from Supercell's own game files, reproduced as fan content under Supercell's Fan Content Policy. Goblins Farm is not affiliated with, endorsed, sponsored, or specifically approved by Supercell, and Supercell is not responsible for it.
Frequently asked
Do walls stop Hog Riders?
No. Hog Riders jump over walls, so compartmentalisation does very little against them. The effective counter is placing ground traps on the predictable routes they take between defences.
Why does my hog attack keep failing in the middle of the base?
Usually either the defending Clan Castle, which must be lured out first, or giant bombs placed between clustered defences, which are specifically designed to kill a grouped hog wave.
Goblins Farm is not affiliated with, endorsed by, sponsored by, or specifically approved by Supercell. Clash of Clans is a trademark of Supercell Oy. This material is unofficial fan content produced under Supercell's Fan Content Policy. Game values change with every update; always verify in-game before committing an upgrade.
