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 |
No direct tower damage spell!
Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these: |
Let's fix it! |
Warning |
No way to deal with the opponent's pump!
When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you. Consider adding one of these: |
Let's fix it! |
Warning |
No low-damage spell.
Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these: |
Let's fix it! |
Warning |
No medium or high-damage spell.
It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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! |
Info |
No cheap cycle cards.
If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these: |
Let's fix it! |
Warning |
No cards that can reset/retarget certain attackers.
There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these: In order to better fight them, it is good to have a card that can reset their attack. 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
Damage spells
Spells in your deck. Having at least one or two is recommended.
Missing
Punishments
Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.
Pump responses
Cards that can be played as a response to opponent playing an Elixir collector.
Missing
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.
Weak when underleveled
Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.
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 0 10
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 0 17
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.