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{{Water spells}}{{Spell|10|10|29|20|10|10|10|0|0|20|20|10
{{Water spells}}{{Spell
  | school      = Water Magic
  | school      = water magic
  | level      = 4th
  | level      = 4th
  | cost        = 24/20
  | cost        = 24
  | duration    = 1 rnd/[[Spell power|sp]]
  | duration    = 1 rnd/[[Spell power|sp]]
  | b_effect    = Creates a duplicate of target, allied troop level 1-5. The duplicate can attack but is dispelled if it receives any damage.  
  | b_effect    = Creates a duplicate of target, allied troop level 1-5. The duplicate can attack but is dispelled if it receives any damage.  
  | a_effect    = Same as Basic Effect, except the duplicate may be of a level 1-6 troop.
  | a_effect    = Same as Basic Effect, except the duplicate may be of a level 1-6 troop.
  | e_effect    = Same as Basic Effect, except the duplicate may be of a level 1-7 troop.
  | e_effect    = Same as Basic Effect, except the duplicate may be of a level 1-7 troop.
}} It creates an exact replica of the target creature stack, which has all of the original stack's features and special abilities. For example, cloning [[Pit Lord]]s will create a Pit Lord that can summon [[Demon]]s. Although only one clone of a single unit stack can exist at a time, it is possible to clone a unit stack multiple times if its clone is dispelled. The clone will disappear immediately (no retaliation) when it receives any damage. It will also be dispelled if the unit that the Clone-spell was casted on dies. Unlike other spells that summon a new creature, Clone's duration depends on the caster's spell power, as the clone lasts for 1 turn for each level of the caster's spell power.  
}} It creates an exact replica of the target creature stack, which has all of the original stacks features and special abilities. The clone will disappear immediately (no retaliation) when it recieves any damage.


'''Heroes starting with Clone:'''
== Comments & debate ==
* {{Hn|Eovacius|Navigator}}{{-}}{{withhota}}
Clone is specially useful in the latter game, when you have large hordes of creatures at your disposal. The known fact is, that creatures do more damage than spells causes clone to do much more damage than [[implosion]], which is the most powerfull spell in the game damage-wise.
'''Heroes specialising in Clone:'''
* {{Hn|Eovacius|Navigator}}{{-}}{{withhota}}
'''Creatures immune to Clone:'''
{{immune|spell1234=1|spell12345=1}}


{{user commentary|
Because clones do not withstand any damage, it is advisable to clone a creature stack that has the speed higher than the enemy creature stack next in turn. This is due the fact, that that the cloned creature will be next to act if it has the highest speed of all the remaining creatures.
Clone is especially useful in the later game, when you have large hordes of creatures at your disposal. Clone can often be considered as the most powerful spell in the game damage-wise, since a cloned creature is likely to do more damage with a single attack than any spell, generally speaking.  


Because clones do not withstand any damage, it is advisable to clone a creature stack that has the speed higher than the enemy creature stack next in turn. This is because the cloned creature will be next to act if it has the highest speed of all the remaining creatures.
Good target for clone are creatures with no enemy [[retaliation]], for example [[naga]]s and [[vampire]]s. When this kind of cloned stack attacks, it does not recieve counter attack and therefore does not recieve any damage.  


Good target for clone are creatures with no enemy [[retaliation]], for example [[naga]]s and [[vampire]]s. When this kind of cloned stack attacks, it does not receive counter-attack and therefore does not take any damage and disappear. On the other hand, when fighting against enemy clones, it may be wise to attempt killing the clones first if possible. Monsters with powerful [[spell]]s or abilities, such as [[Engineer]]s, [[Automaton]]s, [[Master Genie]]s or [[Archangel]]s, can also be good targets for this spell. Interestingly, clones also benefit from morale benefits.
Of course it might make sense to destroy cloned units as opponent first if they can be reached (requiring only one point of damage no matter the health total of the stack) as they could make quite some damage as long as they exist.


Using the spell on [[Crimson Couatl]]s lets the Clone become immune to all attacks for an entire turn.  
[[Force Field]] might prove useful to defend ranged cloned units, making them persist longer on the battlefield than melee units could be.


AI will almost always target clones first. This can be used to protect another unit (as the AI will ''not'' attack it if a Clone exists) or to draw enemy shooters to attack the [[Bounty Hunter]]s.  
[[Clone]] might work better than the [[summon water elemental]] spell and its 3  other variants belonging to the the state of matter (solid, liquid, gas and plasma) schools which creates creatures that stay the entire encounter - especially in the late game when using [[Clone]] for a even a single attack might be better than [[Implosion]] as [[Clone]] scales with the number of original units it is used on.


}}{{end of user commentary}}
There are no spells that would give a hero creatures that also stay past encounters and thus would make it possibly to exchange refreshable mana points with creatures instead of using gold and regrow timers although there is an encounter type called [[Griffin Conservatory]] that randomly results in angels addded to the troops without payment like in towns or creature hangouts on the map, and the [[Necromancy]] skill which adds skeletons to the own troops (which is one of the slowest units in the game and may slow down the army) - and then there's [[Diplomacy]] and random monsters on the map that might join.


[[Category: Spells]]
[[Category: Spells]]
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