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! |
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PROBLEM |
No anti-air high-damage unit!
You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards: Consider adding one of these: |
Let's fix it! |
PROBLEM |
No anti-ground high-damage unit!
You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards: Consider adding 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! |
Warning |
No tank!
Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these: |
Let's fix it! |
Warning |
No way of punishing your opponent for spending elixir.
When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push. Consider adding one of these: |
Let's fix it! |
Warning |
Not enough investment cards in your deck.
You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these: |
Let's fix it! |
Warning |
More than four spells? Really?
Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have these: |
Let's fix it! |
Advanced stuff
Defensive cards
Anti-air
Units that can attack air. It's good to have at least two of them.
Missing
Defensive buildings
Defensive buildings in your deck. Having one helps a lot in defense.
Missing
Investments
Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.
Missing
Offensive cards
Win conditions
Cards that are good in taking enemy towers. Good to have at least one.
Missing
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
Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.
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 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 2 0
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.