Clone

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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: 24/20
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 10
Rampart 10
Tower 29 (20*)
Inferno 10
Necropolis 10
Dungeon 10
Stronghold 0
Fortress 0
Conflux 20
Cove Horn of the Abyss 20
Factory Horn of the Abyss 10
Bulwark Horn of the Abyss
* Without Library

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 Lords will create a Pit Lord that can summon Demons. 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.

Heroes starting with Clone:

Heroes specialising in Clone:

Creatures immune to Clone:

User Commentary

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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 nagas and vampires. 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 spells or abilities, such as Master Genies, Engineers, Automatons or Archangels, can also be good targets for this spell. Interestingly, clones also benefit from morale bonuses.

Using the spell on Crimson Couatls lets the Clone become immune to all attacks for an entire turn.

The 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 your cloned Bounty Hunters (and trigger their Preemptive Shot), for example.



See also:

Angel
20
20
50
200
12
Move
Flying
Size
1
Growth
1
5019
3585
Cost

3000

1

Flies. +1 Morale. Hates Devils.
Archangel
30
30
50
250
18
Move
Flying
Size
2
Growth
1
8776
6033
Cost

5000

3

Flies. +1 Morale. Hates Devils. Resurrects allies (100 Health per Archangel).
Automaton
12
10
7
30
8
Move
Ground
Size
2
Growth
5
669
398
Cost

350

Sentinel Automaton
12
10
9
30
9
Move
Ground
Size
2
Growth
5
947
631
Cost

450

Mechanical. No enemy retaliation. Detonation at death.
Couatl
17
17
25–45
160
11
Move
Flying
Size
2
Growth
1
3574
2521
Cost

2000

Meditation (skips turn).
Crimson Couatl
21
21
25–45
200
15
Move
Flying
Size
2
Growth
1
5341
3815
Cost

3500

1

Meditation (does not skip turn).
Demon
10
10
7–9
35
5
Move
Ground
Size
1
Growth
4
445
445
Cost

250

Horned Demon
10
10
7–9
40
6
Move
Ground
Size
1
Growth
4
480
480
Cost

270

Genie
12
12
13–16
40
7
Move
Flying
Size
1
Growth
3
884
680
Cost

550

Flies. Hates Efreet.
Master Genie
12
12
13–16
40
11
Move
Flying
Size
1
Growth
3
942
748
Cost

600

Flies. Hates Efreet. Spellcaster: Random beneficial spell.
Gunslinger
17
12
Shots
16
14–24
45
7
Move
Ground
Size
1
Growth
2
1351
904
Cost

800

Shoots. Preemptive Shot (once per round).
Bounty Hunter
18
14
Shots
24
14–24
45
8
Move
Ground
Size
1
Growth
2
1454
932
Cost

1100

Shoots. Preemptive Shot (unlimited).
Mechanic
6
5
3–4
14
6
Move
Ground
Size
1
Growth
8
186
186
Cost

140

Breath attack. Repairs mechanical creatures (10 Health per Mechanic).
Engineer
7
5
3–5
16
7
Move
Ground
Size
1
Growth
8
278
232
Cost

170

Breath attack. Repairs mechanical creatures (20 Health per Engineer).
Naga
16
13
20
110
5
Move
Ground
Size
2
Growth
2
1814 Horn of the Abyss2016 Shadow of Death
2016
Cost

1100

No enemy retaliation.
Naga Queen
16
13
30
110
7
Move
Ground
Size
2
Growth
2
2840
2840
Cost

1600

No enemy retaliation.
Pit Fiend
13
13
13–17
45
6
Move
Ground
Size
1
Growth
3
765
765
Cost

500

Pit Lord
13
13
13–17
45
7
Move
Ground
Size
1
Growth
3
1224
1071
Cost

700

Summons Demons from a dead ally (50 Hit Points per Pit Lord).
Vampire
10
9
5–8
30
6
Move
Flying
Size
1
Growth
4
555
518
Cost

360

Undead. Flies. No enemy retaliation.
Vampire Lord
10
10
5–8
40
9
Move
Flying
Size
1
Growth
4
783
652
Cost

500

Undead. Flies. No enemy retaliation. Drains life.