Overview
Super Hog Rider is the enhanced version of the regular Hog Rider, unlocked at Town Hall 13 with Hog Rider Level 10+. This fast-moving defense-targeting troop features the unique Split ability—upon death, separates into two distinct units: Super Hog (fast, targets defenses, 750 HP) and Super Rider (slower, targets any building, 160 DPS). With 1,000 HP and 160 DPS at max level (TH17), Super Hog Riders excel at destroying defenses while maintaining offensive pressure even after death through their split units. This makes them dramatically more resilient than regular Hog Riders against splash damage and area defenses.
Super Hog Riders revolutionized Hog Rider strategies by providing “second life” mechanic—when Super Hog Rider dies to Giant Bomb or Wizard Tower, it splits into Super Hog + Super Rider who continue attacking instead of dying completely. Deploy 12-16 Super Hog Riders in mass attack—they destroy defenses rapidly (speed 32, defense-targeting), and when killed by splash, spawn 24-32 split units who finish base destruction. Super Hog acts as mini-tank (750 HP, targets defenses), Super Rider deals all damage (160 DPS, targets anything). However, 7 housing space cost (75% more than regular Hog’s 4 space) limits numbers. Best used in groups of 10-15 paired with Healing Spells to extend pre-split survival and maximize split unit value.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS |
Training Cost |
| TH13 |
10 |
730 |
130 |
120 Dark Elixir |
| TH15 |
12 |
900 |
150 |
130 Dark Elixir |
| TH17 |
14 |
1,000 |
160 |
⚔️ MAX — 140 Dark Elixir |
Key Attributes: Housing space 7, movement speed 32, training time 60 seconds, attack speed 1.0s. Special Ability – Split on Death: Upon death, splits into Super Hog (750 HP, 40 DPS, speed 32, targets defenses, jumps walls) and Super Rider (500 HP, 160 DPS, speed 16, targets any building, 2x damage to walls = 320). Super Rider flung 5 tiles backward when split occurs. Hog tanks, Rider deals damage. When defending in CC: dies without splitting. Targets: Defenses ONLY (pre-split, jumps over walls).
⚔️ Best Attack Strategies
Mass Super Hog Rider Rush
Deploy 15-20 Super Hog Riders in concentrated line formation targeting defenses. Speed 32 allows reaching front defenses in 2-3 seconds—destroys Air Defenses, Wizard Towers, Cannons rapidly before they inflict major damage. When killed by splash defenses (Wizard Towers, Bomb Towers), split into 30-40 total units (15-20 Hogs + 15-20 Riders). Super Hogs continue targeting remaining defenses while Super Riders cleanup buildings. Pair with 3-4 Healing Spells to extend pre-split survival time. Dominant mass attack strategy at TH13-15 for overwhelming defense deletion.
Queen Charge + Super Hog Cleanup
Archer Queen + Healers eliminate Eagle Artillery and Scattershots (60-70% destruction), then deploy 12-15 Super Hog Riders for cleanup phase. They target remaining defenses (Inferno Towers, X-Bows, Wizard Towers) with speed 32 rush. When killed, split units finish percentage buildings Queen missed (Army Camps, Barracks, Storages). Split mechanic ensures cleanup completion even if Super Hog Riders die before destroying all buildings—split units have combined 1,250 HP + 200 DPS per original Super Hog Rider. Easier 3-star than regular Hog Rider cleanup.
Hybrid Super Hog + Miner
Combine 10 Super Hog Riders + 15 Miners for dual-vector attack. Super Hogs target surface defenses (Cannons, Archer Towers, Wizard Towers) jumping over walls. Miners burrow underground targeting core defenses (Eagle Artillery, Scattershots, Town Hall). When Super Hogs die and split, Super Hogs join Miners targeting remaining defenses, Super Riders cleanup surface buildings. Combined surface + underground pressure overwhelms base defenses—they cannot effectively engage both threat vectors simultaneously. Pair with Rage Spells for accelerated destruction.
Log Launcher + Super Hog Support
Use Siege Barracks or Wall Wrecker as primary tank + 12-14 Super Hog Riders deployed behind siege. Siege breaks through walls creating path, Super Hogs rush through gaps at speed 32 targeting Inferno Towers, X-Bows, Wizard Towers immediately. Split mechanic ensures value even if trapped by Giant Bombs—split units continue attack from trap location. After siege dies and Super Hogs split, combined 24-28 split units (12-14 Hogs + 12-14 Riders) provide massive cleanup DPS. TH13-15 reliable 3-star siege support strategy.
🎯 Strategic Tips
Split Mechanic Optimization
When Super Hog Rider dies, instantly splits into Super Hog (750 HP, 40 DPS, speed 32, targets defenses) + Super Rider (500 HP, 160 DPS, speed 16, targets any building). Super Hog functions as mini-tank—higher HP, faster speed, jumps walls, targets defenses protecting Super Rider. Super Rider provides ALL damage output—same 160 DPS as original Super Hog Rider. Deploy Super Hog Riders to die near base core (not edges)—split units spawn at death location. Early deaths on edges = split units waste 10-15 seconds traveling to core. Core deaths = split units immediately engage core buildings.
Super Rider Wall-Breaking (2x Damage)
Super Rider deals 320 damage to walls (2x normal 160 DPS)—can break through compartments independently if stranded. However, slow speed 16 makes wall-breaking time-consuming (vs Super Hog’s speed 32). Max-level walls have 6,000 HP = Super Rider needs 18.75 seconds to break one wall (6,000 ÷ 320 = 18.75s). Try to engineer Super Hog Rider deaths INSIDE compartments rather than outside—avoids Super Rider wall-breaking delays. If split occurs outside compartment, Super Rider stuck wall-breaking while Super Hog continues inside alone without DPS support.
Backward Fling Positioning
When split occurs, Super Rider is flung 5 tiles backward from death location, Super Hog remains at death point. This creates natural 5-tile separation between tank (Hog) and DPS (Rider). Super Hog rushes forward targeting defenses at speed 32, absorbing defense fire. Super Rider follows 5 tiles behind at speed 16, dealing 160 DPS from safer rear position. Natural tank-DPS formation without manual positioning. However, Rider can get separated if walls between them—Super Hog jumps walls, Super Rider cannot, must break through or path around.
Spring Trap Vulnerability
Super Hog Rider (7 housing) AND both split units (5 housing each) vulnerable to Spring Traps. Spring Trap ejects 15 housing = ejects 2 Super Hog Riders simultaneously OR 3 split units (Hog + Rider + Hog from different rider). Scout Spring Trap positions before mass deployment—use 1-2 regular Hog Riders (4 space each) to trigger Springs first, then deploy Super Hog Riders. Springs positioned at common Hog paths (between defenses, compartment entries) = potential elimination of 4-6 Super Hog Riders (28-42 housing) before reaching core.
Spell Support Priority
Healing Spells critical for extending pre-split survival time. Longer Super Hog Rider survives intact = more defenses destroyed before split occurs. Optimal split location: near core after destroying 60-70% of defenses. Premature split (on approach after destroying 10-20% defenses) = split units face majority of base alone with limited HP. Healing Spells + Rage Spells allow Super Hog Riders to reach core before splitting. Additionally, Freeze Spells on Inferno Towers essential—single-target Infernos kill Super Hog Riders before they split, wasting split mechanic entirely.
🛡️ Countering Super Hog Riders
Giant Bomb + Spring Trap Combos
Position Giant Bombs where Super Hog Riders commonly path (between Wizard Towers, Cannon clusters, compartment entries). Add Spring Traps adjacent to Giant Bombs. Giant Bomb deals 600 damage to Super Hog Rider (60% of 1,000 HP max), weakening severely. Spring Trap then ejects weakened Super Hog Rider before split occurs OR ejects both split units after split. This eliminates 7 housing space threat completely vs just damaging. Place 2-3 Giant Bomb + Spring combos at different path vectors = potential elimination of 6-9 Super Hog Riders (42-63 housing) without splits occurring.
Multi-Target Inferno Towers
Set Inferno Towers to multi-target mode (engages 5 troops at 400-500 DPS each) rather than single-target. When 12-15 Super Hog Riders rush together, multi-target Inferno engages 5 simultaneously. With 1,000 HP each, Super Hog Riders die in 2 seconds under multi-target fire. Even after split, multi-target continues engaging Hog + Rider pairs—kills both before they separate effectively. Position multi-target Infernos centrally where Super Hog Riders inevitably funnel. Two multi-target Infernos with overlapping coverage = consistent Super Hog Rider elimination including split units.
Scattershot Central Positioning
Place Scattershots deep in base core (12+ tiles from edges) rather than perimeter. When Super Hog Riders rush center at speed 32, Scattershot area damage (350 per shot) hits 4-6 simultaneously. This forces premature splits—Super Hog Riders die on approach (30-40% base destruction) rather than at core (60-70% destruction). Split units spawn on base periphery facing majority of defenses still active. Additionally, Scattershots continue damaging split units during cleanup—each Scattershot volley damages 3-4 split units simultaneously, dramatically reducing split unit survival time.
Spread Building Layout
Position defenses 8+ tiles apart across base rather than clustered. Super Hog Riders must travel longer distances between defense targets (speed 32 = still fast but more exposure time). Longer travel = more time under splash damage (Wizard Towers, Bomb Towers, Scattershots). Additionally, spread layout means splits occur spread across base (not concentrated in one area). Split units spawn isolated from each other—10 Super Hog Riders splitting in 10 different locations = 20 split units scattered across entire base unable to coordinate. Compact layouts allow massed splits creating overwhelming local pressure.