Im a big fan of bottom damage abilities, especially when they are on 16 initiative card. I highly recommend it if you lack AOE damage in your group. Meh. One in a 2p campaign, one in a 4p campaign, and two in solo 3p campaigns. Go late in the round with the 79 initiative from Feedback Loop to minimize damage risk. Flying in MTG Rules, Best Cards + Decks! I hope you will find some useful hints below! You have no idea if youll go early or late in the round. The abilities on Sap Life dont bring anything helpful to the Expose build. (And now we dont need to worry about getting the timing right on that position swap so we dont end up surrounded by monsters!). 5 damage on a single target that we can reuse is amazing. Spreading Muddle around four monsters at once is incredibly powerful. It can be helpful or it can cause problems, depending on the situation. In my group, the Mindthief easily scoops up experience and levels very quickly. We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to It's entirely free, without ads, and we hope you enjoy it. The card that makes this build. I personally found these enhancements to be too expensive. After youve hit them, Immobilize them and run away! But with only 2 damage being dealt each time, its not going to do a good amount of burst damage to help reduce monster hp. But for a summoner build, this one isnt too bad. Thats not great value. If theres a monster in our face, we can stick them in place and scoot away! It helps us with our movement problem and we can deal more damage too! Its not uncommon for her to gain 15 experience points in a scenario without even focussing on experience giving abilities. This does get better as we level and get higher Move card options, but in the meantime, some Boots of Striding will help hugely! The Doomstalker has so many losses and Dooms at level 1! For a capstone card, its still not incredible, but its good enough. Ahh, nice! Its awesome how the additional damage points from having advantage of return add up throughout a scenario. Were adding a bottom damage action, so we need to replace another damage action, ideally. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Box name A unique card to the Mindthief is the Augment card. Wild Command. Thats brilliant. His primary role is that of a single-target attacker, supported by his primary mechanic of "Dooms"; persistent effects that target a single enemy and debuff them or buff attacks targeting them, and he can only have one active Doom at a time. (Which is highly recommended!). It works like a hunters mark. The Mindthief is perhaps the most complicated starting character to play in Gloomhaven, but she is super fun too. Ive not mentioned any items above starting level because I dont want to spoil anything. All rights reserved. Weve got one! Given most Dooms trigger on attacking the target or killing them, that means you are forced to take a minimum of 7 loss-doom pairing cards, but can only really use 3 non-loss attacks, often meaning low level Doomstalkers will just play early losses or rest early because they have nothing else to do with their turn. Mega killer . Use Stun and Immobilize to prevent the closest monsters from doing any damage on their turn. I find this ability absolutely baffling. We swap a Move 2 for a Move 2 and the Heal 2 is pretty weak at level 9. Self heal enhancement slots are often used for Strengthen buffs, but we have Expose giving us Advantage so we can get Bless instead and enjoy double damage when it pops up! If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. To do that, we need to make sure we have large Move abilities. The mind control abilities of the Mindthief are so cool, but this one is just too situational to be of much use. The Doomstalker class is a firm favorite of mine and Id gladly play it again! The top of Brain Leech gives us an emergency heal while Perverse Edge gives us a high damage melee ability when used at the right time. You will need an ally who can make sure a monster triggers it. We will lose the Strengthen enhancement by replacing it, but by level 9 our modifier deck is pretty decent anyway. Heal, put a shield up and then put yourself out of action for a turn. Head to LINK: Cube4Me and check tailored sets for growing number of wargames! Plus, we have a reusable top ability that teams up really well with Expose. Itll help you to put that Doom on a monster and get those Curses into the monster deck before the monster is eliminated! Theyll just hit the same monster 3 times. For most of the scenario, youll use it to make sure you go before the monsters, and for when the time is right to use that epic top loss, you can pull it off before the monsters get a chance to mess up your plan! However, because we play Expose on turn one and leave it in play, we can read that hand limit as 11 really. Well, it depends on the timing. So thats quite nice at level 1. Ten initiative is super quick! Mindthief: While difficult to use as a newcomer to Gloomhaven those that utilise the Mindthief's potential will quickly find a top tier pick once you obtain some core cards in the mid game levels that give you the right mix of tools for the quick playstyle you need to adopt.Even before this though the blend of strong damage, crowd control options and invisibility are potent as you can deal . However, we dont need to do every action on the card. 23 initiative is the icing on the cake for this versatile card! The 51 initiative is about as bad as you can get. This is one incredible ability! For now, Corrupting Embrace just nudges it for me because that top ability is more flexible, and the slightly higher movement with Jump is great. Hi all. So, lets say he survived for 3 rounds, one at 9 hit points, one at 5 hit points and one at 1 hit points. We apply the AoE Doom from the bottom of Detonation that causes 3 damage to all adjacent monsters when that monster is defeated. Itll enhance our only lower damage dealer which we use often. Heck, weve been able to do 6 damage since level 1 using Swift Trickery + Rain of Arrows Doom! Great to see another reusable damage dealer option. What makes it even better is that its repeatable! Despite all that, the Doomstalker plays fine; his core gameplay loop of "Doom then hit; repeat every round if possible" is fun and interesting, and the abundant losses don't cause problems outside of very low levels. The damage is fine for level 1, and with the addition of Poison, your whole party will benefit from this summon. Perfect for going first in a round. I would just say that you are to play lightning bolt Right? So this build is a late bloomer, but if you start playing your Doomstalker at a higher level, then you may not have to wait to try this build out! Fortunately, the Doomstalker enhancements are pretty low cost. I think so. The 16 initiative is going to come in handy for going early in the round. Hit Points The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. Frightening Curse. The 47 initiative isnt great but the card is still a solid choice. Card initiatives are really important with this strategy, but so is having ample movement cards in your hand, ideally with Jump. The Doomstalker is a high-health Orchid character and locked class. Thats 5+3+1 so hell do 9 damage. The 97 initiative for going really late in a round is excellent though. Thats pretty sweet! Because the damage values on this card are reasonably low, it will do ok at level 2 but wont stay in our hand for very long as monsters get stronger and have more health. For a scurrying vermling reliant on movement, it can feel like decent moves are hard to come by! Some of the generic and specific ideas below: If you look at my cards you will see that I enhanced four of them: I am rather greedy, so I have spent only on Level 1 cards. At level 1 this chunky boar will last 2, maybe 3 hits before its done. Not approved/endorsed by Wizards. Otherwise, a movement ability for us would be way more useful. Though most Orchids live a life of meditation, there is a sect who believes that enlightenment should be achieved through hard work and not getting lost in thought for years on end. The Orchids are an ancient meditative race from somewhere across the Misty Sea. No problem! I am glad that most of strong Angry Face combos which I discovered seems to be ok. On a side note, some of my choices were not entirely driven by super-optimal decisions. As a mind-controlling, rodent-like, melee damage dealer with ice, dark and stun effects there are some fun names you can create for her. Another Move with Jump is very useful! The ability that does 2 things we want! Whoosh! In reality, well probably only get to apply Muddle consistently beforehand by using the Move on Feedback Loop, but even that gives us a +7 ability with The Minds Weakness. So we dont really need any extra healing. We also want some good ideally high Moves so we can catch up to our allies when the monsters have been cleared. Grab this card, put it in your hand and get to know it. Keee-arr! With another build not using a persistent loss already, Inescapable Fate is a great card to pick up! As an Amazon Associate I earn from qualifying purchases. Putting ourselves at risk to deal 3 damage isnt worth it. So theres an extra 75 gold to pay. thisincredible 3D 108 piece custom Gloomhaven scenery set, 15 Awesome Gloomhaven Accessories & Upgrades article, 15 Awesome Gloomhaven Accessories and Upgrades, Gloomhaven Classes Starting Characters Overview and Rank, Gloomhaven Unlockable Classes Revealed (No campaign spoilers), Scoundrel Guide Single Target Poison Build. If were playing our cards right, we arent even in range of monsters to need the Shield in the first place. Whats not to love? However, if youre in a 4 player party or if youre running the summoner build, this Doom can add up to a lot of extra damage. But its not worth carrying around just for that. View all posts by The Boardgames Chronicle. Lets take a look. I just got used to playing at range 4. Fantastic if paired with Inescapable Fate. Youll notice that this build starts off being a very melee damage heavy playstyle dodging in and out of range. Another reusable ranged ability that says its 2 damage, but in reality, itll always be 4 because we always want to target Doomed monsters with it! As if that wasnt enough, you also scoop up an experience point for each bad guy you target. It doesnt play as well with AoE allies because they tend to scatter their damage across a big area, but even then, I usually found some poor monster I could use this on! The 52 initiative isnt great either. We can head up to the door and block it, stopping monsters from entering but taking a good look at what awaits us on the other side! Were bringing in another top reusable ranged damage ability so are there any we can replace with Impending End? It makes this top loss look very underwhelming at level 8. Just hitting one monster for 3 damage wouldnt be very good value! Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. Our first summon option. 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