Glasses optional

Stats given are for 5 red star HOCs at level 100. For stats at lower rarities/levels and general information, check the overview.

United States 60mm Mortar, M2 #

United States 60mm Mortar, M2

Not to be confused with the M2 Bradley, M2 Browning, M2 Light Tank, M2 Medium Tank, M2 Carbine, M2 half-track, or… yeah, the US equipment naming scheme kinda sucks, which is fitting.

M2 is for most purposes a slightly worse 2B14 (lacking her huge opening burst) – but that still makes her the second best HOC to use against unshielded enemies. This comes up e.g. in future theatres, where one shield breaker is generally sufficient and unshielded formations your bigger worry, making an ATW/MTR/MTR loadout attractive.

Additionally, her targeting prioritizes the back row, which comes up occasionally as well to prune backrows when other means aren't available (PL ranking e.g.).

And despite how wonky her grid looks, she can be fully maxed out.

Regular attack

Launch a mortar to deal 1x lethality and pierce to enemies with a radius of 2.


Lethality 154 Pierce 63 Precision 147
Reload 225 Firing Range 3 tiles Armour Piercing 40
Ammo cost 600 Ration cost 400


United States 60mm Mortar, M2 grid when maxed out
Skill #1
Name Curved Lightning Strike
Effect Fire an addtional mortar after every 2 normal attacks to deal an extra 0.6-1.2x lethality to enemies within a radius of 2.
Doesn't fire at the start of battle, unlike 2B14 and as has a much lower AoE range, but with sufficient reload buffs it has a much faster cycle rate (6s vs. 10s), helping M2's sustained DPS somewhat. Since you need all the lethality you can get, obviously high priority to raise, and arguably the only skill worth bothering with on M2.
Skill #2
Name Fatal Interference
Effect Place a stack on a random ally that increases their accuracy and evasion by 10% for 5 seconds for each group of enemies within the explosion range of this unit's attacks. Max 3 stacks per ally.
On the upside, it always triggers and works on the first hit, on the downside, its targeting is random and it's only a minor buff to a stat that may or or may not even be relevant to the unit in question. Not a priority.
Skill #3
Name Load Inertia
Effect +10% Precision after every attack for 8 seconds, max 3 stacks.
With how wonky precision works (not affected by night penalty, 40% minimum hit rate for lethality, 100% hit rate for shield pierce, etc), you will struggle to find a situation where it matters, as you'll only see even a theoretical difference with enemies that have 50+ evasion… and even then the buff is small and usually not worth the investment.
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