Raid Rush Clan War Guide – Repair System, Deck Power

Clan War in Raid Rush is one of those modes that looks straightforward at first, but the moment your clan starts losing castle HP faster than expected, you realize it’s not just about slapping your strongest cards together. This mode rewards planning, coordination, and knowing when not to take a fight just as much as raw power.

Below is a full, player-focused breakdown of Clan War, written the way most of us learn it: by understanding where things usually go wrong.

Raid Rush Clan War Guide 

Clan War runs in two clear phases, and both matter more than people think.

The Preparation Phase lasts three days and decides whether your clan even deserves a fighting chance. The Attack Phase lasts six days and is where most wars are quietly won or lost through daily decisions.

If your clan messes up Preparation, Attack Phase damage control becomes almost impossible.

Preparation Phase (3 Days)

This phase is about discipline, not damage.

Every participating player can build up to four decks, and each of those decks must be completely unique. One hero, two skills, six towers per deck, and once a card is used anywhere, it’s locked out of your other decks. No exceptions. Core Parts count too, so stacking your best cores on one deck means the rest will feel weaker whether you like it or not.

The biggest mistake clans make here is letting everyone build “main decks” without coordination. You don’t want ten players with one absurdly strong deck and three throwaway ones. Clan War rewards consistent damage across many decks, not one flashy nuke.

Another thing that trips people up: nothing counts unless decks are locked. You can tweak decks as much as you want during these three days, but if fewer than ten players actually lock their decks, your clan simply does not enter Clan War. No warning, no mercy.

Yes, players can leave or switch clans during Preparation. Once Attack Phase starts, that door slams shut.

Attack Phase (6 Days)

Once the war begins, each of your registered decks can attack once per day. Not once per war. Once per day. This is where patience beats ego.

Every day, the game shows you one deck from each of the four rival clans. You can choose which enemy deck to attack, but once your deck attacks, it’s gone until the next daily reset at 00:00 UTC. The enemy deck you hit also disappears for the day.

That means bad matchups hurt twice. You waste your deck, and your clan loses a potential better hit elsewhere.

Even a failed attack still deals damage, but with a penalty applied. Over six days, those penalties stack up fast. Strong clans don’t avoid losses entirely, but they avoid bad losses.

Also important: you are never damaging your own Clan Castle. Every attack only affects enemy castles, so aggression is always encouraged, just not recklessness.

Searching and Matchups

The Search screen only shows enemy decks. Your own clan never appears here, so no confusion.

If the available matchups look terrible, use Refresh. There is no prize for speed here. Each deck only gets one shot per day, so burning it on a horrible matchup because you were impatient is one of the fastest ways to fall behind stronger clans.

Smart clans often assign roles quietly. Some players specialize in deleting mid-power decks efficiently, others take calculated risks against higher-power setups when the situation calls for it.

Repair System

This is where average clans lose to organized ones.

Every day during Clan War, Repair Missions are available. Completing them pushes your clan toward repair milestones that unlock defensive bonuses. Each player can contribute once per milestone, and progress never resets during the event.

This means clans that stay active defensively can outlast clans that only focus on attacking. If your castle survives with even a sliver of HP while others collapse, you still win.

Too many players treat repairs as optional chores. In reality, they are often the difference between first and second place.

Deck Power

Deck Power is simply the combined power of every card in the deck, including Core Parts. Higher power means more damage dealt on success and more damage retained even on failure.

However, spreading power intelligently matters more than stacking it. Four balanced decks that can all secure clean wins over six days will outperform one monster deck and three liabilities.

Your individual deck power feeds directly into your clan’s overall war strength. Weak links don’t stay invisible for long.

Winning the War and Getting Rewards

When the Attack Phase ends, the clan with the highest remaining Clan Castle HP wins. It doesn’t matter who had the flashiest attacks or the highest single hit.

On an individual level, your total damage dealt determines your ranking inside the clan. Rewards are shared among participants, but higher contribution means better payouts, especially in higher-tier wars.

Leaving during Preparation removes your decks entirely. Leaving during Attack Phase keeps your decks active, but you’re locked out of Clan War until the next event. It’s a harsh rule, but it stops abuse.