Alright everyone, gather ’round. Been spending a good chunk of my game time lately back in Clash Royale, specifically diving deep into the 2v2 mode. It’s a different kind of fun, less pressure than ladder sometimes, but man, finding decks that consistently work well with a random partner? That took some doing. So, I thought I’d walk you through how I landed on a couple of setups that are actually getting me wins.

First off, I knew just porting over my standard 1v1 decks wasn’t gonna cut it. 2v2 is wild. You’ve got double the elixir flying around, double the troops, double the potential for things to go spectacularly right or horribly wrong. My initial thought was, I need something that can defend well against potentially overwhelming pushes, but also something that can support whatever crazy offensive idea my partner might have.
So, the experimentation began. I started by just throwing some popular archetypes into the mix. Tried a heavy beatdown deck – think Golem, Night Witch. First game, my partner was running Lava Hound. Elixir management went out the window, and we got steamrolled on the other lane. Okay, maybe too heavy, too slow sometimes.
Then I swung the other way. Tried a fast cycle deck, Hog Rider 2.6 style. That felt a bit better sometimes, letting me react quickly. But often, I found my cheap troops just got swallowed up by the sheer amount of splash damage or big units you see in 2v2. My Hog would get maybe one hit while my partner and I were defending two different massive pushes. Not ideal.
I spent a few sessions just cycling through different ideas I saw online or thought might work. Bait decks? Sometimes okay, but easily countered if the opponents had enough small spells between them. Siege decks like X-Bow or Mortar? Really tough to pull off unless your partner specifically plays around supporting it, which rarely happens with randoms.
What started working was finding a balance. Decks that had a solid ground tank, good splash damage, and reliable air defense seemed to be the sweet spot. They could hold the fort during chaotic moments and provide a base for a counter-push, regardless of what my partner played.

Finding What Clicks in 2v2
After a lot of trial and error, two main styles started to feel consistently decent. They weren’t foolproof, nothing is with random partners, but they gave me a fighting chance more often than not.
The Reliable Tank Push: This centered around having a sturdy tank like the Giant or even Pekka, but backed up with versatile support. Cards that could defend and then turn into offense were key.
- Giant / P.E.K.K.A: The main meat shield. P.E.K.K.A felt better against things like E-Giant or Mega Knight, which are super common.
- Dark Prince / Valkyrie: Great ground splash, deals with swarms, good health. Dark Prince’s charge is also nice for counter-pushing.
- Mega Minion / Minions: Reliable air defense that survives Arrows/Zap.
- Electro Wizard / Musketeer: Key ranged support. E-wiz reset is invaluable in 2v2.
- Spells: Usually Zap/Log and Fireball/Poison. Need that small spell for barrels and swarms, and a bigger spell for Barbarians, Wizards, etc.
- Maybe a building like Tesla or Inferno Tower for extra defense if things felt too vulnerable.
This setup let me defend most ground assaults reasonably well, and then launch a solid counter-attack behind the surviving tank or mini-tank. It synergized okay even if my partner played air, as my ground troops could soak damage and clear ground defenders.
Splashyard Control: Graveyard is tricky in 2v2 because opponents often have multiple counters. But pairing it with heavy splash damage worked surprisingly well.
- Graveyard: The win condition, played when they overcommit or their counters are out of cycle.
- Baby Dragon: Flying splash damage, great defensive unit.
- Bowler / Executioner: Ground splash kings. Bowler knocks stuff back, Executioner hits air and ground through tanks. Executioner felt particularly strong.
- Ice Wizard / Tornado: The ultimate defensive combo. Slows everything down, pulls troops together for splash. Nado is just amazing in 2v2 for activating King Tower or clumping troops.
- Knight / Valkyrie: Cheap-ish ground defense/mini-tank.
- Spells: Poison (essential with Graveyard) and maybe Log or Barb Barrel.
This deck was all about defense first. Use the splashers, Ice Wiz, and Tornado to shut down big pushes, then sneak in a Graveyard with Poison when you have an elixir advantage or they’ve used their counters. It felt less reliant on my partner having a specific deck type.

Tweaks and Final Thoughts
I definitely fiddled with specific cards. Found I needed Log more often than Zap because of Goblin Barrel and Princess spam. Sometimes swapped Executioner for Wizard if I felt I needed cheaper splash. The key was adaptability.
So, that’s been my journey trying to nail down some reliable 2v2 decks. It’s mostly about having answers and being able to support or take over depending on what your partner does. These two styles gave me the flexibility I needed without requiring perfect coordination. Hopefully, sharing my process helps some of you out there trying to navigate the craziness of 2v2!