Deck Check Rating
Deck Check explained
Deck Check is a good way to quickly check if your deck has problems. It’s not perfect, and it can’t be since Clash Royale is a dynamic and sophisticated game. It also depends on skill. A pro with a bad deck can beat a bad player with a good deck. However, it should give you a good idea if your deck is good or not.
Defense Defensive potential
How well you should be able to defend enemy attacks with this deck. It is calculated by looking at your defensive cards and their synergy.
Attack Offensive potential
How strong your deck is on offense. It is calculated from the cards that are able to deal damage to your opponent's towers.
Versatility Deck versatility
How is the deck able to defend against various things (swarms, tanks, certain units)? Calculated by looking at the counters to all cards in your deck.
Synergy Deck synergy
Synergy of the deck cards. How well they work together, both on offense and defense. This is the most important rating.
Problems + Warnings
Important part of the deck rating. Decks can have a good rating but have a problem for that can make it unusable. You always need to look at it together.
Deck tips
Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.
PROBLEM |
No clear win condition!
In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these: |
Let's fix it! |
---|---|---|
PROBLEM |
Too many tanks!
You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these: |
Let's fix it! |
PROBLEM |
Not enough reliable anti-air units!
You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards: Consider adding one of these: |
Let's fix it! |
Info |
No utility cards.
You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these: |
Let's fix it! |
Advanced stuff
Defensive cards
Offensive cards
Win conditions
Cards that are good in taking enemy towers. Good to have at least one.
Missing
Punishments
Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.
Dropped at the bridge
Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.
Swarms & Bait
Bait cards
If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).
Ladder info
Level-independent
Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.
Free-to-play score
For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.
RIP
Geek area
Deck cycle
Attack Synergies 1 5
Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.
Defense Synergies 1 5
Counters
Dimmed cards mean that the counters are only partially effective.
Counters to win conditions
Cards that can defend the main threats your opponent can play.
Counters to secondary win conditions
Despite not considered win conditions, these cards need to be defended as well.