“Many people has heard of wall breaker miner right, but i doubt many people has heard of ebarbs minion horde” Yea brad, you have clearly never encountered a “midladder player” before
I made this a while ago so you might have already done some of these but here are some video ideas I came up with in case you need some. Clash Royale but you can only place cards at the bridge or behind kind tower Clash Royale but every time you win you replace a card with something random Clash royale but you have to play a normal deck in mid ladder Clash royals but you activate their king tower at the start Clash royale but all the cards in your deck must have the same elixir cost. Clash royale but you use earthquake cycle as your win condition Clash royale but you can only use the cards you get from a chest (for example you open a chest or chests until you get 8 unique cards from them and use those in your deck) Clash royale but the comments pick your deck
B-rad in the next video: I used my name as a deck Example: B alloon R ascals A rcher Queen (and her beautiful foot) D art Goblin B omber R oyal Giant A rrows D ark Prince
I have a video idea : Tell a voice assistant to pick a random number from 1 - 1000 and whatever it picks, use the deck of the person from the leaderboards and play. Would be cool to see a video on it
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a quick 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. 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
B-rad's response to all 5 decks: 1:18 "The deck is pretty good" 3:04 "Holyyyy crap- this is such a good deck" 5:19: "Ohh my god we win-- *B-rad's signature laugh* easy claps👏" 7:44 "*B-rad's signature laugh* all right this game's about wrapped up" 11:14 "WE CAN'T LOSE... we just instant win, he can't kill it"
Cycle deck: we need a lot of skill to be played, you need to outcycle your opponents counter and defend with small cards and good micro-placements and... Brad : Yeah no. _E-barb minion horde go brr_
Have u ever heard of the REMASTERED hog cycle? Its a 6.5 deck that switches some cards with others, like: -The hog is replaced with electro giant, bc it has more health and counters skarmy -the ice golem is replaced with golem bc it has more health -the ice spirit with ebarb (they are a good card) -the musky with the wizard bc the wizard splashes and does more damage -the skeletons with the 3m, bc they have more health, attack, range and they are still 3 -cannon with xbow (if its more expensive technically is better right) -log with rocket: it does a lot more damage -and finally, we replace fireball with freeze. Enjoy (This is a joke im not that dumb ik what cycle means)
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a quick 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.
Pro players-improve at game Push to ladder Upload the gameplay Brad-Play stupid Push little ladder and shout we are on top 200 with this deck (cry noises*) Doing close for the content Never bm am a Canadian Uplod the"content"
I haven’t played this game for months but watch every b-rad video the second I see the upload. I think it’s the editing that I love (and obviously the consistent, high-skill gameplay)
You should do a challenge where you can only make a deck out of a single type of cards like goblins, skeletons or lightning (for example sparky e wiz zap lightning zappies e giant tesla e spirit)
The Hog Rider is a fast ground troop with medium hitpoints, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks. The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring. His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider. 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. 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. 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. Strategy Offensive He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. 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. Hog Riders can be used en masse, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy can be costly in terms of Dark Elixir, and sports weaknesses against defending Clan Castle troops, Heroes, 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. At lower levels, Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast, and do considerably more damage. They work well with the Healing Spell when you group several of them together. A good tactic for using Healing Spells is to place them strategically on a cluster of defenses (at least about 3 or more) and also deploy them shortly before the Hog Riders arrive in the area, i.e. deploy them ahead of the Hog Riders. This is so that the Hog Riders get the most out of the Healing Spell, and destroy the defenses without losing too much HP. Spots where Giant Bombs or Bomb Towers are/may be should be given special attention when deploying Healing Spells. Hogs of the same level as the Giant Bomb will survive a single Giant Bomb, but they're helpless against a pair of Giant Bombs even with a Healing Spell. Heal them after they've gone through a Giant Bomb blast. The Hog Rider is one of the best troop types for drawing out Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers or Wizards to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids. However, Skeletons from the Skeleton Trap and Heroes can also easily kill the Hog Riders, as they can only target defenses, so make sure to have some troops that target anything, such as Wizards, which can swipe out the Skeletons. Hog Riders don't target air so flying Clan Castle troops, especially Dragons, can be a big threat. Most mass Hog Rider strategies in Clan Wars require that the Clan Castle troops be killed first by luring. Bring other troops in addition to Hog Riders, such as Wizards, to deal with enemy Clan Castle troops and clean up the base. Poison Spells can be used to kill almost any enemy Clan Castle troop, but beware as the troops will attempt to flee the poison. If the Poison Spells are decently leveled, and you effectively keep the Clan Castle troops from escaping the Poison Spell with distracting troops, they can eliminate almost any troop. They can also be used to dispense of those pesky Skeletons risen from the Skeleton Traps. Time is also a factor to consider. With only 3 minutes in an attack, it is essential to make sure that this whole process and the remainder of the attack is done as quickly as possible to avoid running out of time. Defensive Defending against Hog Riders is tricky, as their ability to bypass Walls renders them irrelevant. However, the fact that they can jump over Walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders. Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defense on the outside, with a layer of resources in between. That way, the Hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses. You can place Spring Traps in between defensive buildings to take out a few Hog Riders at a time; good usage of multiple Spring Traps can severely hinder a Hog Rider rush. Hog Riders can be easily killed using "forced pathing". Forced pathing is a strategy that manipulates the Hog Rider AI and makes them go to at least 2 defenses that cannot be prevented by surgical dropping or side clearing. Placing a set of Giant Bombs in between the two can most certainly hinder the attacker progress. They would not be able to heal the Hog Riders in time. Clan Castle troops, Heroes, and Skeleton Traps set to Ground Mode can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defenses have been destroyed. Make sure to centralize them if you want to beat Hog Riders. In Clan Wars, Dragons are excellent troops to place in Clan Castles against Hog Riders, especially for Town Halls 8 and 9. They have high HP, meaning they won't die easily and can kill mass quantities of Hog Riders swiftly if not properly lured. Most mass Hog Rider strategies require that the enemy Clan Castle troops be killed first, so if the attacker lures out a Dragon, but fails to kill it, then a 3-star win is next to impossible, much less a 1-star win via destroying 50% of the buildings. Multi-target Inferno Towers can be a severe hindrance to Hog Riders, having high HP to take several hits from Hog Riders, while hitting large groups of them. Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by Walls negates the primary advantage of the Hog Rider. Still, for the space they take they are faster and more damaging compared to Giants. Upgrade Differences The Hog Rider undergoes significant visual changes at levels 3, 5, 6, 7, 8, 9, and 10. Initially, the Hog Rider is a dark-skinned man with a black mohawk and beard. He also has a gold earring in his right ear and sports two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer has two brass bands. At level 3, his hammer increases in size and turns black. The brass bands on the hammer's head disappear, and the hammerhead goes further down onto the stick, creating a button looking object on the top of the hammerhead. At level 5, his mohawk turns from black to orange, making it similar to that of a level 5 Goblin. At level 6, his hammer gains three large, golden spikes and a bronze plating. At level 7, the edges of his hammer start to glow red, and he gains a brown headband but reverts to a black mohawk. At level 8, his hammer is now mostly golden. His hog also gains a headband. At level 9, the gold on his hammer is much thicker. His headband also lightens in color. At level 10, his hammer turns a bright light blue color that resembles the look of ice. This matches the theme of Town Hall 13. It also gains a small same-colored glow. At level 11, his hammer turns a light greenish color. This matches the theme of Town Hall 14. His hog gains gold armour on its face and muzzle.
I literally unsubscribed from every other clash royale content creator but you because you keep the game some what fresh and your content is genuinely fun to watch.
B-rad this is the coolest most exciting most satisfying most unique most painful most psycho most lunatic most Clash Of Clan Clash Royale French American Canadian Russian Japanese Vietnam war trees insanity thing I’ve ever seen keep up the great content!!
I sadly think some of these videos kill every single last one of B-ruh’s braincells, but it’s so totally worth it for the content.
we have to save b-ruh
b-ruh is the best name
I have some left?
Hi
@@BradCR How many?
I love that from Mortens perspective he will randomly see brad on top ladder being an idiot like once a day
i which video can i watch mortens pov?0
Same question as the person above me
@@Animefan_7153-0 it was onstream idk if theres a video about it
Rip bruh
Since B-rad wins with more expensive cards, this PROVES that more elixir=the better card. 7.3 E-giant cycle is the new meta I’m calling it now.
Guess my 5.2 e giant deck is out of the meta now… 😔
@@derptea7 i see you're playing the cycle variant
I found my brother again
@@orang9134 wholesome moment
@@gonb5434 E giant was my cycle card. ice golem was my win con. Too bad it’s outdated
Brad after calling Golem and Golemites "Ice Golem": THAT'S THE PLAY WE'RE LOOKING FOR
you know that he called them "ice golem" on purpose right ?
Yes that was the joke
its because he replaced ice golem for golem
Its memeing about the fact that golem is replacing the ice golem perfectly bro
Anyone notice he didn’t sub out hog for ram rider for last deck so it doesn’t count
“Have you ever seen fireball cycle in a 4.0 deck?”
Me in challenger 2: I’ve seen rocket cycle in a golem beat down
in 2018, Golem Rocket Exe-nado is the play
😂 👍
rocket bait is the new meta
B-Rad 2014
OMG lmao underrated comment
This game is officially making Brad go insane and it’s been a long time coming lol
I can only imagine 2-5 years from now if I’m still farming this game
@@BradCR don't worry you have the Coop emotional support
Wdym bro he always was insane, he's a miner one trick.
@@AlgaToY_ One trick? My man hasn't touched miner seriously in ages
@@hus85 yeah i know but u remember once in a vid he said he's a miner one trick i'll try to find it later
"I doubt you have ever heard of ebarbs minion horde"
Midladder:
“Many people has heard of wall breaker miner right, but i doubt many people has heard of ebarbs minion horde”
Yea brad, you have clearly never encountered a “midladder player” before
i literally have that kind of deck as one of my clan wars deck my clan wars decks are pretty random
what about people able to get pekka MK ewiz Inf Dragon in a push. That's the true mid ladder
Everybody that has 7000+ trophies has encountered nubs at midladder before, except this nub cause I barely hit 5000 trophies
I think he should have put giant skelly instead of wall breakers
wow, I just watched the video of Brad making expensive decks cheaper yesterday, and today he’s doing the reverse… coincidence? No. Brad is stalking me
You shut your mouth or I’ll come out of your basement and do it for you
@@BradCR you’re in their walls
@@BradCR I just literaly thought the same
I made this a while ago so you might have already done some of these but here are some video ideas I came up with in case you need some.
Clash Royale but you can only place cards at the bridge or behind kind tower
Clash Royale but every time you win you replace a card with something random
Clash royale but you have to play a normal deck in mid ladder
Clash royals but you activate their king tower at the start
Clash royale but all the cards in your deck must have the same elixir cost.
Clash royale but you use earthquake cycle as your win condition
Clash royale but you can only use the cards you get from a chest (for example you open a chest or chests until you get 8 unique cards from them and use those in your deck)
Clash royale but the comments pick your deck
normal deck in mid ladder would be gold
"you have to play a normal deck in midladder" you cant just suggest defying laws of physics
@@klopse8858 I know from a fact that it is not even possible XD
Earthquake sounds insane, yes
B-rad would do everything to put archer queen in his deck. 😉
I’d sacrifice my entire savings
@@BradCR hi
True
On his deck*
@@BradCRyou gave up the miner for the archer queen😞
7:55 Ah yes, the classic hog 4.8
B-rad in the next video: I used my name as a deck
Example:
B alloon
R ascals
A rcher Queen (and her beautiful foot)
D art Goblin
B omber
R oyal Giant
A rrows
D ark Prince
I could only imagine what Morten was thinking when he saw golem 3 musketeers XD
You know, long, long ago it was a meta.. without a hog obviously)
That actually used to be a thing, like an actual deck that people played
@@clobzz
It had Pump too, didn't it?
@@milkmonstrosity yeah
Well i think morten fought with brad many time already...with many insane insane deck(he even lose sometime) so yea... A normal day at work xD
I have a video idea : Tell a voice assistant to pick a random number from 1 - 1000 and whatever it picks, use the deck of the person from the leaderboards and play. Would be cool to see a video on it
I second this !
Actually the best challenge idea I've seen. Hope to see this soon!
In my opinion video would be pretty boring, bc all top 1000 players have reasonable decks and it would be just simple gameplay
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a quick 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. 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
9:38 B-rad : We have the ice golem tanking!
(Sad golem noises)
11:12 isn't that ice golem a little too big
there's been a rework to make it more viable in the current meta, they decided to update the character design to reflect that
B-rad's response to all 5 decks:
1:18 "The deck is pretty good"
3:04 "Holyyyy crap- this is such a good deck"
5:19: "Ohh my god we win-- *B-rad's signature laugh* easy claps👏"
7:44 "*B-rad's signature laugh* all right this game's about wrapped up"
11:14 "WE CAN'T LOSE... we just instant win, he can't kill it"
Mr. incredible becoming canny
My cat died yesterday and I buried him today, your videos are the only thing that keeps me going. Thank you Brad.
3:25 that reaction 🤣 watching b-rad itself is content 😄
00:08 gotta love the sick predictions
Cycle deck: we need a lot of skill to be played, you need to outcycle your opponents counter and defend with small cards and good micro-placements and...
Brad : Yeah no. _E-barb minion horde go brr_
bro this comment is so copied you literally added _ and _ to the comment and that's it.
@@mangouschase i didnt copy from nobody bro
@@AlgaToY_ I dunno yesterday I saw the comments and there was this exact thing from 6 days ago not edited
@@mangouschase look at the time this video was released... and otherwise this is just a coïncidence.
@@AlgaToY_ nono I mean the _exact_ same wording
Have u ever heard of the REMASTERED hog cycle?
Its a 6.5 deck that switches some cards with others, like:
-The hog is replaced with electro giant, bc it has more health and counters skarmy
-the ice golem is replaced with golem bc it has more health
-the ice spirit with ebarb (they are a good card)
-the musky with the wizard bc the wizard splashes and does more damage
-the skeletons with the 3m, bc they have more health, attack, range and they are still 3
-cannon with xbow (if its more expensive technically is better right)
-log with rocket: it does a lot more damage
-and finally, we replace fireball with freeze.
Enjoy
(This is a joke im not that dumb ik what cycle means)
Video idea:
“Every time I win, I make my deck more normal.”
vague
Impossible...
“I doubt many people heard of ebarbs minion horde”
Midladder: *let me introduce myself*
Brad : Plays Hog rider, Golem, three M in the same deck
Midladder players : "is that my deck? "
No... No mid ladder deck is complete without a mega knight😂
@@parthsuneja4630 yeah...and jumping on princesses with them
@@ayiisnotshort as a mid ladder player, it is a positive elixir trade
How to win clash?
-Bm x-bow players
-make mid-letter decks
-Tilt
-Bm some more on x-bow players
Should've done balloon healer for miner wallbreakers
The mid ladder in you needs to be controlled
This hurts coming from you brad ;(
Brad: I doubt anyone has heard of ebarbs minion horde
Mid ladder players:
My day gets better every time Brad uploads a video :)
I really love that the IcE-GoLeM is tanking 9:33-9:37 xd
B-rad cassually decide to make every match a 30 seconds match with his cuts.
Other cr content creators: wait that's illegal
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a quick 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.
Imagine you're playing top ladder and you hop into a match with B-rad thinking he's playing an actual deck
Basically Morten's POV for their game
1:43 should be recorded and made into the best SFX ever
7:10 let's play this in the back to get some damage
He's forgetting miner heals towers
1:52 he probably miss clicked trying to spam emotes lol
😂
BRad:“I know for a fact he won’t have enough for the fire ball”
Emy: (ARE YOU SURE ABOUT THAT)
Pro players-improve at game
Push to ladder
Upload the gameplay
Brad-Play stupid
Push little ladder and shout we are on top 200 with this deck (cry noises*)
Doing close for the content
Never bm am a Canadian
Uplod the"content"
Always have to shout top 200
LOL😹
3:16 after wining one game after 100 losses 😂 its just me or everyone also can relate
I love how he's so good that even using very bad decks he can win 🤣
Why you insulting golem-hog cycle 🤨?
Lol
7:35 That Prince's horse thought he was a Hog for a second.
Im at My grandmas funeral but B-Rad uploaded and she isnt going anywhere
Left Lane Challenge: You’re only allowed to play troops in the left lane 😎
Brad makes the most innovative content. Keep up the good work man!
Yes
The ad cut out the fireball part for me 🤣 Perfectly timed
"Playing uncycle decks" There, your title.
UA-cam genius
5:35 "why is my life like this"
I feel like brad falls into insanity more and more with every video
B-Rad: I doubt many have heard of Ebarbs Minion Horde
Mid-ladder players: Every single day...
I'm indian 🇮🇳🇮🇳
Let's gooooooo I love india 🇮🇳 ♥️
Clash royale but you must play the queen as soon as you can
2:48 "you're a cycle-path"
New favorite phrase
5:27 laughs in midladder
2:28 ClashwithShane's soul entered Brad's body for a split second there
In the royal hogs cycle deck u could add royal recruits instead of delivery.😊
I dont even watch b-bad for the clash content, thats like a happy side dish. I just watch for the coop. Coop fills my life with joy
Mid ladder "You are playing my deck"
b- rad i doubt many people have heard of minion horde e barbs........ every other match in mid ladder
Brad: "I doubt many people have heard of ebarbs minion horde"
Mid ladder players: Oh me me I've heard of it
B-rad: What the hell am I playing
Also B-rad: *I LOVE IT*
Idea: Clash Royale but magical chest decides my deck
his videos are going in a downward spiral, it won't be long until he starts playing ice spirit cycle on a grand challenge
Given B Rad, he honestly could
let a randomizer pick your whole deck and try to win a game with it
People: 2.0 cycle too good
B-rad: let’s go with 4.0 cycle
Brad : "I doubt had many people seen e-barbs, minion horde"
Mid-ladder : let me introduce myself
"I doubt many people have heard about ebarbs minion horde"
Midladder players: Yes we have B-ruh, yes we have
I haven’t played this game for months but watch every b-rad video the second I see the upload. I think it’s the editing that I love (and obviously the consistent, high-skill gameplay)
My B-rother lost his mind there on this game - calling golem and golemites "ice golem"😂
You should do a challenge where you can only make a deck out of a single type of cards like goblins, skeletons or lightning (for example sparky e wiz zap lightning zappies e giant tesla e spirit)
The Hog Rider is a fast ground troop with medium hitpoints, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks.
The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring.
His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider.
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. 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.
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.
Strategy
Offensive
He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. 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.
Hog Riders can be used en masse, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy can be costly in terms of Dark Elixir, and sports weaknesses against defending Clan Castle troops, Heroes, 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.
At lower levels, Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast, and do considerably more damage.
They work well with the Healing Spell when you group several of them together.
A good tactic for using Healing Spells is to place them strategically on a cluster of defenses (at least about 3 or more) and also deploy them shortly before the Hog Riders arrive in the area, i.e. deploy them ahead of the Hog Riders. This is so that the Hog Riders get the most out of the Healing Spell, and destroy the defenses without losing too much HP.
Spots where Giant Bombs or Bomb Towers are/may be should be given special attention when deploying Healing Spells. Hogs of the same level as the Giant Bomb will survive a single Giant Bomb, but they're helpless against a pair of Giant Bombs even with a Healing Spell. Heal them after they've gone through a Giant Bomb blast.
The Hog Rider is one of the best troop types for drawing out Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers or Wizards to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids. However, Skeletons from the Skeleton Trap and Heroes can also easily kill the Hog Riders, as they can only target defenses, so make sure to have some troops that target anything, such as Wizards, which can swipe out the Skeletons.
Hog Riders don't target air so flying Clan Castle troops, especially Dragons, can be a big threat. Most mass Hog Rider strategies in Clan Wars require that the Clan Castle troops be killed first by luring. Bring other troops in addition to Hog Riders, such as Wizards, to deal with enemy Clan Castle troops and clean up the base.
Poison Spells can be used to kill almost any enemy Clan Castle troop, but beware as the troops will attempt to flee the poison. If the Poison Spells are decently leveled, and you effectively keep the Clan Castle troops from escaping the Poison Spell with distracting troops, they can eliminate almost any troop. They can also be used to dispense of those pesky Skeletons risen from the Skeleton Traps.
Time is also a factor to consider. With only 3 minutes in an attack, it is essential to make sure that this whole process and the remainder of the attack is done as quickly as possible to avoid running out of time.
Defensive
Defending against Hog Riders is tricky, as their ability to bypass Walls renders them irrelevant. However, the fact that they can jump over Walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders.
Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defense on the outside, with a layer of resources in between. That way, the Hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses.
You can place Spring Traps in between defensive buildings to take out a few Hog Riders at a time; good usage of multiple Spring Traps can severely hinder a Hog Rider rush.
Hog Riders can be easily killed using "forced pathing". Forced pathing is a strategy that manipulates the Hog Rider AI and makes them go to at least 2 defenses that cannot be prevented by surgical dropping or side clearing. Placing a set of Giant Bombs in between the two can most certainly hinder the attacker progress. They would not be able to heal the Hog Riders in time.
Clan Castle troops, Heroes, and Skeleton Traps set to Ground Mode can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defenses have been destroyed. Make sure to centralize them if you want to beat Hog Riders.
In Clan Wars, Dragons are excellent troops to place in Clan Castles against Hog Riders, especially for Town Halls 8 and 9. They have high HP, meaning they won't die easily and can kill mass quantities of Hog Riders swiftly if not properly lured. Most mass Hog Rider strategies require that the enemy Clan Castle troops be killed first, so if the attacker lures out a Dragon, but fails to kill it, then a 3-star win is next to impossible, much less a 1-star win via destroying 50% of the buildings.
Multi-target Inferno Towers can be a severe hindrance to Hog Riders, having high HP to take several hits from Hog Riders, while hitting large groups of them.
Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by Walls negates the primary advantage of the Hog Rider. Still, for the space they take they are faster and more damaging compared to Giants.
Upgrade Differences
The Hog Rider undergoes significant visual changes at levels 3, 5, 6, 7, 8, 9, and 10.
Initially, the Hog Rider is a dark-skinned man with a black mohawk and beard. He also has a gold earring in his right ear and sports two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer has two brass bands.
At level 3, his hammer increases in size and turns black. The brass bands on the hammer's head disappear, and the hammerhead goes further down onto the stick, creating a button looking object on the top of the hammerhead.
At level 5, his mohawk turns from black to orange, making it similar to that of a level 5 Goblin.
At level 6, his hammer gains three large, golden spikes and a bronze plating.
At level 7, the edges of his hammer start to glow red, and he gains a brown headband but reverts to a black mohawk.
At level 8, his hammer is now mostly golden. His hog also gains a headband.
At level 9, the gold on his hammer is much thicker. His headband also lightens in color.
At level 10, his hammer turns a bright light blue color that resembles the look of ice. This matches the theme of Town Hall 13. It also gains a small same-colored glow.
At level 11, his hammer turns a light greenish color. This matches the theme of Town Hall 14. His hog gains gold armour on its face and muzzle.
Wow I can't wait to try out hog 3m golem cycle and win every game with it
B-Rad: no one knows about e brabs minion horde
Any mid ladder player: allow me to introduce myself
At this point Brad has gone insane but can somehow still produce quality content
B-rad: Alright baby that’s no damage
Dart Goblin on right tower: Am I a joke to you?
The best part is that morten did a "copying my opponents deck" when facing b-rad
I literally unsubscribed from every other clash royale content creator but you because you keep the game some what fresh and your content is genuinely fun to watch.
ngl I cant be the only one who’s wakes up everyday hoping for a b-rad upload
can we just appreciate how good brad is at this game, his insight is just absolutely incredible
B-rad this is the coolest most exciting most satisfying most unique most painful most psycho most lunatic most Clash Of Clan Clash Royale French American Canadian Russian Japanese Vietnam war trees insanity thing I’ve ever seen keep up the great content!!
So early that minor actually does damage
Video idea: Swapping cards in a deck for old versions of the cards
such as:
electro giant = giant
ram rider = hog rider
Brad: I doubt many people have heard of ebarbs minion hoard
Midladder players: 😔
“I doubt that most you have heard of ebarbs minion horde” *welcome to midladder, b-rad*
b-rad: 'I doubt anyone has heard of ebarbs minion horde'
me, a mid ladder player who's come across ebarb minion horde freeze MULTIPLE times: ………
I wish you made longer videos like you used too
“Every game I win I add a bridgespam card” would love to see bandit ebarbs wall breakers rage 😂
7:59 wheres the rocket
make a challenge when u have to activate the opposing king tower first play
“I doubt many people have heard about ebarbs minion horde” Mid ladder players “he is using my deck”
B-rad thought by reusing the thumbnail he would get us to not watch the video:
TOO BAD I NEED THE CONTENT
4:49 was that Brad or a seagull?😂
Video Idea: throw all your fav cards into one deck, no matter how well they fit to each other
3:01 "he's gonna play somethink"
Oh god what a prediction
The more mid-ladder the deck is , the more brad likes it
And the better he knows how to play it.. Ngl, it scares me the most
Here is my video idea:
You play 2 left hand cards with your left hand and the other 2 cards with your right hand. Let to left, right to right!
“no one has heard of e-barbs minion horde” * me opening the game to change the e-barbs minion horde deck i’ve been using for 3 years *
5:42 bro was about to sing some song then remembered he was recording
Whag u saying ? I don't get it
B-rad: “I don’t think anyone has ever heard of e-barbs minion horde”
Mid-ladder players: 🤔🤔