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Mortar13

"The Mortar can mow down hordes of enemies by the splash damage from its shell. Don't let enemies get too close to it!"


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Mortar1 Mortar2 Mortar3 Mortar4 Mortar5
Level 1 Level 2 Level 3 Level 4 Level 5
Mortar6 Mortar7 Mortar8 Mortar9
Level 6 Level 7 Level 8 Level 9
Mortar10 Mortar11 Mortar12 Mortar13
Level 10 Level 11 Level 12 Level 13
Mortar6 Mortar7 Mortar8G Mortar9G
Level 6 Level 7 Level 8 Level 9
Mortar10G Mortar11G Mortar12G Mortar13G
Level 10 Level 11 Level 12 Level 13

  • Summary
    • Mortars are the player's light splash defenses. Whenever an enemy comes into range, it blasts out an explosive shell that deals area damage.
    • Starting at level 8, the Master Builder in the Builder Base can Gear Up a single Mortar to make it resemble a Multi Mortar. The geared up Mortar fires bursts of three shots, albeit with reduced damage.
      • Your Multi Mortar, however, needs to be level 8 or higher.
    • Mortars shoot long-range explosive shells every 5 seconds which deal devastating splash damage to every ground unit within a small radius of the impact point. Their splash damage, combined with their long-range, makes them deadly weapons against large groups of weaker enemies such as Barbarians, Archers, or Goblins. Multiple mortars can sweep away giants and wizards.
      • The Mortar's low Damage per Second is due to its very slow firing speed; multiplying its DPS by 5 (its hit speed) will give you its damage per shot, which is the more important stat for Mortars.
    • The Mortar shell's explosion is so powerful that it knocks back smaller Troops. It is possible that a troop, after getting knocked back, will change its targets depending on the current situation.
    • A Mortar's major disadvantages are its inability to attack troops within its 4-tile blind spot, its low rate of fire, and low DPS which makes them less effective against high-health troops. It also cannot attack air troops, such as Balloons.
    • Due to the fact that the Mortar's shell takes a while to reach its target (over a second at maximum range), fast troops like Goblins can easily dodge its attack if they are moving when the Mortar fires.

  • Defensive Strategy
    • Mortars should generally be placed towards the center of your base, preferably behind at least one set of Walls, because its long-range attacks which allow the Mortar to attack from far behind other structures. It is smart to form a triangle or square with your Mortars near the center of your base, as this allows multiple Mortars to attack the same area. Since the Mortar deals heavy splash damage, it can quite rapidly eliminate attacking light troops.
      • At Town Hall 9 and above, where you get heavier defenses like the X-Bow, they are best used on the outside with trash buildings to pick off and clump other troops.
    • At each level, the Mortar can kill a same-level Archer in a single shot. i.e. A level 1 Mortar can one-shot level 1 Archers, level 2 can one-shot level 2 Archers, etc.
    • At lower Town Hall levels, the Mortar is an extremely important defense as it will easily be able to destroy Barbarians and Archers.
    • Putting a Mortar and Wizard Tower together makes a smart pair because the Mortar covers a large area while the Wizard Tower helps protect the Mortar from mass air troops and covers the Mortar's blind spot. You can couple this against all types of attacks by putting the two together with an Air Defense and a storage. The storage acts as a damage sponge, while the defenses will take out hordes of troops.
      • If your base is often attacked with Lavaloon, then separate the Air Defense from the other 3.
      • However, it is not a very good idea to place the two towers right next to each other (or separated by a single wall), because two or three appropriately leveled Lightning Spells can take them out easily. Try to put another building in between them if possible.
    • It is a good idea to place Mortars near each other, without putting them in the same wall pocket (if possible). When more than one Mortars' range overlaps, it creates a kill-zone where almost no low-health troops can survive.
    • Take care when upgrading, as many players use this as a chance to attack. For this reason, it is a good idea to only upgrade one Mortar at a time. However, upgrading all of them at once is also viable, as it gets the upgrades out of the way quickly, leaving you more time to benefit from all Mortars being online and maxed out at your current Town Hall level.
      • This can be done when you have a Shield enabled.
    • At high levels where Mortars may be less relevant, you can place them outside your walls, in the corners, to prevent Archers from easily sniping other non-defensive buildings. However, without additional protection, these buildings are vulnerable to Wizards or Minions, the former being able to survive a shot or two from the Mortar while the latter is invulnerable to the Mortar.
  • Offensive Strategy
    • The Mortar's blind spot, low rate of fire, and inability to target air troops make them vulnerable to a wide variety of different attacks. Fast melee troops such as Barbarians or Goblins (after all resource structures are destroyed) can rush to the Mortar and quickly enter its blind spot. Unfortunately, Archers will always stop and begin firing at a Mortar before they enter its blind spot, so pairing them with a meat shield is ideal.
    • The Mortar's relatively low hit points make it very vulnerable to Giants and Lightning Spells. It takes only a pair of appropriately-leveled Lightning Spells to take out any Mortar.
    • Their inability to target air troops makes Mortars easy pickings for Balloons, Dragons and Minions if they are not covered by Air Defenses.
    • Beware of mortars on the outside near Wizard Towers, as this is most likely a ploy to make troops clump together for the Wizard Towers.
    • When deploying troops, try to avoid deploying low hit point ground troops in clumps. The Mortar does great splash damage unless a Healing Spell is in hand.
    • If a building is protected only by a Mortar, using a Wizard or two can easily destroy it if you are using a ground attack.

  • Upgrade Differences
    • Mortars undergo significant visual changes at levels 4, 5, 6, 7, 8, 10, 11, and 13.
      • When initially constructed, the Mortar consists of a solid black launcher tube with one gimbals in the middle.
      • At level 2, the Mortar gets a gold ring around the muzzle and becomes larger.
      • At level 3, the Mortar becomes larger and the gimbals lose two studs.
      • At level 4, the Mortar's gimbals change to a bright golden color gain back the studs, and it sports a wider, pitted ring of gold trim.
      • At level 5, the Mortars gold rim reaches its greatest width, losing the studs on the gimbals again and a ring on the gimbals reverts back to grey metal.
      • At level 6, the Mortar's exterior turns entirely golden with the studs return and the gimbals complete gold again.
      • At level 7, the Mortar's exterior reverts to a shinier black with golden trim, but acquires a skull on the rim of each gimbal (which turn black as well), the studs on it turns into gold spikes. A bone and a skull are laid on the ground in front of the Mortar.
      • At level 8, the Mortar's color becomes metallic, and the barrel's internals glows with what appears to be lava, spikes appear on the golden ring around the top of the Mortar on new plates that reinforces the barrel. The gimbals of the Mortar also becomes bigger in a somewhat trapezoid shape with four spikes on it, two on top and one each on the side, the rim of the skull is replaced by five small spikes. The skull decoration on the floor is also removed.
      • At level 9, the plating becomes white stone, and the barrel gets bigger and more elongated, and gains rifling. The number of spikes on the gimbals is reduced to three, while the spikes on the rim become one huge spike instead of five small ones. There is a gold chain connecting the two halves of the gimbals. The projectile becomes slightly larger, has more bulk to it, and rotates when it flies through the air.
      • At level 10, the gimbals gain a red stone and the spikes on it become thicker. The rifling in the barrel disappears and the glow from the inside of the barrel becomes much more intense which made the barrel red hot even on the outside. The white stone plating is thicker but there are fewer of them and the gap between plate is bigger as well, there are two spikes on the plate and they are larger as well. The barrel greatly increases in size.
      • At level 11, the gimbals are now replaced with black metal with golden links; each gimbal has a brownish metal piece which is bolted to the building. The Mortar's exterior now consists of black metal spiked plates which also covers the exposed part of the barrel before, and there is a golden studded band around the muzzle, the studs are in the same placement as the spikes it replaced.
      • At level 12, the base of the gimbals gain two golden spikes reinforcement and the bolt also changes to a spike. The studded band around the muzzle is replaced with a spiked one and the plates now alternates with the spikes instead of lining up, the sank-in part now is golden.
      • At level 13, the base of the gimbals have a small yellow base on each side. The gimbals is now coloured a snowy blue. The edge of the gimbals have a purple line going through the middle of the gimbal. There is a metal band right through the middle of the gimbals with 2 small snowy spikes. The top turns dark turquoise. The bottom of the mortar has small reinforcing plates that are snow coloured on the dark turquoise metal. The upper part is snowy blue and has a few spikes.
    • The appearances of the Mortar shells change with level.
      • When first constructed, it is a gray stone shell with some dark smoke particle trailing it.
      • At level 2 and 3, it become bigger.
      • At level 4, it becomes a black stone, the size got reduced a bit.
      • At level 5, it becomes bigger again.
      • At level 6, it is slightly molten as the surface have cracks of glowing liquid rock, the smoke particle turns into small explosions. The explosions when it hits the ground now glows as well.
      • At level 8, it becomes a lot bigger, with each of the cracked surface now has a spike and the cracks being wider.
      • At level 9, it is a very irregular shaped metal with holes and bumps on the surface.
      • At level 10, it is a dodecahedron with gaps between the pentagons, each pentagon has a spike.

  • Trivia
    • There is an Achievement called Mortar Mauler that rewards a player for destroying a certain number of Mortars in raids.
    • Every time a Mortar shell impacts the ground, it shakes it slightly.
    • The Mortar has the least hit points of all maximum-level Defensive Buildings.
    • The Mortar is one of the three Defensive Buildings (along with the Cannon and X-Bow) that rotate themselves to aim at different targets, as the Air Defense is made of rockets, while the others are towers. These three face away from the Town Hall when the village is not under attack.

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Level


Damage per Second


Damage per Shot


Hitpoints


Cost
Gold


Build Time


Experience Gained
Experience


Town Hall Level Required


1 4 20 400 8,000 3h 103 3
2 5 25 450 32,000 8h 169 4
3 6 30 500 120,000 16h 240 5
4 7 35 550 400,000 1d 12h 360 6
5 9 45 600 800,000 2d 12h 464 7
6 11 55 650 1,600,000 3d 509 8
7 15 75 700 3,200,000 4d 587 9
8 20 100 750 5,000,000 5d 657 10
9 25 125 800 7,000,000 6d 720 11
10 30 150 850 9,000,000 10d 929 11
11 35 175 900 11,000,000 12d 1,018 12
12 38 190 980 12,000,000 14d 1,099 12
13 42 210 1,100 14,500,000 16d 1,175 13
Level


Damage per Second


Damage per Shot


Hitpoints


Cost
Gold


Build Time


Experience Gained
Experience


Town Hall Level Required


1 N/A N/A 400 8,000 3h 103 3
2 N/A N/A 450 32,000 8h 169 4
3 N/A N/A 500 120,000 16h 240 5
4 N/A N/A 550 400,000 1d 12h 360 6
5 N/A N/A 600 800,000 2d 12h 464 7
6 N/A N/A 650 1,600,000 3d 509 8
7 N/A N/A 700 3,200,000 4d 587 9
8 22 37 750 5,000,000 5d 657 10
9 28 47 800 7,000,000 6d 720 11
10 33 56 850 9,000,000 10d 929 11
11 38 64 900 11,000,000 12d 1,018 12
12 41 70 980 12,000,000 14d 1,099 12
13 46 77 1,100 14,500,000 16d 1,175 13
Gear Up Cost Gold


Gear Up Time


Home Village Mortar Level Required


Multi Mortar Level Required


8,000,000 14d 8 8
Range Attack Speed Damage Type Unit Type Targeted
4-11 5s Splash - 1.5 tiles Ground
Range Attack Speed Damage Type Unit Type Targeted
4-11 three-shot volley every 5 seconds (?) Splash - 1.5 tiles Ground

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