Spiderlings
Tier B Cost 2
Level: 1
Health
const MINIhp = 380; const mini_hp = document.getElementById('mini'); const minidata = document.getElementById('minidata'); mini_hp.addEventListener('input', updateMinidata); function updateMinidata(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentHP = Math.round(MINIhp * levelMultiplier); minidata.textContent = `${currentHP}`; } updateMinidata({ target: mini_hp });
Damage
const MINIdmg = 40; const mini_dmg = document.getElementById('mini'); const damageValue = document.getElementById('damageValue'); mini_dmg.addEventListener('input', updateDamage); function updateDamage(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentDmg = Math.round(MINIdmg * levelMultiplier); damageValue.textContent = `${currentDmg}`; } updateDamage({ target: mini_dmg });
Area Damage
-
DPS
const MINIdmg4 = 40; const MINIaspd4 = 0.8; const mini4 = document.getElementById('mini'); const dpsValue4 = document.getElementById('dpsValue4'); const levelValue4 = document.getElementById('mini-value'); mini4.addEventListener('input', updateDPS4); function updateDPS4(e) { const selectedLevel = e.target.value; const levelMultiplier = Math.pow(1.1001, selectedLevel - 1); const currentDamage = Math.round(MINIdmg4 * levelMultiplier); const currentDPS = (currentDamage / MINIaspd4).toFixed(1); dpsValue4.textContent = `${currentDPS}`; levelValue4.textContent = `${selectedLevel}`; } // Trigger updateDPS4 function initially updateDPS4({ target: mini4 });
Percent DPS
-
Attack Speed
0.8
Range
-
Speed
Med-Fast (2.5)
Duration
5
Radius
-
A Squad of Poisonous predators.
Their venom will pierce Armor and down even the mightiest of Tanks.
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Melee
Strong vs Ranged units.
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Squad
Strong vs One-Target units.
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Cycle
2 cost or less for more Mini plays!
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Poisonous
Deals stacking damage over time. Strong vs Armored.
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Vulnerable
Unit takes 2x elemental damage.
Bloated Carapace
Explode on death, Poisoning nearby enemies.
Frostbite
Gain Frost.
Envenom
Deal twice as much Poison damage.
Hogger’s deck should be designed to provide ample control and resilience, especially when the hero is comparatively weaker during the early stages of the game. This is where the acclaimed Beast card, Harpies, which excels in both attack and defense, can consistently secure a spot in one of Hogger’s Beast slots. For the second Beast slot, priority should be given to two high-quality 3-cost Beast frontline units – Gnoll Brute (with the Thick Hide talent) and Prowler (ideally with Predatory Instincts). The Cycle slot can accommodate the speedy unit Murloc Tidehunters (with the Safety Bubble talent), whereas a less favored but still recommended alternative is the 2-cost Spiderlings (with the Bloated Carapace talent).
Delving further into the Spiderlings, many individuals, including myself, initially regarded them as weak, especially due to their increased damage susceptibility from Elementals. But upon data comparison, it became evident that the Spiderlings possess superior health among the 2-cost units. The vulnerability is a trade-off for their health; they’re not meant to face off against spell units but instead serve as a slightly defensive unit to steadily drain the opponent’s ground forces. They can single-handedly handle many ground units that cost more than they do, thereby assisting Hogger in surviving the early stages.
The Unbound slot is an absolute necessity, and it is most commonly filled by the S.A.F.E. Pilot. An additional back-line output source is required, with the Blackrock Pyromancer being a top recommendation for this role.
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