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Overview | Heroes and Units | Unit Stats | Tech-tree | Arcane Vault | Building Stats | Basics | Advanced | Combos | Defeating Humans

Heroes: Paladin | Archmage | Mountain King | Blood Mage
Units : Peasant | Militia | Footman | Rifleman | Knight | Priest | Sorceress
Spell Breaker | Flying Machine | Mortar Team | Siege Engine
Gryphon Rider | Dragonhawk Rider | Water Elemental | Phoenix
Unit Index | Human Index


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.



Level: 2
Cost: 180 70 3
Unit Type: Normal
Attack Type: Siege
Weapon Type: Artillery
Armor Type: Heavy
Armor: 0 (6*)
Ground Attack: 58 avg
(79 avg*)

*(#) = Stats when fully upgraded
Air Attack: None
Cooldown: 3.5
Full Damage Area: 2.5
2/5 Damage Area: 15
1/10 Damage Area: 25
Hit Points: 360
Health Regeneration: Always
Mana: None
Mana Regeneration: N/A
Minimum Range: 25
Maximum Range: 115
Day Sight: 140
Night Sight: 120
Speed: Average (270)
Build Time: 40
Trained At: Workshop
Requirements: None
Transport Space
Usage:
2
Production Hot Key: M

Learn how to use ranged units with unit control.

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.

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 30 sec.
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect
15 sec. 120 sec. None Unlimited 180 N/A Reveals map and invisible units

Flare Information
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.
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect
N/A N/A None N/A 10 Ground, Enemy, Neutral Increased Area Effect Damage
Fragmentation Shards Information
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

Black Gunpowder
Increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade Time
100 50 Blacksmith None 60 sec.

Refined Gunpowder
Further increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade Time
175 175 Blacksmith Keep 75 sec.

Imbued Gunpowder
Further increases the ranged attack damage of Riflemen, Mortar Teams, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade Time
250 300 Blacksmith Castle 90 sec.

Studded Leather Armor
Increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders, and Gryphon Riders.
Research Cost Researched At Requirements Upgrade Time
100 100 Blacksmith None 60 sec.

Reinforced Leather Armor
Further increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders, and Gryphon Riders.
Research Cost Researched At Requirements Upgrade Time
150 175 Blacksmith Keep 75 sec.

Dragonhide Armor
Further increases the armor of Riflemen, Mortar Teams, Dragonhawk Riders, and Gryphon Riders.
Research Cost Researched At Requirements Upgrade Time
200 250 Blacksmith Castle 90 sec.

Flying Machine
Siege Engine
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