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 artillery units. As long-range siege units, they are effective against anything with Fortified armor. Mortar Teams may learn Fragmentation Shards when the Castle is unlocked, which allows them to deal extra damage towards Medium-armored units.
They are the only artillery unit to not be considered mechanical, meaning that Mortar Teams can be affected by spells which can increase or decrease their offense depending on what spell is used on them. A popular tactic is to have several Sorcereresses cast Invisibility on your Hero and Mortar Teams and sneak them into an enemy base to destroy their Town Hall, as most players generally do not fortify their main base or put detector units in them. When the enemy attempts to return to the base to defend it, teleport out to preserve the Mortar Teams.
Spells and abilities[]
Flare[]
Launches a Dwarven flare above a target point, which reveals that area for 15 seconds. Reveals invisible units.
Research Cost
Researched At
Requirements
Upgrade Time
50 50
Workshop
Keep
20 sec.
Duration
Cooldown
Range
Area of Effect
Effect
15 sec.
120 sec.
Unlimited
180
Reveals map and invisible units
You can cast an unlimited amount of Flares but there is a 120 sec. cooldown before you can cast another Flare.
Fragmentation Shards (Passive)[]
Uses fragmentation mortars to increase damage dealt to Unarmored and Medium armor units.
Research Cost
Researched At
Requirements
Upgrade Time
50 100
Workshop
Castle
40 sec.
Area of Effect
Effect
10
25 additional damage.
22.5
15 additional damage.
27.5
10 additional damage.
The damage dealt by Fragmentation Shards is affected by both Armor type and value.
So the damage values listed above will actually be half as much against Medium armor,
and 50% more against Unarmored.
Upgrades[]
Black Gunpowder
Increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines, and Flying Machines.
Research Cost
Researched At
Upgrade Time
Effect
100 50
Blacksmith
60 sec.
Normal attack: 53-77 (65 avg)
Refined Gunpowder
Further increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines, and Flying Machines.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
175 175
Blacksmith
Keep
75 sec.
Normal attack: 54-90 (72 avg)
Imbued Gunpowder
Further increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines, and Flying Machines.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
250 300
Blacksmith
Castle
90 sec.
Normal attack: 55-103 (79 avg)
Studded Leather Armor
Increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders, and Gryphon Riders.
Research Cost
Researched At
Upgrade Time
Effect
100 100
Blacksmith
60 sec.
Armor: 2
Reinforced Leather Armor
Further increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders, and Gryphon Riders.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
150 175
Blacksmith
Keep
75 sec.
Armor: 4
Dragonhide Leather Armor
Further increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders, and Gryphon Riders.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
200 250
Blacksmith
Castle
90 sec.
Armor: 6
World Editor description[]
Long-range siege weaponry. Exceptional damage versus buildings, but slow and vulnerable. Can learn the Fragmentation Shards and Flare abilities.