Clone Decoy is a Variable Edict in Hexarion Conquest that creates a temporary illusion to protect your Hexmaster from harm. It’s a purely defensive ability, ideal for dodging high-value attacks or baiting your opponent into wasting a turn.
Clone Decoy – Edict Definition
Effect:
This Hexmaster cannot take damage during your opponent’s next turn.
Key Properties:
Attribute | Value |
---|---|
Type | Variable Edict – Defense / Illusion |
Target | Self |
Effect | Prevents all incoming damage for 1 full opponent turn |
Status Applied | Treated as a “Clone Decoy” state — tracked via Runed Siglum |
CE Cost | ❌ None — free to activate |
Tactical Uses:
- Dodge lethal Edicts like Arcshock, Ignite, or Backstab
- Bait enemies into targeting you while you can’t be hurt
- Hold position on critical zones (like the Resonance Hex)
- Use before a Reclaim or CE ramp turn to ensure survival
Rules Clarifications:
- Clone Decoy blocks only damage, not:
- Silence
- Root
- Push
- Mark
- Effect ends after your opponent’s next turn — it’s a single-turn damage shield
- Clone Decoy does not stack with Shielded — but you may choose which triggers first if both are active
Glyphexes Containing Clone Decoy
Glyphex Name | Clone Decoy Position |
---|---|
Glyphex of the Hollow Path | 2nd Variable Edict |
Siegebreak | 3rd Variable Edict |
Clone Decoy Glyphexes:
- Glyphex of the Hollow Path – (Push, Clone Decoy, Blink)
- Siegebreak – (Push, Channel, Clone Decoy)
Strategic Insight:
- Both Glyphexes offer mobility + protection options, ideal for Rogues, Clerics, or support Hexmasters that need to survive while enabling combos
- Clone Decoy is especially effective when you suspect burst damage or AoE threats (e.g. Arcshock, Ignite)
- Great for stalling out enemy Edicts while holding critical objectives