Clone
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School:
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water magic
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Level:
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4th
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Cost:
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24
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Duration:
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1 rnd/sp
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Basic effect
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Creates a duplicate of target, allied troop level 1-5. The duplicate can attack but is dispelled if it receives any damage.
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Advanced effect
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Same as Basic Effect, except the duplicate may be of a level 1-6 troop.
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Expert effect
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Same as Basic Effect, except the duplicate may be of a level 1-7 troop.
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Probability of occurrence (%):
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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.