Clone
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School: | water magic | ||||||||||||||||||||||||
Level: | 4th | ||||||||||||||||||||||||
Cost: | 24 | ||||||||||||||||||||||||
Duration: | 1 rnd/sp | ||||||||||||||||||||||||
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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 enemy retaliation might benefit better from being cloned, or simply having the stack attack enemy units that have already been attacked and are not Royal Griffins to avoid retaliation and losing the stack with passive attacks this way.
Of course it might make sense to destroy cloned units as opponent first if they can be reached as they could make quite some damage as long as they exist if they are ranged, less if they are melee creatures (vanishing with retaliation if this 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 belonging to the the state of matter (solid, liquid, gas and plasma) schools which creates creatures that stay the entire encounter.
There are no spells that would give a hero creatures that also stay past encounters 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.