40% Dmg: 100
10% Dmg: 200
Armed with their innovative exploding shells, the stalwart Mortar Teams of Ironforge are capable of blasting apart enemy ranks from long range. These fearless dwarves are masters of explosive devices and relish in pounding fortified enemy emplacements to dust.
Mortar Teams have the largest area of effect damage of all the siege units. Mortar Teams are good at killing buildings. Bring them along when you are assaulting an enemy town. Mortar Teams cannot attack air units.
If you use a lot of Mortar Teams be sure to at least research the damage upgrades to make them more effective.
Mortar Teams will damage your own units so be careful to prevent them from killing your own army.
Mortar Teams can be used to clear away trees.
Mortar Teams are the only ranged seige units in the game that aren't mechanical, so you can cast invisiblility on them, run them into the back of an enemy base with a couple sorcresses, and when the enemy comes back to kill the Mortar teams, cast invisiblility and run away! Also you can cast spells like Innerfire on them too, which can help a lot in team games. Beware though, this can be used against you, with spells like Storm Bolt and Polymorph which affect non-mechanical units too.
Spell & Abilities
You can cast an unlimited amount of Flares but there is a 120 sec. cooldown before you can cast another Flare.
Data: Full Damage Radius: 10 Half Damage Radius: 27.5, Quarter Damage Radius: 25 Full Damage Amount: 25 , Half Damage Amount: 18, Quarter Damage Amount: 12
|Balance Patch History|
|Patch Version||Balance Changes|
|1.30.0|| Mortar Team half damage radius changed from 150 to 100, and quarter damage radius from 250 to 200.|
|1.10|| Mortar Teams now have a limitless supply of flares. However, a particular Mortar Team can only use a flare once per 2 minutes.|
|1.06||Flares now cost 75/25 to research, down from 100/50.|