Clone: Difference between revisions

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(spell usage and tactics, a little bit of text added)
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  | 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 a clone of a stack, which has all of the original stacks abilities. The clone will be destroyed as soon as it takes any damage. In the late game, with hordes of troops at your disposal, this can be a much more effective "damage" spell than even [[implosion]] if cast on a large powerful stack.
}} It creates a clone of a stack, which has all of the original stacks abilities. The clone will be destroyed as soon as it takes any damage.
 
In the late game, with hordes of troops at your disposal, this can be a much more effective "damage" spell than even [[implosion]] if cast on a large powerful stack.
 
Units without [[retaliation]] might benefit better from being cloned, or attacking enemy units that have already been attacked and are not [[Royal Griffin]]s.
 
Of course it might make sense to destroy cloned units first if they can be reached as they could make damage as long as they exist if they are ranged, less if they are melee creatures (vanishing with retaliation if it happens) but deal regular damage and are dissummoned on getting any damage - as opposed to the [[summon water elemental]] spell and its 3  other variants according to state of matter (solid, liquid, gas and plasma) school.


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

Revision as of 18:03, 5 February 2014

School of Water Magic
Symbol for School of Water Magic
Level 1
 Bless
 Cure
 Dispel
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
 Weakness
Level 3
 Forgetfulness
 Frost Ring
 Mirth
 Teleport
Level 4
 Clone
 Prayer
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic
Clone
School:  water magic
Level:  4th
Cost:  24
Duration:  1 rnd/sp
 Basic effect
Creates a duplicate of target, allied troop level 1-5. The duplicate can attack but is dispelled if it receives any damage.
 Advanced effect
Same as Basic Effect, except the duplicate may be of a level 1-6 troop.
 Expert effect
Same as Basic Effect, except the duplicate may be of a level 1-7 troop.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Clone is a 4th level spell in the School of water magic. It creates a clone of a stack, which has all of the original stacks abilities. The clone will be destroyed as soon as it takes any damage.

In the late game, with hordes of troops at your disposal, this can be a much more effective "damage" spell than even implosion if cast on a large powerful stack.

Units without retaliation might benefit better from being cloned, or attacking enemy units that have already been attacked and are not Royal Griffins.

Of course it might make sense to destroy cloned units first if they can be reached as they could make damage as long as they exist if they are ranged, less if they are melee creatures (vanishing with retaliation if it happens) but deal regular damage and are dissummoned on getting any damage - as opposed to the summon water elemental spell and its 3 other variants according to state of matter (solid, liquid, gas and plasma) school.