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- 1 Overview:
- 2 Strengths:
- 3 The Mortar Knight Deck:
- 4 Card Roles:
- 5 Clash Royale Strategy:
- 6 Weakness:
- 7 Gameplay:
- 8 More Decks:
- 9 Overall:
- 10 If you like this article, please follow us:
- 11 Daily Poll:
- 12 Clash Royalepedia Navigation Box:
The Mortar is one of the most unused card in the game. With its very slow hit speed, it is often disregarded by Clash Royale players. This time, Captain Snazzy created a deck that complements the Mortar's good range and high damage. It has enough support unit that can even three-crown a foe.
The strength of this deck is the ability of the Mortar to topple down the enemy's tower with a couple of shots. If this building is left unattended by the opponent, you can win the game in no time. You can even use the remaining cards as defense for your Mortar as it pummels the towers.
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The Mortar Knight Deck:
- Archers - As you only have Arrows to deal with flying units, they are useful for defense and as well as support. A well-leveled Archers can take down a Lava Hound in no time.
- Arrows - Great for low HP units and also has a large radius for the Skeleton Army.
- Ice Spirit - One elixir card that can Freeze any incoming units posing a threat to your Mortar.
- Knight - Your Mortar is prone to ground attacks, use the Knight and his semi-tank HP to keep it safe.
- Mortar - This is your star card. Place it near the Bridge and watch the enemy tower crumble.
- Rocket - Six Elixir Spell card is powerful enough to put a stop to a powerful push. Your Archers and Skeletons can pick off the sliver of health remaining on a surviving troop.
- Skeletons - Cheap and great against tower locking units.
- The Log - If you already deployed your Arrows, use The Log to squish those low HP units or push back foes.
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Clash Royale Strategy:
The ideal strategy of this deck is to drop the Archers at the back of your King Tower. Upon arriving at the Crown Tower, plant the Mortar near the bridge where it reaches the opponent's tower. Put the Knight in front of the Mortar as enemy units will surely flock to destroy it. Continue with the Mortar assault and then once you've greatly lowered down his Tower HP, leave it be and focus on defending your base.
Just before the game ends, shoot it with your Rocket for the win.
Just like in the Ideal Strategy, drop the Archers at the back of your King Tower. If you don't have a good hand, cycle with 1 elixir cards such as the Skeletons or the Ice Spirit. After the Archers, have the Mortar positioned near the bridge to start its assault. Have the Knight in front to counter any incoming counters.
Rinse and repeat until the tower HP is low enough for you to Rocket.
Once you've already managed to pull down the opponent's Tower HP, play some major defense. Drop the Mortar in the middle of your base. Cycle through your cheap but effect units and spells to counter any incoming pushes. Continue to plant the Mortar in the middle and then units and spells. This will eat enough time and just before the game ends, drop the Rocket to his weakened tower to win the game.
Do not let your opponent have an elixir advantage. Use the Rocket for an equal elixir trade.
You only have the Archers, Skeletons, and the Knight as units. The rest is Spells and the other is the Mortar. You might have difficulty using those cheap units, but make sure to always cycle them correctly and have your Mortar planted in the middle of your base.
Check out how Captain Snazzy easily won three battles using this deck!
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On this deck, Captain Snazzy gave us a great excuse to use the Mortar. Once upgraded to a competitive level, it can cause great pressure to the enemy. With a single shot, a level 10 Mortar can deal 251 Area damage. Now all you need to do is defend that Mortar and relax.
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