Hey guys! Today, I will be providing you with some tips as well as some deck for the upcoming Mortar Time Challenge!
Without further ado, let’s jump right in!
- The Mortar Time Challenge is a 9 win special challenge coming in season 15 of Clash Royale.
- In this challenge, a mortar will be placed periodically in the center of the arena, and both the players have to try and ‘capture’ the mortar.
- After the mortar is captured, it will start attacking one of the enemy towers.
- This challenge is similar to the previous Elixir Capture and Dragon Egg challenges.
- The challenge will end if the player has 3 losses but they have the option to reset their losses and continue (free for Pass Royale holders, 50 gems for others).
|Number of Wins||Reward|
At Arena 13, the total rewards are:
- 11100 – 11328 gold
- 209 Total Cards
- at least 45 Rare Cards
- at least 9 Epic Cards
- at least 1 Legendary Card
Use high DPS cards to capture the mortar!
The player who captures the mortar first gets a great advantage. The fastest way to capture the mortar is a high DPS card. These cards also help in destroying the mortar quickly if the opponent is able to capture it first.
Few cards that you can use:
Spend your elixir wisely!
As tempting as it sounds to have the mortar on your side, sometimes it’s just not worth trying to capture it. If you overcommit and the opponent still manages to capture the mortar and kill your troops, the opponent will have the mortar on their side and you won’t have enough elixir to defend the enemy pushes, which will put you at a huge disadvantage! Instead saving your elixir for defense gives you a chance to salvage the match.
The mortar only targets towers!
After capturing the mortar, it straight away locks on to a tower while ignoring all troops and buildings. You will have an instinct to distract the mortar, but you will instead end up wasting precious elixir. Hence, this is an important point to remember.
Don’t ignore the mortar!
As stated above, the mortar only targets towers. So, it isn’t wise to ignore the mortar, as it will end up dealing a lot of damage. It is best to destroy the mortar asap, instead of defending against other troops.
This also brings me to my next tip:
The mortar is the most consistent source of damage you have!
In the Elixir Capture and Dragon Egg challenge, there were would’ve been times where instead of destroying the collector/egg, you would build up on your push. That’s because they weren’t much of a threat. However, unlike them, the mortar is a big threat. A mortar hit does more damage than a Fireball/Poison on a tower, so one extra hit translates to one less spell to cycle in the final moments of the match.
Sync you pushes with the mortar!
This is probably the best tactic you can use in this challenge. Build up your push just before the mortar is regenerated. This divides the opponent’s attention as he as to choose between defending your push or capturing the mortar. It also provides you with an opportunity to safely capture the mortar, which in turns increase the strength of your push.
Best Decks for Mortar Time Challenge:
These are a few decks that you can use in the Mortar Time Challenge. They can also give you an idea on how to choose/create your own decks!
Classic Log Bait:
The classic log bait deck is one of the few decks built for normal battles that work well in this game mode without any changes.
It has the Inferno tower which is one of the best, if not the very best card to have in your deck in this mode because it is a great source of high damage. The low cost of this deck also helps you to cycle to your inferno tower faster.
It also has Goblin Gang and Knight, two decent cards that you can use in order to capture the mortar if your inferno tower is out of cycle.
Play this deck as you would normally do, just save your inferno tower for the mortar.
Mega Knight Skel Barrel Zap Bait:
This is another deck which works well in normal battles as well as this mode and surprise surprise it’s also a bait deck.
Inferno dragon is your high DPS card in this deck, which although doesn’t work as well as Inferno tower (because the tower cannot be reset using Fireball/Snowball), gets the job done pretty well.
Mega Knight and Goblin gang are your secondary choices for capturing the mortar.
Again, use this deck as you would use it normally, saving your inferno dragon for the mortar.
Royal Hogs Fireball Bait:
This deck’s main strength is its fireball bait potential.
Barbarians will be your go to high DPS card, although you can use Royal Hogs as well to capture the mortar, but they better work as win-conditions.
Musketeer, Skeleton Dragons and Heal Spirit are the best cards in the current meta and work well in this deck too.
Even though people don’t use elixir pump anymore, it is a great fireball bait card. Since players will be focusing more on the mortar, you have more opportunities to place your pumps.
This deck is more passive than the above decks. Only play attack actively when the mortar is on the map, and spend rest of the time placing down pumps and gaining elixir advantage while waiting for the right moment to punish the opponent.
Note: You can substitute the pump for the Barbarian Hut, but the hut has more chance to place you at an elixir disadvantage than the pump, which is not a good place to be in a battle, especially in this particular mode making a pump a bit safer choice.
Splashyard w/Inferno Dragon:
Mortar Graveyard has always been the combination which is good on paper but difficult to put to practice in real battles. The main reason been that it’s difficult to place down both the graveyard as well as the mortar and support them at the same time (which is kinda ironic because difficulty in defending against them at the same time is the reason this combo is theoretically strong in the first place).
However, in this mode we don’t have to worry about placing down the mortar, instead we can just capture it with our troops and just use them as support troops for the graveyard.
Bowler and Ice Wizard work well on the defense as well as offence along with tornado, but since the mortar only targets the towers, you can combine it with tornado so that enemy troops are also caught in its splash damage.
Inferno Dragon is added instead of Baby Dragon as a source if high DPS which does make the deck slightly less ‘splashy’. Hence, I have added in the newly buffed Fire Spirits in place of the usual Skeletons/Goblins to maintain the ‘splashiness’.
Similar to the previous deck, this one is also a passive deck and you need to gain an elixir advantage and wait for the right time to strike.
Ultimate Defense deck:
This is a wacky deck specifically built for this challenge.
Instead of having a proper win-condition, it has a combination of high DPS cards and great defensive support cards. Thus, the only win-condition is the mortar.
It will be almost impossible for the opponent to deal damage to the tower with this deck’s godly defence but at the same time you have many options to quickly capture the mortar.
I recommended you to have many trial battles with your friends/clanmates to get used to this deck before you actually enter the challenge.
That’s all folks! Hope you guys enjoyed reading this guide and found it helpful! Have fun and Clash on!!