Clone: Difference between revisions

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{{Water spells}}{{Spell
{{Water spells}}{{Spell|10|10|29|20|10|10|10|0|0|20|20|10
  | school      = water magic
  | school      = Water Magic
  | level      = 4th
  | level      = 4th
  | cost        = 24
  | cost        = 24/20
  | 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 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.
}} 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.  


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.
'''Heroes starting with Clone:'''
* {{Hn|Eovacius|Navigator}}{{-}}{{withhota}}
'''Heroes specialising in Clone:'''
* {{Hn|Eovacius|Navigator}}{{-}}{{withhota}}
'''Creatures immune to Clone:'''
{{immune|spell1234=1|spell12345=1}}


Units without [[retaliation]] might benefit better from being cloned, or attacking enemy units that have already been attacked and are not [[Royal Griffin]]s.  
{{user commentary|
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.  


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.
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 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.
Using the spell on [[Crimson Couatl]]s lets the Clone become immune to all attacks for an entire turn.
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.
}}{{end of user commentary}}
{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]

Latest revision as of 12:39, 2 November 2024

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
* Without Library

Clone is a 4th level spell in the School of Water Magic. 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

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

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 Engineers, Automatons, Master Genies or Archangels, can also be good targets for this spell. Interestingly, clones also benefit from morale benefits.

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

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 Hunters.



See also:[edit | hide]