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Valheim's siege weapons are some of the most unusual and misunderstood tools in the game. The Ashlands added the Battering Ram and Catapult next to the existing Ballista, and many players expected them to change how you take fortified structures. The reality is more nuanced: each machine shines in specific situations, is optional in others, and has a few uses the developers probably never intended.
- Build the Ballista first: it is an automated turret for base defense, and a trophy sets what it targets.
- The Battering Ram breaks any structure and doubles as the fastest mining tool in the game.
- The Catapult is for hitting the Effigies of Malice behind fortress walls before you ram the door.
- The Ballista shoots you, your friends and your tames by default. Never load it from inside its arc.
Flametal,
Mechanical Springs and
Charred Cogwheels cannot go through regular
Portals.
The Ballista: Your Automated Defense Turret
The Ballista is the first siege structure most players build and the most consistently useful. You place it with the Hammer, and once loaded it fires on its own at any creature within 28 meters in a 90-degree arc (45 degrees each side).
Ammo and aim
It holds up to 40 missiles of one type. It fires quickly but aims slowly and loosely, so it excels against large, slow targets and struggles with fast ones like
Deathsquitos. Pair it with Sharp Stakes or traps, or it wastes expensive ammunition on thin air.
It shoots everyone
By default the Ballista is hostile to everything, including you, your friends and your tamed animals. Loading it while standing in its arc is a quick way to take a missile to the chest. Build doors or gates in front of it so you can block its line of sight when passing.
Placement
It needs a Workbench in range and has 250 durability. Rain damages it, so put it under a roof. Its wood support (stability loss 1/8 vertical, 1/5 horizontal) makes it easy to mount on walls and platforms.
Ballista & Missile Recipes
You can use trophies to override the Ballista's targeting. Place a trophy on it and it only fires at that creature type:
- A Draugr or
Draugr Elite Trophy targets all
Draugr variants. - Any Charred trophy (Warrior, Marksman or Warlock) targets all Charred types, including Charred Twitchers.
The trophy is never consumed, so one trophy can configure any number of Ballistae. To reset, apply the same trophy again or dismantle and rebuild.
Ballista Missile Comparison
| Stat | Wooden Missile | Black Metal Missile | Flametal Missile |
|---|---|---|---|
| Damage | 75 Pierce | 120 Pierce | 140 Pierce |
| Knockback | 45 | 60 | 60 |
| Best For | Training blocking, cheap defense | General-purpose defense | Maximum damage, Ashlands defense |
New in 1.0: Bloodgold Missiles
The Deep North adds a fourth Ballista ammo, the Bloodgold Missile, crafted at the Artisan Table from Timberwood and Bloodgold (recipe above). It is the natural ammo for Ballistae defending a Deep North base.
The Battering Ram: Brute Force Demolition
The Battering Ram is the simplest siege weapon and the most satisfying. It looks like an oversized
Cart with two huge punching arms at the front, and each punch deals 600 Pickaxe damage, enough to flatten most structures in a few hits.
How to drive it
- Load fuel into the slot at the back: Wood,
Finewood, Corewood or Ashwood. - Use the ram from the front, standing between the two smaller arms.
- Steer it like a Cart. The hammers attack automatically every few seconds.
Fuel burns at one unit every 20 seconds whether you move or not, so a full tank lasts about 8 minutes 20 seconds.
What it can break
The ram destroys any damageable structure, including Charred Fortress doors and walls. Its area punches also make it a superb mining tool:
Copper deposits,
Silver veins, Giant remains and big rocks shatter in seconds.
Stone Golems, weak to Pickaxe damage, die in one hit when both hammers connect for 1,200 damage.
The danger
Once you breach a fortress door, you are stuck between the ram and the army inside. Letting go works like a Cart (look down and use it, or dodge-roll), but that moment can be lethal when surrounded. Soften the interior with a Catapult first and destroy the Effigies of Malice.
Battering Ram Recipe
Battering Ram Stats
| Durability | 3,000 |
| Damage per Punch | 600 Pickaxe |
| Fuel Capacity | 25 units |
| Fuel Types | |
| Fuel Consumption | 1 unit per 20 seconds |
| Max Run Time | 500 seconds (~8.3 minutes) |
| Damaged by Rain | Yes |
| Size | 4 x 3.5 x 5.5 |
“The Battering Ram might be designed for fortress walls, but its real legacy is turning a 20-minute Copper mining session into a 30-second spectacle of pure destruction.
The Catapult: Long-Range Siege Artillery
The Catapult hurls payloads over walls at targets you cannot see. In practice it is finicky, somewhat inaccurate and deals far less damage per shot than the Battering Ram. But it fills a role nothing else can: hitting the Effigies of Malice that keep spawning enemies inside Charred Fortresses.
Moving and loading
You move it like a Cart. Interact with the spiked corner arms to stabilize it for better accuracy (it fires either way). To load, put a payload in a hotbar slot and press that number while aiming at the bucket. It fires the moment it is loaded, so aim first.
Payloads
Grausten Payload: cheap and accurate with a steady 55 meter range, but weak (25 Blunt plus 5 Chop and 5 Pickaxe in a 3 meter radius). Use it to calibrate.
Explosive Payload: 100 Chop, 400 Pickaxe and 100 Pure damage in a 3 meter blast, with a 40 to 50 meter range and worse accuracy. The blast can even reshape terrain, like
Lava Blobs.
Anything can fly
The Catapult launches any item in the bucket, though non-payload items usually deal no damage and may be destroyed. Never launch your best weapon by accident. You can also stand in the bucket and launch yourself over walls; bring a
Feather Cape for the landing.
Catapult & Payload Recipes
A common mistake is rushing straight at a Charred Fortress with the Battering Ram before clearing spawners. Once you breach a door, you are trapped between the ram and a horde of Charred enemies. The veteran approach is to position a Catapult first and lob Explosive Payloads at the interior Effigies of Malice. Use cheap Grausten Payloads to dial in your aim, then switch to explosives. Once the spawners are down, ram the door open with far less resistance waiting for you.
Obtaining the Key Materials
The Ballista uses Mistlands resources, while the Battering Ram and Catapult rely on Ashlands materials.
Mechanical Springs
Springs are the Ballista bottleneck. Each takes 1 Refined Eitr and 3 Iron at the Artisan Table, and a Ballista needs 3. Refined Eitr comes from the
Eitr Refinery (
Sap plus
Soft Tissue), so you need a working Mistlands operation first. Springs cannot pass through regular Portals.
Mechanical SpringMaterial · MistlandsBallista bottleneck: 3 per build, not teleportable
- Weight
- 5
- Stack size
- 10
- Teleportable
- No
Artisan Table: 1 Refined Eitr, 3 Iron
Charred Cogwheel
The Catapult needs one Charred Cogwheel, which you get by breaking objects inside Charred Fortresses, not from a creature. That means raiding a fortress to build the weapon that raids fortresses. For your first one, ladders and the Bonemass power are your best friends.
Flametal and Ashwood
The Battering Ram and Catapult each take 10 Flametal, smelted from
Flametal Ore in a
Blast Furnace. Ashwood comes from the Ashlands trees. Flametal cannot be teleported through regular Portals, but Ashwood can.
Charred CogwheelMaterialOne per Catapult, looted inside Charred Fortresses
- Weight
- 5
- Stack size
- 10
- Teleportable
- No
Fortress Siege Strategy: The Optimal Approach
The fastest way skips siege weapons
The community's most efficient method is a ladder: build an Ashwood ladder against the wall, activate the Bonemass power for damage resistance and clear the interior in about 90 seconds. The doors and walls stay intact, and since no Ashlands enemy can damage them, a captured fortress is the best outpost in the biome.
The siege sequence
If you want to use siege weapons (and they are great fun), follow the steps below: calibrate the Catapult, destroy the spawners, then ram the door.
Converting the fortress
Dig deep inside the walls, which extend well below ground, for a multi-floor base. The central tower makes a great lookout. Only flyers like
Fallen Valkyries and
Voltures can reach you, so roof your work areas.
How to Siege a Charred Fortress
- 1
Scout and Position
Find flat ground within 55 meters of the fortress. Build a Catapult and stabilize it by interacting with the spiked corner arms. Bring at least 10 Grausten Payloads and 20 Explosive Payloads.
- 2
Calibrate with Grausten Payloads
Fire a few cheap Grausten Payloads to find the arc. They have the most consistent trajectory at 55 meters. Adjust your Catapult position until shots land inside the fortress walls, ideally near the spawner locations.
- 3
Destroy Spawners with Explosive Payloads
Switch to Explosive Payloads and bombard the interior. Each Explosive Payload deals 400 Pickaxe and 100 Pure damage in a 3-meter radius. Focus on the Effigies of Malice. Without spawners, the fortress garrison cannot replenish.
- 4
Ram the Door
Fuel your Battering Ram with any wood type and drive it to the fortress entrance. The 600 Pickaxe damage per punch will break through even the toughest doors quickly. With spawners already destroyed, the remaining defenders should be manageable.
- 5
Creative Uses Most Players Never Consider
These machines are worth building even after every fortress on the map has fallen.
The Battering Ram mines
With 600 Pickaxe damage per punch over a wide area, it shreds Copper deposits, Silver veins and rock formations faster than any pickaxe. If you still mine by hand in the late game, you are doing it the hard way.
The Catapult launches players
Stand in the bucket, load any launchable item and you fly with it. It gets you over fortress walls without ladders, but fall damage applies, so wear a Feather Cape. Some players launch from one captured tower into the next fortress.
Naval catapults
Build a platform of floors and roofs on a
Drakkar, roll a Catapult on and stabilize it. Up to two fit on one ship. Impractical, but bombarding a coast from offshore is unforgettable.
The Ballista trains blocking
Load Wooden Missiles, the weakest ammo, and stand in the arc with a tower shield. Ballista shots cannot be parried, so you must block, which levels your Blocking skill. Eat well first.
Siege Weapons: Worth the Investment?
Pros
- Battering Ram is the fastest mining tool in the game
- Ballista provides completely automated base defense
- Catapult can hit targets behind walls and obstacles
Explosive Payload deals massive 400 Pickaxe + 100 Pure damage- Fortress sieges are incredibly fun and satisfying
- Ballista targeting can be customized with trophies
Cons
- All three are damaged by rain and need shelter or maintenance
- Catapult accuracy is inconsistent with Explosive Payloads
- Ladders are faster and cheaper for fortress entry
- Ballista shoots friendlies, tames, and its owner by default
- Key materials (
Mechanical Spring,
Charred Cogwheel) cannot be teleported - Battering Ram can trap you against enemies in narrow spaces
Final Verdict: Which Siege Weapon Should You Build First?
- Ballista: passive, automated defense while you do other things. Load Black Metal Missiles (or Bloodgold Missiles in the Deep North), set a trophy and forget it.
- Battering Ram: not for sieges, since ladders are faster, but because it trivializes mining.
- Catapult: the most situational and the most expensive to feed, but nothing else hits targets behind walls.
Are they necessary?
No. You can finish the Ashlands without building one. But a Copper deposit turning to gravel, a Catapult flight over a fortress wall and a Ballista picking off Charred while you craft are the moments that make late-game Valheim worth the grind.
Recent Updates
- Updated for Valheim 1.0: corrected Ballista missile recipes, added the Bloodgold Missile, fixed teleport and Charred Cogwheel details, and reorganised the guide for easier reading.