Why not just get rid of the decoy’s AI entirely?
-If you aim at nothing, the decoy warps 3 times forwards in a straight line and continues moving towards the crosshair until the duration for the clone is over. To avoid overcomplicated AI and encourage aiming, have the clone stop/disappear/explode* when it hits a wall. And make the collision a loud sound to prevent a wraith from just spamming this into a wall and going invisible wihout the hunters knowledge. Oh, and for clarity, it would be fire and forget, not guided.
-If you aim at something, the decoy locks on, warps 3 times towards the target, disregarding obstacles and terrain, and then executes a single heavy attack* before disappearing, regardless of whether the hunter/wildlife is in range. This ability should be aimable at deployables somehow as well and give that clone’s heavy melee a big old cone of fire.
This is just a rough draft of the idea, feel free to post your own.
*Since the idea is to limit/remove the AI control, perhaps the decoy should simply explode/melee at the end of its time, traversals, or in proximity to hunters/traps to prevent complication.
Or it could be a guided ability instead of a fire and forget weapon, similar to Bucket’s GML. But the usefulness of the invisibility would be dimished greatly if you had to control the clone for more than 1or 2 seconds.