Mortar

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"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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Normal Mode
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Geared Up- Normal Mode
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Geared Up- Burst Fire
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
==Summary==
*Mortars are the player's light splash , and is the first unlocked defense capable of doing area damage. Whenever an enemy comes into range, it blasts out an explosive shell that deals area damage.
*Starting at level 8, which is at Town Hall 10, 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, and it directly shoots without hesitating at first like regular Mortars.
**Your Multi Mortar needs to be level 8, which is at Builder Hall 8, or higher in order to gear up your Mortar.
*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 most 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 awhile 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.
==Strategies==
===Defensive Strategy===
*Mortars should generally be placed towards the center of your base, preferably behind at least one set of , 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, protected by non-defensive buildings to pick off and clump other troops together. They can outrange the Flame Flinger (which is usable by Town Hall 12 players through Clan Castle reinforcements), so it can be an effective deterrent against them.
*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. Place it near the center of your base to have as much map coverage as possible.
*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, (Lava Hounds + Balloons) 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 Walls pocket (if possible). When more than one Mortars' range overlaps, it creates a kill-zone where almost no low-health troops can survive.
**Do not cluster the Mortars too much or troops will easily get into their blind spots and either the flying troops or spells will easily destroy all of the Mortars at once.
*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.
**They may also affect troop pathing from troops that only target defenses such as Balloons or Hog Riders. In the case of the former, one Mortar can lure an army of Balloons towards , wiping them out or significantly weakening them, while the latter could be lured away from the core of the base, leaving them exposed to heavier defenses for longer periods of time or leaving other troops exposed to them instead.
===Offensive Strategy===
*The Mortar's dead zone, 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 (such as a Giant) is ideal.
*The Mortar's relatively low hitpoints make it very vulnerable to Giants and Lightning Spells. It takes only three appropriately-leveled Lightning Spells to take out any Mortar (at higher levels, two Lightning Spells may be sufficient).
*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 hitpoint 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==
*When initially constructed, the barrel consists of a solid black launcher tube covered with a black surface and has a foundation. There is one gimbal on each side and they are made of wood, hold down by two iron stakes near each end, the stakes have a fitting on top which hold a square iron ring, and have a stud on top and a two-step metal disk on the side. The back gimbal's stakes are made of a much darker metal similar to the barrel.
**At level 2, the barrel becomes larger and gets a gold ring around the muzzle. The back gimbal's stakes are made with iron, and the gimbals gain two more studs.
**At level 3, the entire Mortar becomes larger. The muzzle gets thicker and seemingly creates a "neck" on the barrel. The gimbals lose two studs.
**At level 4, the barrel becomes larger, it is covered with a more reflective metal and the foundation have a brass layer, and it sports a wider, pitted ring of gold trim around the muzzle. The gimbals gain two studs once again and the iron becomes gold.
**At level 5, the barrel's gold trim is now a band and no longer pitted. The gimbals loses two studs again and the outer ring on the gimbals reverts back to grey metal.
**At level 6, the barrel is covered entirely by gold and the bottom of the barrel gains golden plates with iron rim. The gimbals completely gold and the two studs return yet again.
**At level 7, the barrel is covered with a ridged black metal, it still has a golden foundation and a thicker golden band, and the muzzle is made of a very reflective metal. The gimbal is also made of black metal except outer ring of the disk and the square rings which falls outwards instead of staying straight up, it acquires a skull on the disk and a black crystal around each stake, the studs on it turns into gold spikes. A bone and a skull are laid on the ground to the left of the Mortar.
**At level 8, the entire Mortar becomes larger. The ridged part of the barrel is now wider and gains nine metal plates that layer over the gold band, with spikes appear on the plate over it, the neck has an indent, the muzzle is ridged, and the inner barrel glows orange. The gimbals are a somewhat trapezoid shape with a plate on each side, the golden spikes on the rim have shifted around, two on top and one each on the slanted side, the disk and the skull are replaced by five small spikes; the fitting is now placed on the gimbal's foundation and split into two. The skull decoration on the floor is also removed.
**At level 9, the bottom of the barrel gains another gold band and the metal plates become white stone, the spikes become bigger, and the inner barrel gains rifling. The gimbals are made of stone, the number of spikes on the rim of gimbals is reduced to three with one on each side, they are placed on a gold band on a piece white stone and shifted closer to the barrel instead of the center of the rim, as such, their base is a long rectangle; the spikes on the side become one huge spike instead of five small ones. There are two gold chains connecting the two halves of the gimbals with the square gold rings.
**At level 10, the barrel greatly increases in size, the rifling in the inner barrel disappears, there is lava visible inside the barrel, and the glow from the inside of the barrel becomes much more intense which made the barrel red hot even on the outside, the gold bands are replaced with a narrower and thinner metal band glowing a duller red; the white stone plating is thicker and wider but there are only six of them and the gap between plate is bigger as well, there are two spikes on the plate and they are much larger and rotated 45 degrees. The gold band on the gimbals is sifted back to the middle, the spike base is square again with the top one being bigger, the white stone piece is centered and much thicker, the outer stone layer turns into gold and the inner one turns red, and the spikes on it is bigger and also rotated 45 degrees.
**At level 11, the barrel is made of black metal again, no longer red hot, and is slightly taller; the white stone plates, its spikes, and the bottom metal band are now made of black metal and the plate only cover the bottom of the barrel, the gold band around the muzzle returns bolted with pentagonal bolts where the spikes were. The gimbals are now replaced with black metal with the gold band and its spikes removed, the new gold strip goes across the front and back side and has two golden fittings holding a square gold ring; each gimbal has a brownish metal piece, which is indented in the middle to be bolted by a a black metal pentagonal bolt and the thin top merges to the gold strip. The gold chains connecting the two gimbals are removed.
**At level 12, the bolted band around the muzzle is replaced with a spiked one, the band is narrower and only covers the bottom half of the spikes, the plates are now slanted from the middle and alternate with the spikes instead of lining up, the sank-in part is filled with gold barely thicker than the gold band and connects to it. The brownish metal piece of the gimbals gain a golden foundation with two spikes over to the side of the indent, and the bolt also changes to a golden spike.
**At level 13, the barrel is made of deep green metal and the muzzle is shiner, the gold band is replaced with a flat icy blue metal plate split up by four triangular deep green metal pillar, the spike is rotated 45 degrees and lowered, both the pillar and the half covered by purplish gray metal which made up the bottom of the barrel, the small reinforcing stone plates that cover the pillars has a deep green metal spike near the top. The gimbals are made of purple metal, with deep green metal reinforcing the corners and making the purple visible in the middle, the brownish metal piece is replaced with icy blue metal and the golden foundation is removed; the gold strip and square gold rings at the top and foundation are replaced with gold reinforcements, with the middle piece surrounding a piece of purplish gray metal leading down to the ground over the side with two deep green metal spikes at the bottom, the pieces to its side are T-shaped, and the foundation ones have an indent over the purple metal.
**At level 14, the inner barrel and the muzzle turn into gold, the glow from the inner barrel is even brighter and fully lit up until its edge, then it is covered with a layer of purplish black stone, green metal, then stone again with a triangular indent where the spike was, below it is a gold ring with a triangular protrusion there, showing the green metal layer between them; below it is fully cover with the purplish black stone including the foundation, on it is the square wave gold lining of Town Hall 14. The back of the gimbals are made with gold, then a layer of green metal, and the front is fully covered with purplish black stone; the foundation indent is filled in, the top is decorated with a flat kite-shaped pyramid, and two thin golden lining forms a 'T' on the front of the gimbals.
**At level 15, the barrel and its foundation is fully made of black metal once again, the inner barrel is filled with elixir glowing pink, with a narrow gold band around the muzzle, the bottom is covered with a wide band of purple metal and a silver symbol of Town Hall 15 (inverted hollow equilateral triangle). The gimbals are made of silver, with purple metal reinforcing the corners and making the silver visible in the middle; the foundation is also made of purple metal, a gold plate with triangular top is above the foundation, at the top is a black metal strip with a golden indent merging to the side which is also made of black metal and has a triangular top, and a smaller golden plate to the side.
**At level 16, the Mortar changes in color to red, grey, white and yellow. Its barrel now glows a green color; it now has a golden ring at its muzzle which appears to have the shape of a crown, and also another ring below it. The Mortar's foundation is now made out of gold, and the gimbals now gain some golden triangular outlines at the top, as well as curling roots on each side, and golden spikes as well.
*The appearances of the Mortar shells change at certain levels.
**When first constructed, it is a gray cubic stone shell with some dark smoke particle trailing it.
**At level 2 and 3, the shells become bigger.
**At level 4, the shells becomes a black stone, the size got reduced a bit.
**At level 5, the shells becomes bigger again.
**At level 6, the shells are spherical, 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, the shells becomes a lot bigger, with each of the cracked surface now has a golden spike and the cracks being wider.
**At level 9, the shells are very irregular shaped metal with holes and bumps on the surface.
**At level 10, the shells are a dodecahedron with gaps between the pentagons, each pentagon has a golden spike.
**At level 13, the golden spike turns into a hollow pentagonal frustum.
*Gearing up the Mortar adds two additional, identical barrels alongside the original one.
**At level 10, a spike on the white stone plates is removed.
**At level 15, the Town Hall 15 symbol is added at a different angle for the back barrel.
==Statistics==
Normal Mode
Level	Damage per Second	Damage per Shot	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	4 	20 	400 	5,000 	2h 	84 	3
2 	5 	25 	450 	25,000 	3h 	103 	4
3 	6 	30 	500 	100,000 	4h 	120 	5
4 	7 	35 	550 	200,000 	6h 	146 	6
5 	9 	45 	600 	300,000 	12h 	207 	7
6 	11 	55 	650 	560,000 	18h 	254 	8
7 	15 	75 	700 	1,300,000 	1d 	293 	9
8 	20 	100 	800 	1,900,000 	1d 12h 	360 	10
9 	25 	125 	950 	2,500,000 	2d 	415 	11
10 	30 	150 	1,100 	3,500,000 	2d 12h 	464 	11
11 	35 	175 	1,300 	5,800,000 	3d 	509 	12
12 	38 	190 	1,500 	6,500,000 	3d 12h 	549 	12
13 	42 	210 	1,700 	8,200,000 	4d 	587 	13
14 	48 	240 	1,950 	11,000,000	6d 	720 	14
15 	54 	270 	2,150 	15,000,000	7d 6h 	791 	15
16 	60 	300 	2,300 	19,500,000	14d 12h 	1,119 	16
Burst Mode
Level	Damage per Second	Damage per Shot	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	N/A 	N/A 	400 	5,000 	2h 	84 	3
2 	N/A 	N/A 	450 	25,000 	3h 	103 	4
3 	N/A 	N/A 	500 	100,000 	4h 	120 	5
4 	N/A 	N/A 	550 	200,000 	6h 	146 	6
5 	N/A 	N/A 	600 	300,000 	12h 	207 	7
6 	N/A 	N/A 	650 	560,000 	18h 	254 	8
7 	N/A 	N/A 	700 	1,300,000 	1d 	293 	9
8 	22 	37 	800 	1,900,000 	1d 12h 	360 	10
9 	28 	47 	950 	2,500,000 	2d 	415 	11
10 	33 	56 	1,100 	3,500,000 	2d 12h 	464 	11
11 	38 	64 	1,300 	5,800,000 	3d 	509 	12
12 	41 	70 	1,500 	6,500,000 	3d 12h 	549 	12
13 	46 	77 	1,700 	8,200,000 	4d 	587 	13
14 	52 	88 	1,950 	11,000,000	6d 	720 	14
15 	59 	99 	2,150 	15,000,000	7d 6h 	791 	15
16 	65 	110 	2,300 	19,500,000	14d 12h 	1,119 	16
===Supercharges===
These additional levels can be attained at Town Hall 16 once the maximum level of the building has been attained. These Supercharges will be removed when a new level is added.
Charge Level	Damage per Second	Damage per Shot	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	63 	315 	2,300 	7,500,000	3d 12h 	549 	16
2 	63 	315 	2,375 	5,000,000	5d 12h 	689 	16
Range	Attack Speed	Damage Type 	Unit Type Targeted
4-11 	5s 	Splash - 1.5 tiles	Ground
Charge Level	Damage per Second	Damage per Shot	Hitpoints	Cost 	Build Time	Experience Gained	Town Hall Level Required
1 	68 	113 	2,300 	7,500,000	3d 12h 	549 	16
2 	68 	113 	2,375 	5,000,000	5d 12h 	689 	16
Range	Time Between Bursts	Shots Per Burst	Damage Type 	Unit Type Targeted
4-11 	5s 	3 shots 	Splash - 1.5 tiles	Ground
Gear Up Statistics
Gear Up Cost	Gear Up Time	Home Village Mortar Level Required	Multi Mortar Level Required
8,000,000 	14d 	8 	8
===Achievements===
Mortar Mauler 	Mortar Mauler	Mortar Mauler
Description 	Rewards 	Rewards
Destroy 25 Mortars 	10 	5
Destroy 500 Mortars 	100 	10
Destroy 5,000 Mortars	1,000 	20
High Gear 	High Gear	High Gear
Description 	Rewards 	Rewards
Gear up 1 building using the Master Builder 	20 	10
Gear up 2 buildings using the Master Builder	200 	30
Gear up 3 buildings using the Master Builder	2,000 	50
==History==
Patch 	Type 	Description
August 2, 2012 	August 2, 2012 	Mortar was in the original release of the game with 6 levels and three of them to unlock.
October 27 2012 	Halloween Update 	Added the level 7 Mortar.
February 5 2013 	Update 	The Mortar achievement, "Mortar Mauler" was added.
April 17 2013 	Update 	The Mortar now does not restart their attack cycle if their would-be target is destroyed, instead they switch targets.
September 30 2013	Update 	Added the level 8 Mortar.
October 22 2014 	Update 	Added the fourth Mortar available at Town Hall 8.
December 11 2014 	Update 	Increased hitpoints at level 5 to 8.
April 30 2015 	Update 	
*Allowed Mortar's range to be visible even when under construction.
*Mortars now initially point away from the Town Hall in combat.
March 21 2016 	The Bowler Update 	Added the level 9 Mortar.
October 12 2016 	Friendly Wars Update 	
*Added the level 10 Mortar. 
*Increased damage at level 8 to 9. 
*Reduced upgrade costs at level 8 to 9.
March 5 2018 	Builder Hall 8 Update	Allowed the Mortar to be geared up, starting at level 8.
June 11 2018 	Town Hall 12 Update 	Added the level 11 Mortar.
June 26 2018 	Balance Changes 	Reduced the upgrade times of levels 1 to 10.
February 22 2019 	Balance Changes 	Increased DPS for level 5 onwards.
April 2 2019 	Update 	Reduced the upgrade time at level 1 from 5 hours to 3 hours.
June 18 2019 	Update 	
*Added the level 12 Mortar.
*Reduced the upgrade time at level 11 from 14 days to 12 days.
September 11 2019	Balance Changes 	Increased hitpoints at level 12 from 950 to 980.
December 9 2019 	Town Hall 13 Update 	Increased the burst-mode Mortar's damage by 10% across the board.
March 30 2020 	Update 	
*Added the level 13 Mortar.
*The gear up show properly in village preview.
April 12 2021 	Town Hall 14 Update 	
*Reduced upgrade times of levels 2 to 8, and 10. 
*Reduced upgrade costs of level 1 to 11.
September 27 2021	Update 	Added the level 14 Mortar.
December 9, 2021 	Update 	Reduced upgrade costs of levels 4 to 13:
January 20, 2022 	Balance Changes 	Increased hitpoints at level 8 to 14:
*Level 8: 750 -> 800 
*Level 9: 800 -> 900 
*Level 10: 850 -> 1,000 
*Level 11: 900 -> 1,100 
*Level 12: 980 -> 1,200 
*Level 13: 1,100 -> 1,400 
*Level 14: 1,250 -> 1,600
June 27, 2022 	Update 	
*Increased hitpoints at level 9 to 14:
**Level 9: 900 -> 950 
**Level 10: 1000 -> 1100 
**Level 11: 1100 -> 1300 
**Level 12: 1200 -> 1500 
**Level 13: 1400 -> 1700 
**Level 14: 1600 -> 1950
October 10, 2022 	Update 	Added the level 15 Mortar.
May 15, 2023 	Update 	Added new textures for Mortar levels 1 to 3.
December 12, 2023	Town Hall 16 Update 	Added the level 16 Mortar.
*Reduced build times at level 4 to 15: 
**Level 4: 1d -> 18h 
**Level 5: 2d -> 1d 
**Level 6: 2d 12h -> 2d 
**Level 7: 3d -> 2d 12h 
**Level 8: 3d 6h -> 2d 12h 
**Level 9: 4d 6h -> 3d 
**Level 10: 5d 12h -> 3d 
**Level 11: 7d 12h -> 7d 
**Level 12: 8d 18h -> 7d 
**Level 13: 9d -> 7d 12h 
**Level 14: 17d -> 12d 
**Level 15: 18d -> 13d 12h 
*Reduced upgrade costs at levels 5 to 10, and 14:
**Level 5: 400,000 -> 300,000 
**Level 6: 750,000 -> 560,000 
**Level 7: 1,500,000 -> 1,300,000 
**Level 8: 3,000,000 -> 1,900,000 
**Level 9: 3,500,000 -> 2,500,000 
**Level 10: 4,800,000 -> 3,500,000 
**Level 14: 16,500,000 -> 15,000,000
September 9, 2024	Update 	Added 2 Supercharge levels for the Mortar.
==Trivia==
*Every time a Mortar shell impacts the ground, it shakes the ground slightly (if the screen shake option is turned on in the game settings).
*Although its ammunition appears to fly before dealing damage, it can't hit air units unlike the Scattershot.
*The Mortar's gear up is the only gear up that does not reduce its range, and also the only gear up to affect the defense's damage per shot.
*A geared up level 6 Mortar can be seen in one of the promotional photos seen from Google Play/App Store, despite the gear up only being unlocked at level 8.
*In Clash Royale, the Mortar resembles the level 5 Mortar from Clash of Clans.
*When you switch the Mortar to burst mode at level 10, there is an error with the spikes on the sides of each mortar. When it is facing directly upwards, the sides of the mortars will have 2 small spikes, identical to the single mode level 10 Mortar. When the mortar tilts any direction other than directly upwards, the sides of the mortars will have 1 big spike.
===Comparisons===
*The Mortar is one of the six (along with the Cannon, X-Bow, Scattershot, Monolith and Ricochet Cannon) that rotate themselves to aim at different targets, as the Air Defense is made of rockets, while the others are towers. These six face away from the Town Hall when the village is not under attack.
*The Mortar, along with the Cannon, Hidden Tesla, Bomb Tower, X-Bow and Inferno Tower are the only defensive buildings that are in Clash Royale.
*The Mortar, , Cannon, , Air Defense, and Wizard Tower are the oldest defenses in the game.
*The Mortar, Bomb Tower and the Town Hall are the only buildings to have a skull at TH9 theme.
*The Mortar, along with the Town Hall, Builder's Hut, Cannon, and Bomb Tower are the only buildings at TH14 to gain golden meander pattern.
*The Mortar is the only building that can be geared up when Supercharged.
ru:Мортира
de:Minenwerfer
es:Mortero
fr:Mortier
nl:Mortier
hu:Mortar
pl:Moździerz
zh:迫击炮
Category:Buildings
Category:Defenses
Category:Home Village