Clone Spell
Two armies, one drop — the Clone Spell turns a push into a stampede.
The Clone Spell is a four-star offensive spell in Clash of Clans that, when dropped on the battlefield, generates temporary duplicates of every friendly troop within its circular area of effect. For a brief window, your army effectively doubles in size, delivering a surge of damage that can shatter a well-defended base in seconds. It is one of the most versatile utility spells in the game, prized by attackers who want to punch through heavy defensive clusters without committing additional troop slots. Unlocked at Town Hall 8, the Clone Spell sits alongside other high-tier spells in the Builder's research tree. Its visual signature—a swirling vial of pale, iridescent liquid that bursts into a ring of shimmering duplicates—makes it instantly recognizable on the raid map. Players often reserve it for their most critical push, timing the drop so the clones overlap with the main body of troops at the moment of maximum defensive pressure.
- Type
- Offensive Spell
- Unlock
- Town Hall 8
- Clone Duration
- 15 seconds
- Area of Effect
- Circular
- Star Rating
- 4
- Effect
- Creates temporary duplicates of all friendly troops in the area
Lore & Background
In the world of the Builder's Village, spells are not mere buttons on a screen but carefully brewed concoctions crafted in the alchemical annex of the workshop. The Clone Spell, in particular, is said to require a rare distillation of mirror-essence and powdered starlight, ingredients that the Builder's apprentices can only source during the briefest windows of the season. The resulting vial glows with a soft, pearlescent shimmer, and the liquid inside seems to shift and multiply even before the spell is ever deployed. Veteran raiders in the village speak of the Clone Spell with a mix of reverence and caution. Because the duplicates are not true living troops but rather magical echoes, they carry a faint translucence and a soft inner glow that sets them apart from their originals. They fight with identical ferocity, deal the same damage, and suffer the same wounds—but they cannot replicate the unique secondary abilities of certain troop types. A cloned Witch will swing her staff but will not summon bats; a cloned Royal Giant will charge but will not trigger its special ability. These limitations are the price of the spell's brevity: the echoes are powerful, but they are fleeting. The Builder's own notes, scrawled in the margins of the research codex, warn that the magic is unstable beyond its window. At the end of the duration, the clones simply dissolve into a puff of pale sparks, leaving no residue and no trace. The Builder prefers it this way—clean, decisive, and gone before the enemy can adapt. In the broader lore of the village, the Clone Spell represents the Builder's philosophy: sometimes the answer to a problem is not more troops, but the same troops, twice, for just long enough to break the line.
In Their Own Story
The raid map stretched out before Kael like a painted diorama, every wall and cannon rendered in crisp, miniature detail. He had spent three hours lining up his Lavaloon push, the Balloons clustered tight around the Lava Hound, the support troops fanned in a crescent behind them. One vial sat in his hand: the Clone Spell, its liquid swirling in slow, hypnotic circles. He hit Deploy. The army surged forward, the Hound's low rumble vibrating through the ground, Balloons bobbing in their steady ascent. The enemy Inferno Towers locked on, their beams turning crimson. The Hound's health bar began to bleed. Kael watched the numbers tick down, his thumb hovering over the vial. Now. He dropped the Clone Spell dead-center on the push. The world seemed to stutter. A ring of pale light bloomed across the battlefield, and suddenly there were two Lava Hounds, two rings of Balloons, two walls of Minions. The Inferno Towers' beams split, their damage divided. The Hound's health bar stopped bleeding. It recovered. The push, which had been grinding to a halt, roared back to life and tore through the inner defenses like a wave through sand. By the time the last clone dissolved into sparks, the base was already a field of rubble. Kael exhaled, set the empty vial on the table, and watched the victory banner unfurl. Fifteen seconds. That was all it had taken to turn a near-loss into a clean wipe.
Reader's Guide
The Clone Spell creates a circular area on the battlefield in which every friendly troop present is duplicated. The clones are visually slightly translucent with a soft inner glow, carry identical hit points and damage output to their originals, and persist for 15 seconds before dissolving into a burst of pale sparks. They can be targeted, damaged, and destroyed by enemy defenses just like real troops. Importantly, clones do NOT replicate secondary or passive abilities: a cloned Witch will not spawn bats, a cloned Royal Giant will not activate its special ability, and a cloned Balloon will not trigger its unique effect. The spell is unlocked at Town Hall 8 and is a four-star spell. Practical tip for a 2H Lavaloon push: Wait until your Lava Hound and the core Balloon cluster are inside the ring of the enemy's Inferno Towers or Mortar, the moment when the Hound is taking concentrated fire and your Balloons are about to be shredded. Drop the Clone Spell centered on the Hound and the tightest group of Balloons. The 15-second window will effectively halve the DPS your defenses can apply per unit (since damage is split across two Hounds and two sets of Balloons), buying just enough time for the push to punch through the inner defenses. Do NOT drop it early on the outer ring; you will waste the duration on troops that are still approaching. The golden rule is: clone at the moment of maximum threat, not at the moment of deployment. For a 5H Queen Charge, the logic shifts slightly. Drop the Clone Spell on the Queen and her immediate support (Minions, Archers, or the Hog Rider if present) just as they round the corner into the enemy's core. The cloned Queen will add a second stream of damage and a second body for defenses to split their fire on, while the cloned support troops add a temporary wall of HP that soaks arrows and cannon fire. This is especially effective against bases with concentrated Mortar or Eagle Artillery coverage, where the extra HP pool can be the difference between the Queen surviving the volley or being melted in two shots.
Did You Know?
- Clones are visually distinct from their originals, appearing slightly translucent with a soft inner glow that makes them easy to spot on the raid map.
- Clones do not replicate secondary troop abilities, so a cloned Witch will swing her staff but will not summon her bats.
- The 15-second duration means the Clone Spell is most effective when dropped at the peak of defensive pressure rather than at the start of a push, maximizing the overlap of damage output.
- Because clones can be targeted and destroyed, a well-placed Inferno Tower or Eagle Artillery can eliminate a significant portion of the cloned army before the duration expires.
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