Select Tower Troop

Deck Rater Settings

Choose the gamemode for deck analysis
Show detailed analytics with compact layout
Displays in-depth metrics and percentile rankings in a streamlined format
Improve Method
Smart: A more intelligent version of deck improve
Optimizes the deck to specifically counter top meta decks
Automatically rate deck when all 8 cards are selected
Saves time by rating immediately when deck is complete
Use QR Code instead of direct link
Generate a scannable QR code for mobile devices
Enter a deck code to load that deck instantly
View your previously used decks
See guides to understand how the deck rater works

Scan QR Code

Scan this QR code with your phone's camera to open the deck in Clash Royale

Smart Improve Settings

Scoring Weights

Counter Meta Weight 60%
How much to prioritize countering top meta decks
Deck Rating Weight 40%
How much to prioritize overall deck rating

Search Parameters

Max Single Card Swaps 25
How many cards to test for single swaps (higher = slower but better)
Max Double Card Swaps 15
How many cards to test for double swaps (higher = much slower)
Minimum Rating Improvement 0.0
Minimum rating increase required to accept changes

Optimization Strategy

Focus on Weak Cards
Identify and prioritize replacing the weakest cards
Number of Weak Cards to Target 3
How many weak cards to focus on (only if enabled above)
Diversity Sampling
Mix top cards with random samples for more creative solutions
Prioritize Owned Cards
Only suggest cards you own (requires linked CR account)

Card Filters

Exclude Specific Cards
Cards to never suggest (comma-separated, e.g., Mega Knight, Rage)
Protected Cards
Cards that must stay in the deck (comma-separated)
Lock Card Positions
Prevent cards from changing slots (maintains Evo/Champion positions)

Elixir and Cycle Control

Target Average Elixir Any
Preferred average elixir cost (0 = no preference)
Min Cycle Cards (3 elixir or less) 0
Minimum number of cheap cycle cards (0 = no minimum)
Max Heavy Cards (5 elixir or more) 8
Maximum number of expensive cards (8 = no limit)
Spell Count Target
Preferred number of spells in deck

Archetype Preservation

Preserve Deck Archetype
Maintain the core identity of your deck (e.g., keep it as Bait/Beatdown)
Win Condition Protection
Never replace primary win condition cards

F2P and Upgrade Optimization

Prioritize F2P Cards
Favor common/rare cards over legendary/champion
Upgrade Cost Awareness
Consider gold/card costs when suggesting replacements

Matchup Targeting

Anti-Air Priority
How much to prioritize air defense
Anti-Swarm Priority
How much to prioritize swarm counters
Anti-Tank Priority
How much to prioritize tank killers
Building Preference
Defensive building requirements

Advanced Search Algorithms

Search Algorithm
How the AI explores deck possibilities
Beam Width 5
Number of parallel solutions (only for Beam Search)
Exploration vs Exploitation Balanced
Try new ideas vs refine known good ones

Seasonal and Meta Adaptation

Apply Evo/Hero Boosts
Consider current evolution + hero card strength
Apply Balance Changes
Factor in recent balance patch effects
Meta Staleness Tolerance
How much to favor off-meta picks

Deck History

How Deck Rating Works

Rating System

Your deck receives a Final Rating (0-10) based on five core metrics, each weighted differently depending on the gamemode:

  • Versatility: Card type diversity, air/ground coverage, spell balance
  • Defense: Air defense, swarm control, tank killers, buildings
  • Attack: Win conditions, offensive synergies, push potential
  • Synergy: How well cards work together in combinations
  • Meta: Current competitive viability of selected cards

Gamemode Adjustments

Regular (Ladder)

Balanced weighting with emphasis on defense (34%) and synergy (29%)

2v2

Defense-focused (38%) with 30% slower elixir - coordination critical

Triple Elixir

Attack-heavy (48%) with 3x elixir - fast pressure with expensive cards

Infinite Elixir

Attack-dominant (50%) with 7x elixir - cycle irrelevant, spam everything

Sudden Death

Attack-focused (38%) with instant overtime - immediate aggression wins

Ramp Up

Cycle-focused (34%) with scaling elixir - adapt as economy accelerates

Double Elixir

Attack-heavy (42%) with 2x elixir - constant pressure all game

Heist

Defense paramount (48%) - protect your safe with buildings and tank killers

Touchdown

Attack-dominant (55%) - no towers/spells, only fast scoring troops matter

Rage

Balanced chaos (40%/40%) - permanent speed affects all troops equally

Card Slot System

Slots 1-2

Evolution cards - automatically upgraded to Evo versions if available

Slots 3-4

Champion or Hero slots - Champions MUST go here, or use Hero card variants

Slots 5-8

Standard cards - no Champions allowed, regular troops/spells/buildings

Tower Troop Impact

Tower troops provide a small but meaningful bonus (2-12% influence) based on:

  • Current meta strength of the tower troop
  • Synergy with your deck composition
  • Your base deck rating (weaker decks benefit more from tower choice)

Elixir Cost Balance

Average elixir cost is evaluated based on your deck archetype:

  • Beatdown: 4.2-5.5 ideal (heavy pushes need support)
  • Cycle: 2.3-3.2 ideal (fast rotation essential)
  • Control: 3.4-4.8 ideal (balanced defense/offense)
  • Siege: 3.5-4.5 ideal (protect buildings efficiently)

Coverage Analysis

The system checks for critical defensive coverage:

Air Defense

2+ air-targeting units minimum

Swarm Control

2+ splash damage or small spells

Tank Killers

1+ high-DPS unit for heavy troops

Buildings

1+ defensive building recommended

AI Features

  • Improve Deck: AI suggests optimal card replacements to boost rating
  • Fix Weaknesses: Targeted solutions for specific deck vulnerabilities
  • Compare to Meta: See how your deck stacks up against top decks
  • Deck Playbook: AI-generated strategy guide for your specific deck

Rating Interpretation

9.0-10.0 Meta-defining, tournament-ready
8.0-8.9 Highly competitive, strong ladder
7.0-7.9 Solid deck, viable for pushing
5.0-6.9 Needs improvement, has potential
Below 5.0 Major flaws, consider rebuilding

Important Notes

  • Ratings are guidelines, not absolute measures of success
  • Player skill and card levels heavily influence real performance
  • AI features are experimental and may not always be optimal
  • Matchup knowledge matters more than raw ratings
  • Have fun and experiment with different combinations!

Select Card

Deck Builder & Rater

Select 8 cards from any deck, and get a detailed ranking.

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