Mortar Team

From Liquipedia Warcraft Wiki
[e][h] Mortar Team
Unit Information
Built From:
Build Time:
32
M
Cost:
180 70 3
Defence:
360 0 (6)
HP Regeneration:
0.25 (always)
Level:
Race:
Sight Range:
1400 / 1200
Acquisition Range:
1150
Selection Priorty:
5
Formation Rank:
2
Movement
Speed:
270
Turn Rate:
0.5
Move Type:
foot
Collision Size:
32
Cargo Size:
2
Icon
Combat
Damage:
52 - 64 (55 - 103)
52 - 64 (55 - 103)
Area:
Full Dmg: 25
40% Dmg: 150
10% Dmg: 250
Area Targets:
  • ground
  • structure
  • debris
  • tree
  • wall
Range:
1150
1150
Weapon Type:
artillery
missile
3.5
3.5
Targets:
  • ground
  • debris
  • tree
  • wall
  • item
  • ward
  • structure

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 and Abilities[edit]

Flare
Cast Type : Active  Ability Type:  Physical
Target Type : Point Target
Launches a Dwarven flare above a target point, which reveals that area for 15 seconds. Reveals invisible units.
Cast Requirements : 120 s
Area of Effect : 1800
Duration : 15 s
Hotkey : F
Upgrade: Flare
Cost : 50 50  Research Time:  20
Researched at : Workshop
 Hotkey : R

Notes

You can cast an unlimited amount of Flares but there is a 120 sec. cooldown before you can cast another Flare.

Fragmentation Shards
Cast Type : Passive  Ability Type:  Physical
Target Type : No Target  Damage Type:  Physical
Uses fragmentation mortars to increase damage dealt to Unarmored and Medium armor units.
Full Damage (Radius) : 25 (100)
Medium Damage (Radius) : 18 (275)
Small Damage (Radius) : 12 (250)
Upgrade: Fragmentation Shards
Cost : 50 100  Research Time:  40
Researched at : Workshop
 Hotkey : S
Requirements : Castle

Notes

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

Upgrades[edit]

Black Gunpowder
Increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines and Flying Machines.
Researched at : Blacksmith
 Hotkey : G
Cost : 100 50  Research Time:  60
Damage Dice Bonus : 1
Refined Gunpowder
Cost : 175 175  Research Time:  75
Requires : Keep
Damage Dice Bonus : 2
 
Imbued Gunpowder
Cost : 250 300  Research Time:  90
Requires : Castle
Damage Dice Bonus : 3
 
Studded Leather Armor
Increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders and Gryphon Riders.
Researched at : Blacksmith
 Hotkey : A
Cost : 100 100  Research Time:  60
Armor Bonus : 2
Reinforced Leather Armor
Cost : 150 175  Research Time:  75
Requires : Keep
Armor Bonus : 4
 
Dragonhide Armor
Cost : 200 250  Research Time:  90
Requires : Castle
Armor Bonus : 6
 

Version History[edit]


References[edit]

http://classic.battle.net/war3/human/units/mortarteam.shtml