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CloneRiflemanB

Clone Rifleman Icon


"1...2...wait what? These Riflemen multiply after being destroyed up to two times. Each clone is slightly weaker and deals less damage than the Rifleman before him."

Summary

  • The Clone Rifleman is unlocked after building the Proto Troop Workshop.
  • The Clone Rifleman is a Prototype Troop with identical behavior to the standard Rifleman.
  • When destroyed, the Clone Rifleman splits into two clones, which produce two more when those clones are destroyed. Clones have weaker stats than their predecessors.
  • Clone Rifleman behaves identically to a Rifleman. However, spawned clones are not affected by Flares or any form of healing.
  • The Clone Riflemen first appeared in Warships Season 13.

Visual Appearance

  • The Clone Riflemen appears as a normal Rifleman; a fair-skinned man with a blue uniform, simple boots, and a grayish-green helmet with a blue cloth band around it with a red ace of diamonds tucked into it.
  • Their clones are identical, but with a purple tint, resembling troops spawned via Second Wind/Remote Defib.

Offensive Strategy

  • Clone Riflemen are effective when deployed in large numbers, as they can be used effectively in the same way as Rifleman. Despite boasting weak stats on clones, each Clone Rifleman essentially equates to having 4 units for just one housing space, making them deadly versus single-target defenses like Boom Cannons.
  • Another great strategy is Clone Rifle-Medic. Clone Riflemen have moderate health, so Medics will be able to heal up most of the damage that the Clone Riflemen take from splash damage defenses. Medics' healing does have a splash effect, so they can heal Clone Riflemen faster than any other unit (though high-level defenses can eventually overpower the healing).
  • A third popular strategy with Clone riflemen is the Clone Rifle-Zooka strategy. This strategy is very weak to splash defenses due to the high amount of troops and relatively low health per troop, but this is a devastating tactic when combined with high-level Medkits and/or Medics or when used against a base with low level or at least very few splash defenses. Using Smoke Screens can also help to flank the Clone Riflemen and Zookas around defenses and to the Headquarters.
  • Clone Riflemen are weak against Machine Guns, Mortars, Flamethrowers, Rocket Launchers and Shock Launchers as these defenses are multi-target, meaning that they excel at damaging groups of enemies.
  • You can allow Clone Riflemen to spread out as much as possible to minimize the effect of these defenses. However, spreading out too much will expose them to fire from too many defenses!
  • Due to their large numbers and short range, Clone Riflemen can be used to protect Tanks from Cannons and Boom Cannons.
  • Use a Barrage on large groups of Mines to prevent them from killing your Clone Riflemen quickly. If you have Critters, it can be a good alternative if Barrage gets too expensive.

Defensive Strategy

  • A group of Clone Riflemen's worst enemy is the Rocket Launcher, so place it well behind other defenses.
  • The Mortar is effective in taking out large numbers of Riflemen, but it fires very slowly. Having a Machine Gun in front of a Mortar will cause the Clone Riflemen to target the Machine Gun, giving the Mortar more time to fire at the Clone Riflemen.
  • Place the Mortar behind various buildings so that it is difficult for the Clone Riflemen to reach the Mortar without having any casualties, the same goes for any other slow-firing defense.
  • Clone Riflemen are vulnerable to fast firing defenses such as Sniper Towers, Machine Guns, and Flamethrowers, so place them strategically.
  • Cannons and Boom Cannons can easily one-shot kill Clone Riflemen but can be swarmed by large groups of Clone Riflemen so be sure protect them with Sniper Towers, Machine Guns, Flamethrowers, Rocket Launchers or Shock Launchers.
  • Place your Mines well. Groups of them can kill Clone Riflemen quickly if the attacker ignores them.
  • Some very good Prototype Defenses against Clone Riflemen include Shock Blasters, Hot Pots, Microwav'rs and Flotsam Cannons. All of these are capable of defeating hordes of Clone Riflemen quickly, but they can also prove to be prime targets for Shock Bombs.

Trivia

  • You can have a maximum of 248 Clone Riflemen in a complete set of fully upgraded Landing Crafts.
  • You can effectively have a total of 992 Clone Riflemen on the battlefield. The initial 248 die to spawn 496 clones and those clones die to spawn another 992.
  • Along with the Undercover Rifleman and the Seeker, the Clone Rifleman was one of the first Proto Troops available in the Bunker during Warships Season 78.
  • Because of a bug, the Clone Rifleman started out at a higher level than the other Proto Troops after the introduction of the Proto Troop Workshop.

Statistics

Unit Size
Troop Capacity
Training Time (Warships)
Time
Workshop Training Time
WorkshopIcon
Movement Speed
Movement Speed
Range
Range
Attack Speed
Shot
Headquarters Level Required
Headquarters
1 30s 30min

Moderate / 220 Movement Speed

Medium / 4.7 Tiles 1s 11
  • Current
  • Former
Level
Level
Hitpoints
Hitpoints
DPS
Damage
Hitpoints (Secondary)
Hitpoints
DPS (Secondary)
Damage
Hitpoints (Tertiary)
Hitpoints
DPS (Tertiary)
Damage
Hitpoints (Total)*
Hitpoints
Training Cost
Gold
Workshop level required
Combat Academy
Upgrade Cost in Proto Tokens
ProtoToken
Upgrade time
Time
1 140 30 105 22 79 16 666 50 1 N/A N/A
2 150 32 112 24 84 18 710 65 1 70 2h
3 160 35 120 26 90 19 760 90 1 80 2h
4 172 38 129 28 97 21 818 120 1 90 2h
5 184 41 138 31 104 23 876 155 1 110 3h
6 197 44 147 33 110 25 931 205 1 120 3h
7 210 48 157 36 118 27 996 275 1 140 3h
8 225 52 169 39 127 29 1,071 370 1 170 4h
9 241 56 181 42 136 31 1,147 490 1 190 4h
10 258 61 193 46 145 34 1,224 650 1 220 4h
11 276 66 206 49 155 37 1,308 860 1 270 5h
12 295 71 221 53 166 40 1,401 1,150 2 340 6h
13 315 77 236 58 177 43 1,495 1,520 3 420 7h
14 337 84 253 63 190 47 1,603 2,000 4 510 8h
15 361 90 271 68 203 51 1,715 2,700 5 630 9h
16 386 98 290 74 217 55 1,834 3,600 6 780 10h
17 413 106 310 80 232 60 1,961 4,750 7 960 11h
18 442 115 332 86 249 65 2,102 6,300 8 1,200 13h
19 473 124 355 93 266 70 2,247 8,400 9 1,500 15h
20 506 134 380 101 284 75 2,402 11,200 10 1,800 17h
21 542 145 407 109 305 82 2,576 14,800 11 2,300 21h
22 580 157 435 118 326 88 2,754 19,700 12 3,100 1d 1h
23 621 170 465 128 350 96 2,951 26,200 13 4,000 1d 6h
24 664 184 497 138 372 103 3,146 34,800 14 5,300 1d 12h
25 711 199 530 149 397 112 3,359 46,000 15 6,900 1d 23h
26 761 215 564 161 423 121 3,581 62,000 16 9,100 2d 4h
27 814 233 606 175 452 131 3,834 82,000 17 11,900 2d 14h
28 871 252 649 189 484 142 4,105 108,000 18 15,600 3d 3h
Level
Level
Hitpoints
Hitpoints
DPS
Damage
Hitpoints (Secondary)
Hitpoints
DPS (Secondary)
Damage
Hitpoints (Tertiary)
Hitpoints
DPS (Tertiary)
Damage
Hitpoints (Total)*
Hitpoints
Training Cost
Gold
Upgrade Cost in Proto Tokens
ProtoToken
12 295 71 221 53 166 40 1,401 600 N/A
13 315 77 236 58 177 43 1,495 700 250
14 337 84 253 63 190 47 1,603 800 350
15 361 90 271 68 203 51 1,715 900 450
16 386 98 290 74 217 55 1,834 1,000 550
17 413 106 310 80 232 60 1,961 1,100 650
18 442 115 332 86 249 65 2,102 1,200 750
19 473 124 355 93 266 70 2,247 1,300 850
20 506 134 380 101 284 75 2,402 1,400 950
21 542 145 407 109 305 82 2,576 1,500 1,050
22 580 157 435 118 326 88 2,754 1,600 1,150
23 620 170 465 128 350 96 2,95 1,700 1,250
24 662 184 497 138 372 103 3,144 1,800 1,350
25 706 199 530 149 397 112 3,354 1,900 1,450
26 752 215 564 161 423 121 3,572 2,000 1,500
27 808 233 606 175 452 131 3,828 2,100 1,500
28 865 252 649 189 484 142 4,099 2,200 1,500

*Total Health refers to the combined hitpoints of a unit and all of its clones that appear after death.

Warships

Rank
Level
Level
Level
Reserves Size
Troop Capacity
Upgrade Tokens
Upgrade Token
Tech Level
Tech Point
1 14 224 N/A 5
2 16 272 58,000 10
3 18 320 84,500 15
4 20 368 112,500 20
5 22 416 165,000 25
Total 420,000 75
Offense
Troops RiflemanHeavyZookaWarriorTank Requires Gunboat EnergyMedicGrenadierScorcher Requires Gunboat EnergyLaser RangerCryoneerBombardier Requires Gunboat EnergyMech Requires Gunboat EnergyRocket Choppa Requires Gunboat Energy Flying Troop
Prototype Troops Lazortron MK II. Requires Gunboat EnergyRain Maker Requires Gunboat EnergyCritter Cannon MK II. Requires Gunboat EnergySeekerHeavy Choppa Requires Gunboat Energy Flying TroopTurret EngineerCritter EngineerCryobombardier Requires Gunboat EnergyProtectorDr. VitaminClone RiflemanMelon Bombardier Requires Gunboat EnergyShockaneerVampire ZookaCryoTank Requires Gunboat EnergyStunnerHidden WarriorMegaScorcher Requires Gunboat EnergyUndercover RiflemanZombie Rifleman
Removed Troops Lazortron Requires Gunboat EnergyCritter Cannon Requires Gunboat EnergyIncinerator Requires Gunboat EnergyDr. Vitamin (old)
Gunboat Weaponry ArtilleryFlareMedkitShock BombBarrageSmoke ScreenCritters
Temporary Gunboat Abilities CryobombSuper WarriorSpeed SerumDeployable TurretRemote DefibExplosive DronesRemote HackTiny ShockCrystal Shield ProjectorCrystal Critters
Heroes and their Hero Abilities

Sgt. Brick - Cluster GrenadeIron WillBattle Orders
Dr. Kavan - Crystal CrittersIce ShieldsSecond Wind
Cpt. Everspark - Critter SwarmExplosive ChargesUniversal Remote
Pvt. Bullit - TauntEnergy DrinkShock Knuckles
Cpt. Ruddero Flying Troop - Wingman Rush Flying TroopBombing RunSeeker Shot

Squad Leaders

Heavy - MeatshieldMinesweeperZooka Fan
Zooka - MookaNinja-ZookaHeavy Fangirl
Bombardier - Clustardier Requires Gunboat EnergyBomb & Shield Requires Gunboat EnergyFirebrand Requires Gunboat Energy

Current available content appears in blue. Formerly available content that is no longer in the game appears in gray. Upcoming content that is not yet in the game appears in magenta. Troops that cost Gunboat Energy to deploy have a Requires Gunboat Energy next to their name. Flying Troops have a Flying Troop next to their name.
Colored links (e.g., magenta, gold, gray) may not be visible for mobile users.