Clash Royale: Best 2v2 Decks


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Clash Royale: Best 2v2 Decks

Shine together in 2v2 mode.

2v2 is one of my favorite formats in Clash Royale. This game mode is a co-op mode where you battle alongside another person (a random person, friend, or clan member) to take out your opponents’ towers first. It’s similar to standard modes, but allows you to play more unbalanced decks since you don’t have to respond to everything yourself. I’ll discuss three great 2v2 decks that work well when paired with others’ decks.

What Makes a Good 2v2 Deck

2v2 decks are ultimately the same as normal decks, but you aren’t punished as harshly for over-committing to a specific strategy. You don’t have to have an answer for everything, since you can rely on your teammate for help. That being said, you don’t want to go in with major weaknesses, because then your team can get overwhelmed if your teammate doesn’t have plenty of ways to cover them.

I personally like to pick a theme or expensive card to base my 2v2 decks around, then fill the rest of the deck with a couple counters/answers. For example, the Mega Knight deck I have here heavily relies on spamming Wallbreakers and using Mega Knight as a catch-all counter that distracts almost all big threats. These formats are typically meant to be fun, but even when it’s competitive, it’s still a more relaxed experience thanks to the co-op nature of it.

Deck 1 – Mega Knight + Wallbreakers

Cards:

  • Mega Knight (Evolution)
  • Wallbreakers (Evolution)
  • Mother Witch
  • Knight
  • Tornado
  • Arrows
  • Inferno Tower
  • Ice Spirit

Mega Knight is great in 2v2 battles since it can counter a number of ground troops and requires your opponents to focus on its side of the arena. This allows Wallbreakers more room to do their thing and apply constant pressure. I like Mother Witch in 2v2 since there’s more odds of a big swarm for it to turn into Cursed Hogs, which allows it to reach its maximum potential. Mother Witch is a really strong card against the right decks, but she struggles to pull this off sometimes in normal modes. She can be pretty weak if there’s not a good swarm for her to target, but in 2v2 there’s a very high chance she’ll get to shine. Knight is also just always strong, so I think it’s a good pick for almost any deck in any mode.

Tornado is here mostly to help keep the battle on the side you want it on, as it clears the way for Wallbreakers and groups up enemies for Mega Knight to clear out. Then Arrows are also more effective once everything is grouped up. Inferno Tower is also here since you’re pretty much guaranteed to come across a tank for it to destroy, and this deck doesn’t have any troops that can deal with tanks effectively. Ice Spirit is just for cycling and lower overall elixir cost, but it has some good uses too against charging troops like Hog Rider or Ram.

Deck 2 – Royal Recruits + Executioner

Cards:

  • Royal Recruits (Evolution)
  • Executioner (Evolution)
  • Skeleton Barrel
  • Golden Knight
  • Arrows
  • Suspicious Bush
  • Tombstone
  • Electro Spirit

This deck is all about causing mayhem all over the arena and countering any swarms or low-HP troops your opponents try to play. Royal Recruits is a favorite troop of mine since they target both sides, and their evolution makes them even more effective. The the Executioner is one of the strongest cards in general for clearing out an entire side of the arena. I don’t like using Executioner too much in 1v1 modes since it’s a bit inconsistent, but here it’s just fantastic. It’ll definitely be strong for backing up your teammates’ strongest cards or countering other ones. Golden Knight is also here to defend and contribute to counter pushes, which it does perfectly.

Skeleton Barrel is here to force an opponent to respond to it and hopefully bait both of them into responding at once. If you can get both opponents to use a counter for it at once, then that opens up great opportunities for counter pushes. Suspicious Bush accomplishes the same thing, so you can make consistent plays over and over again.

Deck 3 – Clone Spam

Cards:

  • Dart Goblin (Evolution)
  • Goblin Barrel (Evolution)
  • Giant Skeleton
  • Skeleton King
  • Battle Ram
  • Clone
  • Tornado
  • Bats

And for the last 2v2 deck, I have a really fun one to play. This kind of Clone-based deck is risky to play in 1v1 because it’s easily countered, but it’s more viable in 2v2. Clone is great for targeting Goblin Barrel for more tower damage, or Giant Skeleton to get two explosions while defending (or when he gets to a tower). Tornado is best used right before Giant Skeleton blows up so you can make sure everything gets hit with his bomb, or just for general defense like usual. Then we have Battle Ram to apply pressure wherever needed, and it can also be cloned if you have a good situation to do so.

This deck is obviously very open to being countered, and requires a teammate with more defensive capabilities. I think it’d work better in situations where you don’t have a random teammate and have a chance to strategize beforehand. If your teammate has a more general deck than this one, then they should pair together really well. It’s an extremely explosive deck that can get 3-crown wins regularly, but you have to make sure not to over-commit when your teammate doesn’t have elixir up to focus on defending. If only Giant Skeleton was still as strong as it used to be, but it’s still reliable as it is now.

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