2v2 matches are quite different than 1v1 matches. This means the required techniques as well as deck building are different than normal matches.
The first and most important thing to remember for winning a 2v2 match is that teamwork is vital! You aren’t just playing 2 1v1 matches on the same field. This is a mistake I see often – people playing their deck exactly like they would in a 1v1 match. Don’t do this! Supporting your teammate is the key to successfully winning.
In order to profitably support your teammate, keep track of their elixir and what cards are in their hand.
If you hold down on their name you can see their current hand as well as relative elixir values to the cost of those cards. This is my default rest position; if I’m not playing a card or in an intense volley, I’m always looking at my partner’s hand. I believe this is the single most important thing you can do to drastically improve your 2v2 win rate.
Another way of instigating good teamwork is by letting your partner know what you plan to play before you play it. As you’ve probably noticed, you can see the location of where your partner is about to place a card.
Before playing a card, hold the screen for a few seconds so as to avoid over defending or both playing arrows/log/etc. ‘A few seconds’ should be relative to the current pace of the game. Hold for longer at the beginning of the game, or when the field is relatively empty.
When the field is full, you might not have time to do this and thats okay. But if you have 2 seconds before the Goblin Gang comes to your side of the field, let them know you plan on sending a Log out. This slight delay might even be enough time for you to take back your move if they hastily respond.
This can help prevent playing the same spell as your teammate. If you keep playing Log/Zap at the same time, try to make it so you don’t both have that card in your hand at the same time.
In 2v2 matches, the King’s tower has two turrets and takes up more space. This impacts the game in two ways.
An activated King’s tower has better attack than in 1v1 matches, so don’t accidentally activate it!
Some placements of AOE spells that work in 1v1 matches can activate the king tower in 2v2.
I bet many people reading this are groaning as this is such a noob skill, but it is quite a common mistake in 2v2 matches (even at the 4300-4600 trophy range where I am!)
Compare the pictures below for some spells. Graveyard can be tricky since the towers are so close to each other, and the Skeletons spawn in random locations each time. A successful placement might be okay on time, but Activate the king’s tower a different time.
Opening moves can be really tough in a 2v2 match.
Quite often even playing a 4 elixir card on one side can be enough of an elixir advantage for your opponents to push the opposite lane and take the whole tower. I’ve had this happen a good amount of times, though it is in no way a majority of the matches played.
On the other hand, I’ve played Golem as a starting move and had some successful initial pushes.
Filobel wrote a great guide on opening moves for 1v1 matches, which I suggest reading. It’s a bit different for 2v2 matches, but the main point still holds true – it’s better to let your opponent play and respond to it than make the first move.
There are two main points I want to add to that.
First, initial tower rushes over 4 elixir cost are NOT good moves to make. A single Hog is okay, but not a Hog + Goblin Gang. A Battering Ram is okay, but not a Battering Ram + Bandit. Elite Barbarians is a horrible opening move, as is a Royal Giant in the back.
Second, if your teammate plays a card behind the king’s tower, DON’T play a card in the back on the same side. This is an easy target for a Fireball or Rocket to hit both units and a tower.
Avoid These Common Mistakes
Don’t respond to everything!
This is another common mistake I see people do – frantically responding to every card the opposing team plays. Remember, there is someone else on your team who can help defend.
This is a great example of why constantly looking at your partner’s hand is helpful.
If they have a better counter to an incoming push, let them play that card. On the other hand, if they don’t have a good counter, or are trying to build elixir to play a high cost card (e.g. Golem, 3 Musketeers), then play more defensively.
Play your win condition!
I’ve played many games where my teammate doesn’t ever play their win condition, or waits till the last 30 seconds.
This most often goes in conjunction with the previous mistake. They respond to everything and so never get the elixir saved up for their win condition.
To my frustration, I’ve seen a number of players have the elixir, but for some reason not play the important card.
So if you have a Golem, play the Golem. If you have a Royal Giant, play the Royal Giant. If Elite Barbarians are your win condition, don’t play them, instead read the section below on Deck Building.
Support your teammate’s push!
Stop pointlessly splitting lanes! This is the main thing I was thinking about when I mentioned how many people play 2v2 like they would a 1v1 match.
If your teammate plays a tank, play your support cards behind that tank. DON’T play your own tank on the opposite side and only support your tank. This almost always results in two ineffective pushes and a strong counter push coming back towards you. DON’T play Hog or Elite Barbarians in the opposite lane (More on those cards in Deck Building section). It is way too easy to defend against both pushes by placing a building in the center.
Be careful to not overflow the bridge with troops giving your opponents the change for an effective Fireball.
On splitting lanes.
Splitting lanes is not always a bad play, but it takes quite a bit more skill to pull off.
You have to have an accurate idea of how much elixir both opponents have as well as what cards are likely in their hands. Both of which are pretty hard to do in a 2v2 match
I generally say avoid splitting lanes because of all the matches I’ve played, splitting lanes much more often is unsuccessful.
The more successful lane splits that I’ve seen are – double Golem, Bandit + Battering Ram, and Electric Wizard to counter a Inferno Tower. Also, sending a hog through the center to take down a building can be a good move, though not really a lane split.
Be extra careful with unit placement
Your units can sometimes get in the way of your teammate’s play.
If your teammate is using a Tornado to try to activate your king’s tower, sometimes your units can block that move.
A good habit to practice avoiding this is to place your unit just a little bit to the outside when you’re dropping them in front of your tower.
Don’t kite a unit next to your teammate’s Elixir Collector, or away from their splash damage. (So no spawning buildings in front of a Collector! This gives so much value to a Fireball/Rocket!)
This one happens much less often, but placing a unit on top of another unit might bump them away and because them to retarget. I see this happen most often when an Executioner gets bumped.
STOP Zapping Minions offensively!
This is probably my biggest pet peeve when playing 2v2 (besides the completely horrendous moves, such as zapping a Bowler with full health.) I see people do this all the time, and it is a bad move even in 1v1 games.
If you do this, stop.
Now let me explain why.
When you zap Minions they don’t die, so they still continue to counter your attack. Now on your opponent’s counter push, they might play something like Skarmy or Goblin Gang. But you no longer have your Zap to deal with it.
It’s a much better play on defense. (Or you might have a splash damage unit to defend and not even need to play the Zap.)
Another reason why it’s a bad play, is because your opponent has Arrows and is going to use it, so you just wasted your Zap.
“But what about tower damage,” you might be asking. First of all, most of the time I see people Zapping Minions offensively, they aren’t hitting the tower. On top of that, the tiny chip damage is probably not as valuable as the Zap being used elsewhere.
There are only a few times when Zap should be used offensively – resetting an Inferno beam, killing Bats/Skarmy/Goblins, or killing defensive units with slivers of remaining health. You can also use it if that tiny delay will help your Balloon make contact or Hog get an extra hit in, but this is often a gamble.
Play the correct response card!
I feel pretty pompous in writing this next section, yet even playing in the 4300-4600 trophy range I see players make the most noob mistakes.
If you want to do good in 2v2 matches, learn to play Clash Royale. Learn what are good counters to certain cards, and which are not.
Where I’m from we have a game called Rock Paper Scissors. Rock beats Scissors. Scissors beats Paper. Paper beats Rock. I think this is an easy game to understand the rules.
Even though Clash Royale has more than three things to pick from, there is a general relationship that is just like Rock Paper Scissors. Swarms beat Heavy Hitters. Heavy Hitters beat Splash Units. Splash Units beat Swarms.
Stop using swarms to beat Splash units. No matter how many times you try, placing Minions in front of a Wizard is always going to result in the Minions loosing. Placing a Skeleton Army around a Valkyrie will always result in the Skeletons loosing.
Deck Building/Card Selection
When building a 2v2 deck, the important thing to keep in mind is that there are twice as many units on the field. This means units that deal splash damage and AOE spells are extra helpful.
I think it’s important to have at least one tank. It might not be your playing style, but it’s better to have the option and not use it. With so much damage flying around the field, decks based around tanks do much better than swarm dominate and cycle decks. Having a couple mid-tanks (e.g. Valkyrie, Executioner) is an alternative to having a tank.
I suggest having 2-3 spells in your deck.
My favorite 2v2 deck has 4 spells in it and I’ve often won being paired with someone who has 3-4 spells themselves. This does not mean more spells is necessarily better, don’t overdo it!
Make sure you select the appropriate spells for the deck type you have, just as you would in a normal deck.
I strongly suggest having Lightning or Rocket in your deck.
There have been so many games I’ve played that have been won in overtime because both my teammate and I have one of those cards and together they can take a huge chunk out of the tower’s remaining health.
The two spells that I think are extra helpful in 2v2 matches are Tornado and Rage.
Tornado has a number of sweet uses. First it can be used in combination with splash units, or even before a Fireball/Rocket. As mentioned earlier, 2v2 matches have more troops on the field, so this is more valuable than in would be normally. Tornado is also helpful for activating your king’s tower. Since there are two turrets, this is also more helpful in a 2v2 match.
Rage is one of those cards that is too good for its cost, but isn’t quite worth using in an 8 card deck. Since you have a ’16 card deck’ in a 2v2 match, this card suddenly becomes viable. It’s great because it only cost 2 elixir and there are more troops for it to affect. I think Rage more than any other card has helped me turn around and win matches when I’ve been paired with some truly horrendous players.
Don’t use Mortar or X-Bow!
Besides those two, I don’t think buildings are much better or worse in 2v2. Bomb Tower gains utility because of the splash damage. Just like in 1v1 matches, Inferno Tower and Furnace are probably the best buildings to have.
Swarm Units & Spirits
In general, because of the prevalence of AOE spells and splash damage in 2v2 matches, swarm units should not be used as much.
This does not mean that they aren’t useful, but I wouldn’t put more than 2 in your deck.
The lower cost ones, as well as the Spirits, are nice because of their ability to cycle. But as I’ve mentioned a couple times already, cycle decks are sub-par in 2v2, so don’t use that many.
3-4 Elixir Support Units
Archers, Knight, Ice Wiz, Mega Minion, Valkyrie, Miner, etc. These cards are just as relevant in 2v2 matches.
Pick the ones you normally would that make a well rounded deck. You should have 1-3 of these in your deck. I personally only use Baby Dragon. Dark Prince is still the worst card in the game, so don’t use him.
As I mentioned above, I think Beatdown decks are the best for 2v2 matches.
I have yet to loose a match when I’ve played a Golem deck and been matched with a Golem deck. (Since I started writing this, I’ve actually lost 2 games, but one was against 2 Golem decks!) Even if you don’t play a Beatdown style, tanks are fantastic for kiting/distracting incoming units (except the building target-ers, obviously).
One of those cards that sucks in 1v1 but shines in 2v2 matches is Giant Skeleton. It isn’t necessary to even get to the tower, he can work magic on defense. Though I haven’t played him at all myself, I’ve lost to him many times. He can distract an incoming push and then on death, combined with a well placed Tornado, evaporate the remaining assailants leaving an empty field for a strong counter-push.
If you haven’t used Beatdown decks, look some up to practice using. Since the are the few 1v1 decks that work well in 2v2, you might not even have to modify it.
Yeah, he gets his own section since he’s unique and commonly used.
A traditional 1v1 Hog deck is NOT good for 2v2. With twice as many cards to counter it, it’s tough to get value out of him. Even if he gets 3 swings on a tower, the counter push is probably too strong for your deck to handle.
This does not mean Hog is a bad card, you just need to craft special 2v2 decks for him.
A Hog push as an opening move or as a desperate lane split is ineffective and will most likely result in you loosing.
The most effective way I’ve seen Hog used is to take down buildings before an incoming Tank push. He also works well coming in behind a push, or in combination with Lumberjack/Rage.
If you still like Hog and want to use him, try a Hog + Rage + Balloon deck.
They also get their own section but because they suck. STOP USING ELITE BARBARIANS!
Besides Dark Prince, they are the WORST troop card to bring to a 2v2 match.
When a match starts and I get a view of my teammate’s hand, if it contains E-Barbs I know we are most likely going to loose. This is not based on bais, but purely the very small percentage of matches that have previously been won.
Some E-Barb readers might be arguing right now, “But I win 2v2 with E-Barbs all the time!”
I would first question you players – Do you win more matches than you loose? Of that matches you do win, let me explain why you win them. It’s either because you were playing against someone who also has E-Barbs, or because you were lucky. The reason I hate that card (and Super Cell for making it), is because it is a card that capitalizes on your opponents connection issues. You didn’t win with your E-Barbs because you were good, you won because they lagged. So again, stop using Elite Barbarians.
They are extremely easy to counter, especially in 2v2, and the vast majority of the time they are countered while giving your opponent an elixir advantage and/or high-health troops for a counter-push.
Remember at the top where I wrote that “these are in no way ‘no exception’ rules, but leave exceptions for the pros.” Don’t try to be that exception. The pros don’t use E-barbs, they know better.
(For you stubborn few who still want to use them, I will say that the most effective E-Barb players only use them 1-2 times a game, if at all.)
They are all good 2v2 cards if you use them effectively, though a few need specific thoughts.
I find Graveyard is less effective in 2v2 since the King’s Tower has an extra turret, and there are more cards that can respond to it.
Sparky is my absolute favorite! Like Giant Skeleton, you don’t even need him to get to a tower. He’s great on defense and combos fantastically with Tornado.
Like I mentioned in in the 1v1 deck section, if you play a Lava Hound deck, you need to be prepared to not use that card and still be a good support player.
The Lumberjack is great because Rage is extra good in 2v2.
Exploring The New 2v2 Meta
Shared by GetRektS0n a.k.a Iwillwreckyou from Phonekittens
Recently 2v2 has came back and will be here forever as of what we know now. Here I will tell you what to use with either a stranger or your friend (preferably a friend of yours) that can earn you free chests and gold!
First of all, in 2v2, as the elixir count you can put into pushes are doubled, beatdown is the archetype you should be looking at! Other reasons why beatdown is the best for 2v2 is because it beats the newly buffed siege archetype easily, cycle decks aren’t really going to be effective as both players should have light spells to deal with zap bait units and lots of answers to things like the Hog Rider, making it not as effective as in 1v1. So, for the rest of the guide, I will only be talking about tips to dominate with beatdown.
2v2 is all about counterpushing. I’ll tell you that. But what tank should you use?
Here is my personal ranking of tanks from best to worst:
Lava Hound (non-LavaLoon)
Let’s start from the worst, the LavaLoon strategy. This strategy used to dominate the higher arenas a couple months ago when people did not know how to counter it.
Well, same as the Goison meta, people now know how to counter it and it’s not that viable anymore. It’s BIGGEST, BIGGEST weakness is that neither the Hound or the Balloon can attack enemy troops, leaving you very vulnerable against a huge counterpush. I’ll show why.
Here the opponent initiated the LavaLoon combo. I placed a Golem beside the princess tower so that it wouldn’t take as long for it to walk to the bridge. And we countered the push easily as usual. While our defending units are still alive, there is already a full-health Golem in front of those troops.
At last, place counterpush units and crush. There’s that.
And then the second worst, the Giant. It’s just not beefy enough to withstand all that doubled incoming firepower and will melt away in seconds. He also cannot do anything else like defending.
And then comes the Giant Skeleton.
I would say that it is actually a good card in 2v2, but rather defensively instead of offensively. You can shutdown 40 elixir pushes with him paired with a tornado, but his offensive capabilities are rather lacking due to the small radius of the bomb. Unless you can utilize his bomb very well with the tornado and kill all defending troops.
Then there’s the classic Lava Hound.
Because mainly you’re gonna be using your miner to tank for the pups and supporting troops, who only has one third of a Giant’s health, it’s very hard to pull off a big push especially if they have splash area control troops like the Executioner and the Wizard.
But, unlike the LavaLoon, you most likely won’t need to worry about a 30 elixir counterpush.
Moving on to the better ones. The PEKKA.
She is incredibly versatile, can take on huge tanks, medium health support units then turn around for a counterpush.
She Has massive amounts of HP and synergizes well with a huge variety of troops such as bridge rushing troops. The deploy time buff and the rise of the bridge spam meta really made her usage and win rates night and day.
Aaaaand at last…… (drum roll) is the Golem!
I just could not stress how good this beast is.
It has the highest hitpoint of everything in the game, even higher than the king tower, and even if you manage to defeat it, it explodes dealing a decent area damage, often finishing off defending troops! After all that, you still got 2 Golemites, which is basically 2 Miners, tanking! At that point, your opponents will have most likely ran out of elixir and what does that mean? Victory!
Not only that, the Golem itself deals a hefty amount of damage to buildings and has a long deploy time that allows you to build up even more elixir!
The death of the Golem, which is the Inferno Tower, can easily be countered by stun cards such as lightning and zap, or even cheap distraction units like bats or minions.
Most importantly, you never have to worry about a counterpush. What else could you ask for!?
Well, after all, there still are decks out there using Tornado Rocket Executioner to shutdown everything and Goblin Barrel to chip away at you, but apart from that the Golem is basically unstoppable!
Here’s some final tips
You could also pack a heal spell if Executioner becomes meta again.
Also, the Rage spell – yes, the Rage spell, works surprisingly well in 2v2 and can often crush your enemy off-guard. If you’re not sure about the Rage spell then you definitely have to try it out!
Spoonfed Tips for Clash Royale Clan Battle and 2v2 Battle
Cycle decks and Siege decks shouldn’t be used because there will be a lot of buildings and troops used to distract.
Spell Cycle is more viable a lot since you have more Elixir to spend on heavy Spells like Rocket or Lightning. Also, there will be a lot of troops around so you can easily make the most of spells. Take a look at this guide for more details: How to win Clan Battles with heavy spells!
Since you have more net Elixir, heavy tanks like Lava Hound, Golem etc. become easier to play. You can play the heavy tank at the bridge and your opponent can do the backup while you are low on Elixir.
Controlling lanes with splash troops (Bowler, Valkyrie etc) will be critical to winning.
Team coordination is a must. Specifically, by having team coordination, you will not over-committing on both offense and defense. Try to chat with your partner by using Skype or any teamspeak.
Building a Clash Royale Clan Battle Deck
The most important point: You should identify your partner before starting the battle.
The best decks in Clan Battle have the synergy with the partner’s deck and within the deck itself.
You want both to have ground/air win conditions. It is not great at all to mix a Lava Hound deck with a Golem Deck because it’s hard to support each other.
Also, you should look for the variety between the decks. You and your partner should have cards that fulfill similar functions but in different ways (for example, Fireball and Poison). You can make your decks a lot stronger by using multiple ways to respond to the similar threats.
Heavy Spell: AoE or High Damage (Rocket, Lightning, Fireball, Poison, etc.)
Spell: (Tornado, Zap, Log, etc)
The Shield Deck is built with the focus on defense. It uses only one win condition, the Giant. You can use this deck offensively but its main focus is defense.
The Hammer Deck is a lot more offensive. Although It is built with the focus on defense, it still has some offensive options.
The idea behind these decks is each has great offensive and defensive options but they become even a lot more potent when combined together.
One focuses more on defense and the other focuses more on offense. Using these deck archetype allow roles to be more clearly defined. It decreases the possibility of over-committing. This strategy makes it clear who between two is responsible for what. It ensures all gaps in your opponent’s moves are exploited and not missed.
Because both overlap in some arenas (Glass Canon, Heavy Spell and Crowd Controller), It’s great to pick different cards in these places, making the decks a lot more versatile. For example, If one picks Bowler, the other should pick Executioner.
How to Avoid Awkwardness When Doing Clan Battles With Unknown Clanmates
Hey guys, Eater of Hope is back with a guide on clan battling. Often times when I clan battle, I do it with my brother, but when I’m clan battling with an unknown clanmate, sometimes things can go wrong.
Here are a few tips on how to avoid awkwardness when teamed up with an anonymous clanmate.
When doing a clan battle with someone in the same room as you, offense isn’t hard. You can just say, “Alright, let’s do Ram and then P.E.K.K.A, and I’ll put a prediction Log,” or something like that.
With a person who could be halfway across the globe, you can’t really tell them what you’re going to play.
A good strategy is instead of tapping on your cards and then tapping on a spot in the arena, you drag your cards out. This way, your clanmate has some time to absorb what you’re doing, and then play something along with your card.
One of the main complications in clan battles is defense. As I said before, when you’re playing with someone in the same room, you can just say, “I’ve got an Inferno Tower for that Golem.” This way, your friend/sibling knows not to play anything else on the golem, and that means that you guys won’t be wasting elixir.
But when playing with a clanmate you don’t know, you could both play a card to counter the same thing, therefore (probably) receiving a negative elixir trade. The thing to do is drag your defensive card out early, to show your teammate that you’ve got the push under control. If your clanmate has already quickly dragged out and placed something to counter the push, then dragging your card out slowly will give you time to process this fact, and you can always drag your defender back.
Screenshot hared by LePlague
Best Decks To Play When You Don’t Even Know Who The Hell Is Your Opponent
In clan battles, there are certain decks when used by both players become either extremely annoying or extremely hard to deal with. I’ll be listing a few of those decks below.
Siege decks: If you’re clan battling with a teammate you know, it can be good to correspond your decks. Siege decks in clan battles are very hard to counter, especially if there are two or more siege weapons aimed at each tower. Just make sure not to place your siege weapon too close to your clanmate’s, or they could both easily disappear to an enemy rocket.
Spawner decks: Spawner huts. Every clashers worst nightmare. Dealing with double the spawner huts in a clan battle can be even more annoying than facing a double Siege deck. But I would caution you with the same advice as above:Ddon’t place your huts close together, or 1 Fireball = bye bye.
Goblin Barrel Mirror Clone: One Goblin Barrel, two Goblin Barrels, three Goblin Barrels, four goblin barrels, what the heck!! They’re killing my king tower!!! Let your opponents take one of your towers before double Elixir, and when the clock ticks down to 1:00, unleash your Barrels on their king tower. Make sure you send in 3 and 4 a while after the first two, so your opponents arrows the first ones and is killed by the next ones. Throwing in a Miner, a heal spell or a rage spell with this push also works extremely well, and don’t forget to save some elixir for a clone spell.
P.E.K.K.A Ram: P.E.K.K.A Ram is a great deck on its own, but now imagine it times 2! A P.E.K.K.A with a battle ram pushing it and a prediction Log bouncing after it on each tower is enough to make your opponents to cry themselves to sleep at night, but even better is double P.E.K.K.A double Ram double prediction spell on one tower. This deck is awesome when used correctly in clan battles.
Golem: A single Golem beatdown deck can be a pain in the a$$ to deal with if you don’t run inferno tower. Now imagine doubling that pain, and now you know what it’s like for all the players you’ve destroyed with your clanmate using Golem beatdown. (Important note: Graveyard can be added to one or both of your decks for more rage quit potential from your opponents😉)
I could go on and on all day about the annoying decks in clan battles, but for your sake, I won’t. If there was a “Top 10 Annoying Decks to Face in Clan Battles”, I’m pretty sure these five would make the cut.
If you lose, don’t be mad at me. Losing a clan battles doesn’t affect your trophies or gold in any way. If something I recommended in my guide doesn’t work out for you, try something new. After all, this is a guide, not a rule book.
The goblin barrel mirror clone deck I mentioned above was used by my cousin and his friend quite a bit, and they had about a 50% success rate. If you are pressured to win as many clan battles as you can in a short period of time, this deck can end matches very quickly, either with you or your opponents ending up three crowned.
The main idea when playing with an unknown clanmate is to drag your cards out slowly to let him know what and when you’re playing. If this strategy annoys you or seems incompetent for some reason, try and do clan battles with only people you know, it can be really annoying to battle with a clanmate who plays things quickly and impulsively.
The new Clan Battle Mode is a brand new game mode, not special game challenge and It will be staying in the game!
Clan Battle Basic Information:
Clan Battle event happens every other weekend, after the Clan Chest event.
In Clan Battle, all cards are set to Tournament Standards.
To find a new battle with this mode, simply go to the Clan page, press the button and your Clan members will see the invitation pop up. When one accepts it, you will get matched against an enemy Clan.
You will be able to see your partner’s deck in a few seconds at the beginning of the battle. You can’t see it during th battle.
The Arena map has been slightly extended behind the King’s Tower.
Both players have different Elixir Bar with 10 Elixir. (20 Elixir total).
Elixir Collector is not shared, only player who deploys the Elixir Collector can gain Elixir from it.
Buffers like Rage, Clone etc are shared
You can see where your opponent drags their cards.
The King’s towers are connected and have doubled firepower.
Elixir replenishes 85% as fast.
Overtime Elixir replenishes 70% as fast.
The bridges are a bit wider.
To see the cards which are available in your partner’s hand, hold your finger on his name for a few seconds. The cards which aren’t grey are ready to use.
So this is what it looks like when a Clan member wants to start a Clan Battle! The Join Battle button will show up and anyone can join the battle!
And you can see your partner’s deck for a few seconds at the beginning and see which card is being hovered/selected:
For every win, you will award a win to the Clan Battle Chest. The Clan Battle Chest is similar to the Clan Chest (the tiers have the same rewards), except it is based on Clan Battle wins instead of crowns.
Watch more in these videos from Yarn!
Some basic tips for you:
You are right, I’m left: This is one of the simplest (but most effective) strategy to play in Clan Battles, which must be agreed beforehand. Discuss with your clanmate before the battle. Once you have chosen the sides, each should work on the designated side (on both offense and defense).
Complementary Offense/Defense: This strategy requires a lot more planning. For example, when you start a big push, you should have your clanmate complement/support it. You should take a look at the deck building section on this page for more details about it.
Want more details? Keep scrolling!
Do you like the new 2v2 Clan Battle Team Mode guys? What decks are you going to use?