Hello CRA it’s me Ryan (MORTAR FTW) from Indo Elites here with my third deck guide. As you can see from the title, this deck got me to 4k trophies with 10/7/1 cards.
The deck is a 2.9 Elixir cost Mortar cycle deck. I first saw this deck on TV Royale, a Reddit guy was using it. I decided to try it out since my balloon deck isn’t working too well for me.
Mortar Rocket Deck
Very cheap deck
Has only 1 building
6 Common cards
Weak against Lavaloon
Fun to play with
Quite hard to use
This deck is a variation of the deck I saw on TV Royale. I switched out Princess for Dart Goblin as I don’t have her yet. If you have Princess, I will rec cinema using her, but if you don’t have her or you liked Dart Goblin more, he’s the closest to the Princess IMO.
Hey Ryan It’s Will. It took me 2 hours to edit your article (format, typos etc). I hate you dude!!!! Thanks for the great guide btw :P.
This card is your primary win condition, your main source of tower damage.
In this deck, getting only one shot off to the tower is enough since this is a cycle deck and you can get another Mortar quickly.
Why do I choose Mortar instead of the X-Bow? Well I have my reasons...
It is a common card: Because the Mortar is a common card, it’s easier to level it up. If you like you could over level your Mortar like RGs. The amount of Mortars you receive from a single request is 40. In a week you could get like 500 Mortars I think? As for X-Bow, because it’s an epic card, leveling it is a lot harder.
It’s only four Elixir: Mortar is a low risk, medium reward card. X-Bow is a high-risk high reward card. What I’m trying to say is if for example you play a lone Mortar and your opponent plays an Inferno to counter it. That’s a -1 Elixir trade for them, but if you play a lone X-Bow, and they counter with Inferno, it will be a -1 trade for us. Does that make sense? And with Mortar, cycling to it will be a breeze. Getting 2 Mortars down isn’t as hard as getting 2 X-Bows.
It does splash damage: This feature is very useful. Because of its splash damage, it can be used as a decent defensive unit, taking out swarms behind a tank. Another example is if your Princess is played in the back. You play your Mortar as the Princess is walking right next to the tower. If he didn’t do anything, the Mortar would hit the tower as well as the Princess. Or if your opponent decides to counter with Skeleton Army. If they’re timing is wrong the Mortar will taRGet the Skeletons, and the splash will destroy most of the army leaving the survivors to be taken out by the arena tower.
It has a blind spot: This has to be my no. 1 reasoning to why you should pick Mortar instead of X-bow. I take advantage of this feature many times in my matches. For example, you place Mortar in front of the bridge, and if your opponent counters with Hog, it will automatically get inside the blind spot. The Mortar can tank like 5 or 6 hits from a Hog. You can then kill the Hog with Skeletons or other units while your Mortar is attacking the tower.
Keep in mind that both X-bow and Mortar has their pros and cons. I’m not saying Mortar is better than X-Bow. They’re just my personal Opinions. (no hate X-BOW FTW) 😉
Alright! After telling why I like Mortar more than X-Bow I’ll cover how to play Mortar. I’ll be going through an in-depth guide about using the Mortar.
How to use Mortar effectively
Personally I will only play my Mortar in 3 spots. They are:
Main offensive placement
Place your Mortar one tile behind the bridge and one tile to the left/right of the side your pushing. This placement will be your main spot to put the Mortar. The one tile behind the bridge means you can have more time to react to your opponent’s counters.
Near the River
Place your Mortar directly in front of the river, and a little bit to the left/ right side your pushing. The Mortar’s range circumference will barely touch the corner of the arena tower. This placement is good if your opponent likes you counter Mortar with ground melee troops. This placement is my favorite, because it can shut down a Hog rider. When you see a Hog rider coming, placing your Mortar in this spot can pull the Hog, while your Mortar shoots at the tower. Placing skellies or Ice Spirit helps a lot. My opponents never defend the Mortar when it’s being attacked by their Hog. It will just be a waste of Elixir to counter a dying building.
This placement is very simple. Just place the Mortar as you would with other defensive buildings. I rarely use this placement except for emeRGencies. A defensive Mortar along with Skeletons can shut down a lone Royal Giant in tourney standards.
Defending the Mortar
Now, knowing where to place the Mortar is useless if you can’t defend it. In this deck you don’t need to defend it with your life, as you can cycle to a new one quickly.
My favorite combo to use to defend the Mortar is Skeletons + Ice Spirit. This very cheap combo is extremely useful at defending Mortar as well as at cycling. Even though you don’t have the combo, a single Ice Spirit or Skeletons make a big difference.
Once you place your Mortar, preferably in front of the bridge, you would want to wait one second before placing Skeletons or Ice Spirit. This is because of the one second delay time + deploy time. Place Ice Spirit next to the Mortar or Skeletons in front. Don’t rush an Ice Spirit in front or else it can be taken down easily.
After you placed Skeletons or Ice Spirit, your opponent probably played a troop in the middle, then a quick doe unit to take the Mortar down. Or he could use cheap units directly. Skeletons and Ice Spirit buy you time to counter with your archers or Knight or Dart Goblin.
Don’t place your Archers or Dart Goblin in front, they’ll just die. As for the Knight, I only use it when I have to, that’s if they counter the Mortar with Musketeer or Electro Wizard or Elite Barbarians. If it’s a Hog or Giant, just place archers or Dart Goblin at a distance and Freeze the Giant while cycling to a new Mortar.
As I said before if they play Skeleton Army wait for the Mortar to finish loading. Usually it will hit the army, leaving some survivors to be taken care off by the arena tower. If they play it late you can just Log it.
That’s just a few tips, the rest is just experience. If you play this deck often enough you’ll know what to play to what.
Know when to give up on a push.
This is important to know. If your opponent has a push on the right side, say a Giant and you play Mortar on the right. Then they play Musketeer behind the Giant and minions on the Mortar. Now, you can’t defend both lanes at the same time. You’ll have to give up on the Mortar and focus on defending. After defending cycle to your Mortar again.
That’s just one case when to give up. Only do this in certain situations like the above, as you need tower damage too!
This is something I want to stress about a lot, especially in this deck. What I mean by over committing is placing all your troops to defend the Mortar. Don’t do this! If they counter with bowler, you will be behind a lot of Elixir and you will be punished. I’ve said this many time Before. This is a cycle deck.
Predict your opponent’s counters with your cards. It’s a skill learned through experience, so not much to say here. Example: I know he’s going to counter Mortar with Inferno so I place Ice Spirit and Skeletons to take care of it.
That’s just a basic overview of what to do when playing a Mortar. As with anything, practice makes perfect. Mortar is not an easy card to use, and if it’s used incorrectly can cost you the whole Match.
My favorite spell to use. The Rocket is your only card in this deck with an Elixir cost of more than 4. This card is a high-risk high reward card to use. It’s one of the hardest spells to use because of its small radius.
But the upside of its small radius and long load time is its high damage. Rocket is the highest direct damage spell in the game. It’s useful for the clutch wins. With this deck, you only need to get the tower HP to Rocket range. Or Rocket + Log range, which is exactly 593 HP in tourney standards.
I like to start off a match with a Rocket, if they place a collector or a troop in the back. Never Rocket tanks! Thanks have a hell lot of HP, and with you down 6 Elixir, you will have a hard time defending.
Don’t hesitate to use a defensive Rocket if it means saving your tower.
He’s your only mini tank in this deck. He is a 3 Elixir card and is one of the first cards you unlocked. You should have a pretty decent leveled one. I don’t like placing him at the back as he is your only mini tank, and a good reactive card. I usually save my Knight until needed only.
Ice Spirit and Skeletons
The two one Elixir cards. The super combo. The cycling duo. They’re useful in defending your Mortar and in cycling, duh. The more you play them the faster you’ll cycle.
Those 5 cards are the only one I’ll talk about as Archers, Dart Goblin and The Log are easy to use. If you have Princess, I highly recommend switching her for Dart Goblin!
As the match starts you could play Archers in the back or cycle or Rocket enemy troops behind their tower. That’s my favorite way to start off a match. Never play Mortar as a starting hand except if he doesn’t do anything.
For the first 2 minutes, keep cycling and chipping at the tower. Wait for 2x Elixir to start. Don’t over commit as you can cycle quickly.
In 2x Elixir play more aggressively, and keep pressuring. This deck’s full power is at 2x Elixir. If you got the tower to Rocket Log range you could play defensive and Rocket for the win.
If he has Collector, save your Rocket for the Collector. Usually, if they start off with collector they’re running 3M.be prepared with Ice Spirit Knight and the Log.
That’s the game plan at its simplest form. Experience is your main weapon.
Giant decks: Beatdown decks beat Siege, try to out cycle him and if you can’t win play for the draw. Rocket his push if you have to.
Hog decks: These decks are my favorite to face. You can keep up with his cycle. Siege beats control, and play Mortar in near the river often and predict with Ice Spirit.
Golem: Hard to face because Golems are Beatdown an at its Max level. Usually they run pumps, so Rocket them every time. Out cycle them and keep pressuring.
Lavaloons: They’re a pain to fight. Play for the draw or get early damage and Rocket cycle. Don’t let him place his balloon behind the hound. Rocket it if necessary. Rockets don’t. Kill balloon so be prepared with Ice Spirit or archers.
RG decks: RGs hard counter-siege but you can win if played properly. Out cycle him or Rocket cycle. More on this in the tips and tricks section.
Bait decks: Just remember to save the Log for Goblin Barrel. These decks are annoying but both players have an equal chance of winning.
Elite Barbarians: These decks are easy. Just don’t be surprised. Once you play the Mortar they will most likely play Elite Barbarians to take it out. Predict them!
Siege decks: You know what they’re thinking and they know what yours thinking. Either out play them or draw.
How to counter Royal Giant with Mortar?
That’s pretty simple. Wait for the RG to get to your side, then place the Mortar. The RG will target the Mortar while its attacking the tower. The Mortar can tank a decent amount of hits. Play Ice Spirits to Freeze him for a while and place Skeletons or archers to take it out. Use Knight of necessary.
This deck helps me push to 4k with 10/7/1 cards. The 1 is the Log. My Dart Goblin is level 6. This deck is pretty fun to play and can help you win trophies.
I don’t recommend substituting but if you want to test it out first. My recommended substitutes wok only be Princess for Dart Goblin and poison for Rocket.
Just remember to play Mortar properly, and don’t over commit and you would have success!