Decks:

Mortar Chip Challenge Deck

  • View Master Deck
  • Clash Royalety
  • 8
  • Defensive
  • 3
  • Oct 08, 2016 (8 months ago)
5
Inferno Tower
Rarity: Rare
Type: Building
Defensive building, roasts targets for damage that increases over time. Burns through even the biggest and toughest enemies.
Seen in 4% of the last 50 competitive decks.
5
Inferno Tower
4
Lumberjack
Rarity: Legendary
Type: Troop
He chops trees by day and hunts The Log by night. His bottle of Rage spills everywhere when he dies.
Seen in 0% of the last 50 competitive decks.
4
Lumberjack
3
Mortar
Rarity: Common
Type: Building
Defensive building with a long range. Shoots exploding shells that deal area damage. Cannot shoot at targets that get very close!
Seen in 4% of the last 50 competitive decks.
3
Mortar
3
Guards
Rarity: Epic
Type: Troop
Three ruthless bone brothers with shields. Knock off their shields and all that's left are three ruthless bone brothers.
Seen in 2% of the last 50 competitive decks.
3
Guards
3
Princess
Rarity: Legendary
Type: Troop
Shoots a volley of flaming arrows halfway across the Arena. The Princess is afraid of germs, so keep the rabble away from her!
Seen in 54% of the last 50 competitive decks.
3
Princess
3
Miner
Rarity: Legendary
Type: Troop
The Miner can burrow his way underground and appear anywhere in the Arena. It's not magic, it's a shovel.
Seen in 14% of the last 50 competitive decks.
3
Miner
2
Zap
Rarity: Common
Type: Spell
Lightning zaps enemies, dealing damage inside a small radius. Reduced damage to Crown Towers.
Seen in 62% of the last 50 competitive decks.
2
Zap
1
Ice Spirit
Rarity: Common
Type: Troop
Spawns one lively little Ice Spirit to freeze a group of enemies. Stay frosty.
Seen in 0% of the last 50 competitive decks.
1
Ice Spirit

Deck Audit

Cards that are commonly used to counter multiple cards in this deck:

5
Barbarians
Rarity: Common
Type: Troop
A horde of melee attackers with mean mustaches and even meaner tempers.
Seen in 24% of the last 50 competitive decks.
5
Barbarians
5
Minion Horde
Rarity: Common
Type: Troop
Six fast, unarmored flying attackers. Three's a crowd, six is a horde!
Seen in 32% of the last 50 competitive decks.
5
Minion Horde
3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
4
Fireball
Rarity: Rare
Type: Spell
Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.
Seen in 18% of the last 50 competitive decks.
4
Fireball
5
Witch
Rarity: Epic
Type: Troop
Summons skeletons, shoots destructo beams, has glowing pink eyes that unfortunately don't shoot lasers.
Seen in 4% of the last 50 competitive decks.
5
Witch
1
Skeletons
Rarity: Common
Type: Troop
Four fast, very weak melee fighters. Swarm your enemies with this pile of bones!
Seen in 44% of the last 50 competitive decks.
1
Skeletons
2
Zap
Rarity: Common
Type: Spell
Lightning zaps enemies, dealing damage inside a small radius. Reduced damage to Crown Towers.
Seen in 62% of the last 50 competitive decks.
2
Zap

Danger! This deck may not counter some of the more powerful cards in the game. This deck may be susceptible to the following cards:

6
X Bow
Rarity: Epic
Type: Building
Nice towers you got there. Would be a shame if this X-Bow whittled it down from this side of the arena...
Seen in 4% of the last 50 competitive decks.
6
X Bow
3
Mortar
Rarity: Common
Type: Building
Defensive building with a long range. Shoots exploding shells that deal area damage. Cannot shoot at targets that get very close!
Seen in 4% of the last 50 competitive decks.
3
Mortar

Guide

Hello clashers! Here I am sharing the deck I used to reach legendary arena as well as go 12-0 in a classic challenge. This deck relies preventing your opponent from getting an elixir advantage or building too big a push while chipping down one of their towers until it's destroyed, then defending till time runs out. You should focus on defending with this deck. If you lose a tower it will be difficult to recover, you should always go for 1-0 unless your opponent is a real idiot.

 

I got my results with tournament level cards (C9/R7/E4/L1)

 

Cards & Strategy

The mortar is your primary win condition of this deck. Always place it 1 tile from the river, 1 tile closer to the edge of the arena than your crown tower. This is the most defendable placement that can still hit the enemy tower. It often causes an aggro response which you can stop with other cards, keep the mortar and counterpush with Miner. Never play Mortar when you have less than 7 elixir and don't spend too much defending it, just cycle to the next one or a Princess.

Even after being nerfed, Princess is still a force in the arena. She's your main defense against swarm cards, mega minions, dragons and even barbs. She can take out buildings they put in the middle too. Her best use though, is as a second mortar. I've tried experimenting with Arrows and Fire spirits, but they really can't replace her.

Sub:

In this deck, the Miner is not your primary damage dealer. His main role is taking out elixir pumps as we don't want the enemy to flood you. He is also useful for taking out princesses, doing counterpushes if your guards survive a defense, defending with him in emergencies or getting that last bit of damage on their tower. If you don't have him the Rocket serves his purpose well enough, but is less versatile in this deck.

OR

Having an inferno card is a necessity in the giant meta. I find the Inferno Tower to be more useful as it can pull troops, charges faster and does much more hits, while Inferno Dragon can't stop hog riders from hitting the tower and sometimes dies to a Giant's support before killing it, resulting in GG. If Inferno Dragon works though, you can turn the tables with a miner counterpush, but for me the Tower is more consistent on defense. Don't waste your inferno card on troops like Prince or Mini Pekka, your guards will take care of them. Always plant the inferno tower in the middle.

Subs:

Lumberjack is a beast on this deck. He will rip through almost any ground troop the enemy places down to counter your mortar, then rage it up when their tower finishes him. He loses 1v1 against Mini Pekkas, but you have Guards to deal with those. With good timing, a defensive Lumberjack will run in front of your Guards on the counterpush and rage them up. If you don't have him you can use Mini Pekka who also works as a secondary tank killer, but you will need to use Guards or Zap to stop small troops from touching your mortar. Valkyrie solves this problem but isn't as good at counterpushing or tank killing as MP or LJ. If you have Lumberjack, use him, he can do everything the other cards do and gives you a free rage spell.

Sub:

A great rapid response card. They stop most single target threats like Prince, Pekka or an undefended musketeer and will survive for a Miner counter push. You can place them in front of your mortar to stop most ground cards from destroying it. Guards only start to shine when they reach level 3 as their shields can be zapped off before then, so if yours are low level you can use Tombstone instead to defend or put behind your mortar. Both cards can be used to stall Sparkies.

This little guy is so useful. You can put it behind counter pushes to freeze minions and finish them with Zap or Princess, it can tank for a tower and freeze it at tournament rules, allowing your miner to destroy a pump placed inbetween their towers. If they zap your inferno, you can freeze the giant so it can recharge. In a pinch, you can freeze a prince or sparky. If you're using Inferno Dragon, you can freeze hogs and kill them with the dragon, LJ or guards, stopping it from hitting your tower.

OR

This card serves as your inferno/sparky,prince resetter as well as a secondary spam killer if your princess is out of rotation. You can fry any small troops they put down to block your counter pushes or take down your mortar, princess or miner. It can also win you princess duels. If you're a log guy you can swap zap for it, but I don't have The Log so it's up to you to adapt your strategy.

Matches & Threats

If your opponent plays Elixir Collector, they're probably using a heavy deck. Always save your miner or rocket for the Elixir Collectors unless you're carrying rocket and they're using 3musk, if you let them get the elixir advantage you will probably lose.

If you know they have Poison or Freeze, always imagine they're about to put one where they normally do to avoid losing guards, a mortar and princess all at once. Poison in particular can be very annoying, escpecially when paired with the Giant. If they have Rocket or Lightning, never bunch up tons of stuff. Nothing alone is worth rocketing and they will give you a big elixir advantage if they waste it on your lone mortar.

Hog decks can be very annoying to deal with as they will ignore any troops protecting your mortar. You can throw in an ice spirit with your guards or LJ to stop him without damage on your mortar or tower. He's only worth an inferno tower if he's the only building targeting card your opponent has and he's coming with support like goblins or fire spirits.

 

Royal GG can be troublesome as he can wipe out your mortar and proceed to shoot at your crown tower. He can outrange Inferno Tower, so make sure you place it reactively. Freeze him with ice spirit if your inferno gets zapped. If he's on his own, you can kill him with LJ + Guards and trade some tower damage for a huge counterpush. Only play Mortar when the Royal GG is out of rotation.

The current meta and arguably the most annoying to date, because if your defense fails it's an instant 3 crown. A giant on his own can be wrecked by guards + LJ and set you up for a counter push, but he rarely comes alone. Inferno Tower/Dragon will solo giant and valkyrie. Put guards and inferno to stop giant prince/mini pekka. Pull the Giant with your Inferno, then put LJ and/or guards to deal with his support. If theyre's a bowler or other splash cards, put the LJ first then guards in the opposite direction. If they zap your inferno, put an ice spirit on the Giant.

You lose. The bowler completely shuts down this deck, especially if used with giant poison or any spawners. The most you can do is force a draw unless the bowler user is terrible at using him.

One of the easiest or hardest cards to deal with depending on whether or not the opponent is a noob. If they have hound, always save your princess for it. If minion horde or MM/dragon support is in front of the hound, drop princess in the back first then ice spirit, then drop inferno to kill the lone lava hound and the princess will kill the pups. If the hound is in front, put the inferno down, then the princess in the back and ice spirits/zap as needed. Put down guards if there's an inferno dragon about to lock onto your tower. If they're using an all air deck with poison or miner for your princess it's pretty much GG unless they're incredibly stupid.

Zap the sparky to reset it, then put your LJ/MP/Valk down. Valk can tank a hit from it at tournament levels. You can also use your Ice Spirit to stun and reset the sparky, or your Guards, who will block a hit each with their shields. If you're using Tombstone, it completely shuts down Sparky. If there's a Giant or RG in front, drop your inferno card and zap or guards + ice the sparky. The inferno will kill both.

Miner cycle isn't too difficult to deal with, just plop down LJ or guards and counterpush with your miner. If they put the miner in the same spot every time, you can prevent tower damage. If they don't and need to protect your tower, put an ice spirit at the back.

Heavy tank decks like Golem and Pekka are generally dealt with the same way as Giant decks, but are easier to shut down as long as you keep destroying their pumps. Guards are great for taking down both as they can survive the golem death explosion and stall the Pekka for a long time.

Double prince decks are easy to beat with this deck. A well timed Ice Spirit will freeze both of them, allowing you to put a LJ/MP/Valk on the dark prince and guards on the gold prince, killing both and usually anything else they throw in and setting you up for a miner counterpush or uncontested mortar. Trickier combos like prince valkyrie will require skilled usage of guards, ice spirit/zap and your inferno card.

Three Musketeers can be a big problem if dealt with incorrectly, especially with rage and/or behind a tank. If the musketeers are coming on their own in a big bunch you can bring their health down with mortar or princess, then finish them off with zap or put a card down when they reach the bridge. If there's a giant in front you better hope you're using Inferno Tower, because you'll need to place it pre-emptively so you have 10 elixir when they cross the bridge. As soon as the musks cross, put LJ first, then ice and guards, or Guards then ice and MP. You will likely still take a little tower damage, but stop the worst of it. If you're using valkyrie, it kills all the musks with a zap.

Hut spam can really screw with your mortar's targeting and will destroy your mortars and princesses. If there's only a tombstone or furnace try to deploy your mortar when the spawner is out of rotation. If it's a full on sim city then force a draw. With mortar, princess, guards, LJ/MP/Valk and inferno for defense you're equipped to do this. You can also send a miner to damage their huts, but make sure you time it right. It's difficult to kill Tombstone or Goblin hut with a miner.

Other siege decks are simple to deal with. If they're not using giant or anything like that, put your inferno whenever they pop down their mortar/xbow, then pop down your mortar, it will now be protected by the inferno, but beware of siege-rocket users! If they have giant, save inferno for it and kill the mortar with solo LJ, xbow with LJ and guards, then miner counterpush. If they put other buildings with the siege tower it gets trickier, try putting inferno and ice spirit or letting the siege unit lock onto your crown tower, then icing the support building and rushing with guards/LJ then doing a miner push.

 

Have fun winning!

    Posted 6 months ago

    Carbon14

    26/12/16

    You can surround bowler with guards and then send Lj to attack it. while inferno kills tank. Miner can chip down support to zapable range, anything else cheap troops can be used and counter-push with mortar.

    Posted 6 months ago

    Fox3.0

    17/12/16

    Nice deck

    Posted 6 months ago

    clasherman

    17/12/16

    I would use this but the only card I'm missing is  rip