Name: Mortier
Back Story: One day, while attacking a village, a Pekka was attacking a Dark Elixir storage. When he destroyed it, the Dark Elixir started to spurt out everywhere. It even made it into the enemy base, landing inside a mortar just as it fired. Boom! The mortar exploded! The actuall mortar part of it flew up into the air and landed in the Pekkas hands. Just then the Pekka realised it actuall duty. Not to be a tanking menace, but to blow up mortars! He became, the Mortier!
Visual: Is about the the size of a Pekka, but is clothed, not armored. Wears light blue pants, hat and t-shirt. Carries a big cannon-like thing to its right side, (looks like a cannin but has a long, skinny barrel and is a shiny silver colour. Lvl 2 The cannon thing gets bigger and the barrel gets longer. Lvl 3 The cannon thing turns to a dark grey and the Mortier gets a white mask. Lvl 4 The Mortiers clothes turn black and the eyes on his mask start glowing.
Stats: (Lvl 1)
HP: 110
DPS: 31 (x4 against mortarsrs)
Favourite Target: Mortar. (If no mortars can be reached without going through walls the troop will attack nearest building untill the wall it needs to go through has been breached.
Range: 9 Tiles.
Attack Speed: 3 seconds.
Housing Space: 16.
15 in a maxed TH10 army composition, absolute minimum TH usage level 6.
Movement Speed: 16. Training Cost: 100 Dark Elixir.
Training Time: 10 Minutes.
Only targets Ground Units.
Is a ground unit.
Unlocked at Dark Barracks Lvl 8. (If the Volcano Mage is added then that should be unlocked before the Mortier, therefore making the Volcano Mage unlocked at Lvl 7 Dark Barracks)Upgrade Cost: Lvl 1, 7000 Dark Elixir. Lvl 2, 10000 Dark Elixir. Lvl 3, 14000 Dark Elixir. Lvl 4, 20000 Dark Elixir.
Upgrade Time: Lvl 1, 1 Day. Lvl 2, 3 Days, Lvl 3, 4 Days. Lvl 4, 7 Days.
Upgraded Stats:
Lvl 2, DPS: 41. (x4 v mortars) HP: 12 0. Training Cost: 120 Dark Elixir.
Lvl 3, DPS: 66. (x4 v mortars) HP: 140. Training Cost: 145 Dark Elixir.
Lvl 4, DPS: 81. (x4 v mortars) HP: 160. Training Cost: 160 Dark Elixir.
Offensive Strategy: Shield the Mortier from damage! Use at least 2 or more Mortiers if its to be very affective. Giants will help and act as a meat shield. It can also be very useful in barch because it will take out those pesky little mortars! The only problem would be that it could be easily defeated if theres not enought barbs/archers to shield it from the archer towers and cannons.
Army Compositions:
Barchers-FARMER-4 Mortiers, 88 Barbs and 88 Archers. The regular barch but with no more actual Mortars thanks to the Mortiers. Gilarchers (Jy-L-Archer)-TROPHY-4 Mortiers, 2 Healer, 10 Giants and 98 Archers. The giants to tank, the healers to heal the giants, the Mortiers to take out the Mortiers and the archers for cleanup.
Morvobarlernts (More-Vo-Bar-Lear-Nts)-TROPHY-2 Mortiers, 84 Barbs, 4 Volcano Mages, (If there added) 2 Healers and 8 Giants. The giants to tank, the healers to heal the giants, the volcano mages to help with building damage, the Mortiers to take out the mortars and barbarians for cleanup.
Ill put more in when I think of ones that the Mortier would help the troops instead of just wasting army camp space.
Defensive Strategy: Keep your mortars as centered as possible! Mortiers Prioritally target mortars so keep them outside 10 units of wall and building to render the Mortiers useless. Also having air units in your CC helps because Mortiers cant target air units.
Troop Vs Troop Strategy: If a Mortier comes out of a CC then the best way to defeat it is to lure it way from the base, (which is hard to do because they have a 9 tile range) then once its outside the base I recommend you use just a couple air units to finish it off.
Thats my idea for a troop! I hope you've had a read and loved this troop idea! Hopefully Supercell will take a look!
if you haven't then check out my defence idea, the Potion Gun! - http://forum.supercell.net/showthread.php/753803-New-Defence-Potion-Gun%21





