
EZE'S GUIDE TO THE CLONE SPELL
The Clone Spell is the 1st spell introduced into the game that has a housing space of 4. Normal Elixir Spells carry a housing space of 2 and Dark Elixir Spells carry a housing space of 1. This should tell you how important this spell can be if utilized to it's capacity. The Clone has the ability to duplicate any troop that comes into contact with it on a 1st come 1st clone system, that is if the 1st troop that come into contact with the spell has an equal or lesser housing space value of the spell. ( a lvl 1 Clone Spell can clone up to 20 housing spaces of troops which could be 20 Archers or 4 Giants) The spell lasts for 10 seconds in wait, just hoping one of your troops comes into contact with it. Once a troop enters its range, the Clone Spell Duplicates that troop to its maximum housing space capacity. At this time the countdown to 30 seconds begins. If the troop(s) don't get destroyed by defenses first, they will simply disappear in 30 seconds.
Troops that get spawned from the Clone Spell that have
special abilities like the Witch for example, have all of their
normal capabilities. This leads up to several interesting
situations due to the housing space allowance of the spell A
great example of this is the Witch. If she enters a level 1 Clone
Spell with the capability of duplicating up to 20 housing spaces
of troops, only one more Witch will appear (because 2 will
exceed the housing space allowance) Fortunately as soon as
the original Witch or the Cloned Witch spawn their own
Skeletons, the Clone Spell will duplicate 8 Skeletons to fill the
housing space allowance. The cloned Witch will have a 30
second lifespan if left unharmed and if the Skeletons were
created by the Witch 3 seconds after she had entered the
Clone Spell they will have a 27 second lifespan. As you can tell
there are lots of little technical quirks to this spell!
Outside of the obvious advantages of adding more troops at key times and locations with the simple drop of a spell there is another unique feature to this spell that is not talked about nearly enough. The spawned troops created by the Clone Spell are generated from the center of the spell. The spell diameter is approx. 4 tiles wide. This has huge implications during an attack! By placing the edge of the Clone Spell over the walls leading into the core of a base (with 90% of the spell on the inside of the core) you can actually spawn troops on the inside of walls that you have not yet breached with your regular troops. The perfect scenario would be on a ring base that has proven to be very difficult to lead troops into the core due to careful spacing of buildings and defenses by the defending base builder.. we have all seen these bases! Your troops normally have a tendency to run around the core even after there is a Jump Spell placed in the wall leading to the core or even after the wall has been destroyed with an Earthquake Spell! By carefully placing the Clone Spell in the core with a very small portion of the spell exposed to the outer compartments, troops can simply touch the perimeter of the spell and and become cloned on the INSIDE of the CORE! This will take alot of practice but it is certainly possible.. seen it... done it!
The cost of the Clone Spell is really high, some debate too high BUT I'm going to predict that over the next 4-5 months this spell will gain in popularity as the elite players figure out how to use it best and begin to teach the rest of the Clashing community!
HERE ARE LINKS TO EVERY AVAILABLE IN-GAME ITEM AND
A FEW HELPFUL GUIDES. CLICK ON NAME TO GO TO LINK
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