"Without its Rider , the Hog jumps over walls and attacks defenses . So what's the Rider even there for in the first place?"
Preferred TargetDefenses
Attack TypeSingle Target (Ground Only)
Movement Speed32
Attack Speed1s
Range0.6 tiles
Level
Damage per second
Damage per attack
Hitpoints
10
50
50
800
11
55
55
900
12
60
60
1,000
13
65
65
1,050
14
70
70
1,100
The Super Hog is a subtroop spawned from the Super Hog Rider upon its defeat. When the Super Hog Rider is defeated, the Super Hog stays where it is, while the corresponding Super Rider is launched several tiles backwards.
The Super Hog maintains the traits of the Super Hog Rider, being a defense-targeting troop that is capable of jumping over Walls . However, it does so with a much lower DPS compared to the Super Hog Rider.
Super Hogs 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. 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, Super Hogs do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the activated Town Hall weapon (if any) to be defensive buildings. Once all defenses are destroyed, Super Hogs 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 and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed.
The Super Hog is considered to take up 5 housing space for the purpose of determining its interactions with the Spring Trap , Tornado Trap , Clone Spell and Recall Spell .
The Super Hog does not deal much damage itself, so make sure to support it with high damage troops. Other Super Hog Riders can still cover for it, so this is not necessarily a major concern unless it is alone.
The Super Hog will generally cover for the Super Rider since he will be behind the Super Hog once he lands. However, the Super Hog's hitpoints are middling, so the tanking that the Hog can do is limited.
Consider the Super Hog as a mini-tank, as you can drop damage dealers behind the Hogs, as the Super Hogs will tank for them. Think it as a Royal Hog from Clash Royale: Both have a decent amount of HP, low damage, Fast Movement speed, Targets Defenses(Or in the Royal Hog's case, Buildings and Towers),and both Has the Ability to Jump over Walls (In the Royal Hog's case, the River).
Think it as a Royal Hog from Clash Royale: Both have a decent amount of HP, low damage, Fast Movement speed, Targets Defenses(Or in the Royal Hog's case, Buildings and Towers),and both Has the Ability to Jump over Walls (In the Royal Hog's case, the River).
The Super Hog's upon-death skeleton is human-shaped, despite not being a human.
The Super Hog's upon-death skeleton is human-shaped, despite not being a human.
The Super Hog's upon-death skeleton is human-shaped, despite not being a human.
The Super Hog's upon-death skeleton is human-shaped, despite not being a human.
The Super Hog's upon-death skeleton is human-shaped, despite not being a human.
The Super Hog is one of the ground subtroops to jump over Walls, the others being the Yetimite , Frostmite , Snake , and the Witch Spirit .