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Not available This troop was available in certain events, and can only be used for the duration of the event. Currently, this troop is not available. |

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Level 1-11 |
Summary[]
- The Hog Wizard is one of four temporary troops introduced in the Mashup Madness event for Clash-o-Ween 2023, where he could be unlocked after accumulating 15,000 Sour Elixir in the event. He returned in the Mashup Mania event for Clash-o-Ween 2024, where he can be unlocked with 4,000 Sour Elixir.
- The Hog Wizard combines aspects of both the Hog Rider and Wizard. Like Hog Riders, the Hog Wizard targets defensive buildings and can jump over Walls to do so. He attacks with fireballs at range which also makes him attack aerial units, unlike Hog Riders which use melee attacks on the ground.
- In addition, the Hog Wizard emits a weak aura that does constant damage per second to buildings and troops that are very close to him. Like the Electro Titan's aura, the aura cannot be affected by spells.
- The Hog Wizard cannot be upgraded in the Laboratory. His level is instead determined by the player's Town Hall level.
- Hog Wizards 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 Wizards 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, Hog Wizards 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.
Strategies[]
Offensive Strategies[]
- He can be used to jump over any level Walls, rendering them ineffective against Hog Wizards. Note that while this allows the Hog Wizards free access to what lies behind the Walls, it does not open up gaps for other troops to move through. If the Hog Wizards 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 Wizards are quite capable of acting as distracting troops like Giants; they have 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 Wizards arrive in the area, deploy them in front of the Hog Wizards. This is so that the Hog Wizards get the most value 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 are helpless against more Giant Bombs even with a Healing Spell. Heal them after they have gone through a Giant Bomb blast.
- Hog Wizards can easily take care of Skeletons from Skeleton Traps, as their aura damage can easily wipe them out after a period of time.
- Hog Wizards can target aerial units, but only after all the defenses of the base have been destroyed.
- 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.
- 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 Strategies[]
- Defending against Hog Wizards 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 Wizards.
- Another way to defend against Hog Wizards is to exploit the fact that they will attack the closest defensive building from range. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defenses on the outside, with a layer of resource buildings in between. That way, the Hog Wizards 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.
- However, this strategy might not be effective, as their range may allow them to target the main defenses afterwards.
- You can place Spring Traps and Giant Bombs in between defensive buildings to take out a few Hog Wizards at a time; good usage of multiple Spring Traps and Giant Bombs can severely hinder a Hog Wizard rush.
- Another way to defend against Hog Wizards is to exploit the fact that they will attack the closest defensive building from range. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defenses on the outside, with a layer of resource buildings in between. That way, the Hog Wizards 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.
- Defending Clan Castle troops, provided that if they are aerial troops and/or if they are strong enough, can eventually destroy the Hog Wizards if the attacker does not deal with them, either by using their troops or a Poison Spell.
- That is, unless if all of the defenses have been destroyed, in which the Hog Wizards will deal with all of them afterwards.
- When destroyed, the Town Hall's Poison Bomb (Town Halls 14 and above) are able to heavily damage the Hog Wizards if they are caught in the explosion, and the poison effect will eventually finish them off or leave them severely damaged.
Statistics[]
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers 

ApplyReset |
Preferred Target ![]() |
Attack Type ![]() |
Housing Space ![]() |
Movement Speed ![]() |
Attack Speed ![]() |
Barracks Level Required ![]() |
Sour Elixir Required ![]() |
Range ![]() |
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Defenses | Area Splash (Ground & Air) | 7 | 24 | 0.8s | 1 | 15,000 | 3 tiles (?) |
Special Ability ![]() | ||
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Fiery Rider (Passive Ability) | ||
Such hot stuff that nearby enemies take damage! | ||
Aura Damage per Second![]() |
Aura Damage per Hit![]() |
Aura Attack Speed![]() |
7 | 2.8 | 0.4s |
Training Time of Hog Wizards | |
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Barracks available | Barracks upgrading |
1m 6s | 2m 12s |
Level ![]() |
Damage per Second ![]() |
Damage per Attack ![]() |
Hitpoints ![]() |
Town Hall Level Required ![]() |
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1 | 57 | 45.6 | 248 | 6 |
2 | 85 | 68 | 375 | 7 |
3 | 113 | 90.4 | 501 | 8 |
4 | 141 | 112.8 | 628 | 9 |
5 | 169 | 135.2 | 754 | 10 |
6 | 197 | 157.6 | 881 | 11 |
7 | 225 | 180 | 1,007 | 12 |
8 | 253 | 202.4 | 1,134 | 13 |
9 | 281 | 224.8 | 1,260 | 14 |
10 | 300 | 240 | 1,387 | 15 |
11 | 310 | 248 | 1,514 | 16 |
Gallery[]
Trivia[]
- You could have a maximum of 45 Hog Wizards at one time in a complete set of fully upgraded Army Camps. On the battlefield, you could clone an additional 24 Hog Wizards with four fully upgraded Clone Spells (three from the regular spell inventory and one from a level 10 or higher Clan Castle). These total to a maximum of 69 Hog Wizards.