gloomhaven doomstalker cards pdf

To illustrate, let's presume you're playing a Brute or a Mindthief: If you play a lost card before your first rest, you effectively loses 4 rounds in the scenario: On the other hand, if you play the same lost card near the end of the scenario, you only lose 1 round (or The 97 initiative for going really late in a round is excellent though. Sssuper sssummon! Perfect for running from the back of the room to our teammates when the monsters are gone. We also have plenty of Dooms in our hand so while the +1 for all allies was good, it usually only meant 3 extra damage before that monster was finished. That will make light work of monsters, especially in a 4 player group. Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. This Doomstalker guide follows this structure: When we first got Gloomhaven, we dived in and opened all the mini boxes just to see the sculpts! Not because we run out of stamina, but because when want particular cards back in our hand, we can get them back. Doom tokens are removed according to their ability instructions. The Doomstalker has a special type of ability called Doom. The bad guys will definitely know you have arrived! (Which is highly recommended!). This Doom asks us to reduce our distance from the monsters to gain additional damage. This also creates Ice and we get an experience point every time we use it in the scenario. Since Orchids have little need for physical comforts and draw their sustenance from the earth, they serve little purpose in normal society. We need some basic reusable damage-dealing abilities and finally we have one! The 2 experience is a nice way to top up your experience before the end of a scenario too. One thing thats a little frustrating about him is that the majority of his experience-giving abilities are losses. Its just that some are better or worse for different builds. Thanks to the large Move 5, Jump we picked up at level 4, and our new Move 3 on Wild Command, we can live without the position swap ability we were using on Felling Swoop. City & Road Event Decks You use this bottom ability and gain Strengthen, but your next ability needs to be a Move to get out of monster range. Gloomhaven Wiki is a FANDOM Games Community. Its pricey because youve already enhanced this ability once with increased range. This post may contain affiliate links to online stores. Into the Night. The Doomstalker levels at an average rate. Having said that I really enjoyed the Frightening Curse and Detonation combo! Hit Points If you use a link and buy something, I may get a commission at no extra cost to you. My friends all picked their characters too. We dont have anything that can heal it and it only has 4 health! So guess what well be taking at level 7? All trademarks are property of their respective owners in the US and other countries. Always good to see Jump on a high movement ability because we can skip through a room unimpeded! We want them long gone way before three turns are up! The Doom is ace! For the build based on multiple Dooms and transferring them to additional targets, this ability is awesome! Thats something we definitely need! Mass Hysteria is the better card for us. And instead of dealing more damage to finish the scenario, youre prolonging it. Ive created guides for all the locked classes! Sweet! Where we are taking cards that consume Ice, we need to make sure we have enough cards to create it. Perfect for our hit and run strategy! Based on my experience, Id guess that the common builds are one of these three. If you use a link and buy something, I may get a commission at no extra cost to you. Great if you want to force a monster face first into a trap or move it towards a different ally. Youll come back refreshed and stronger than ever! I personally found these enhancements to be too expensive. Otherwise, we may push them out of range for our next melee ability! We can run in and hit nearby foes putting them out of action so we dont necessarily need to run away. Create Ice, Bottom: Consume Ice for Shield 1 Self, 1 Exp), Phantasmal Killer (Top: Consume Dark, Bottom: Invisible, Self, Create Dark), Use the top of Hostile Takeover to Immobilize your target, Use the bottom of Feedback Loop to Move 4 with Jump and Muddle all monsters moved through. I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery seton Etsy! In fact, the Doomstalker, as a 12 card class, has damage output rivaling Scoundrel, but at 4 times the range, without playing a single loss. Press question mark to learn the rest of the keyboard shortcuts, November: Distribution has begun to US, Canada; EU/UK/Oceanic/Asia to follow, 2023: 2nd printing and non-KS retailer distribution. Instead, youll more likely use this to Move 4 to get where you need to go quickly. Even if not they can be game-changers, some enemies are ultra-fast and overpowered Doomstalker can neutralize them. I think that for initial choice, it is easier to say what you leave behind as poor cards. Sorry for the delay on getting this one up. In the same action! So the last thing we want on the bottom of the card is another Loss ability. Its what this build is all about! But overall, were doing 3 fewer damage. Choose your target carefully to make the most of it. 90% of the time this is when the monster is defeated or you play another Doom ability. Looking at the level 1 abilities that fit this criteria, we have Empathetic Assault, Feedback Loop, and Gnawing Horde. Seeing as were all about damage and Stun Brain Leech goes. Result! Stamina We get a 5 range which helps us reach Doomed monsters and also means we have to Move less frequently to get them in range. Historical Wargames. Its not a damage perk, but taking a monster out of action for a turn might save our allies 3 damage or more, which is more than the +2 damage we can deal with the next perk. Use the bottom of Phantasmal Killer to Move 2 to get next to your target, Loot, make yourself Invisible (and safe!) Dooms have no range limits or line of sight requirements so you can apply them to any revealed monsters! How much extra damage your party benefits from depends a lot on how many allies you have. Sounds great, right? A Triforce class guide,a Two Minis guide,an Eclipse / Moon guide, aSun guide, a Lightning Bolt guide, a Three Spears guide, a Concentric Circles guide, an Angry Face guide, a Cthulhu guide, a Saw guide, and a Music Note guide. Though, youd best save it until the last room and summon it next to a group of monsters. Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. I find this ability absolutely baffling. Hi! and Create Dark. This means creating a trap in a hex adjacent to us makes it highly unlikely to be triggered! Its unlikely to take out any monsters because unboosted it will only do 3 damage to each one and that damage will look even less powerful at level 9. This article is a complete guide to playing a Gloomhaven Mindthief that focuses on dealing high damage and Stun to monsters. The Curse ability on here would give us a use for the Dark we create from using the Loot on Into the Night. If were in a real tricky situation and we need to protect ourselves, we can go invisible, et voila! Ranger classes are some of my favorites to play as in RPGs and the Doomstalker was just as fun as Id hoped! Now, this is far better than the Shield offered by the Feedback Loop Augment. A Move 4 is going to serve us just fine until we summon our rats. Perfect for going first in a round. Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. You could play as support focussing on healing and boosting your allies instead of dealing damage yourself with some mind control abilities thrown in to turn scenarios to your favor. When this class has retired for the first time, add city and road event cards #55. Thanks to the card choices we have on offer, the level 1 deck is not great in terms of reusable abilities and movement. Sometimes it is the way I like to play for example, we have Bard which puts tons of curses into deck so my Doom can focus on other areas. We can be dodgy and use debuffs to keep our squishy selves out of harms way. But in reality, were playing Expose as a persistent loss early in every scenario. The reusable Stun is great, Crate Ice is great, the 1 Experience is great. All rights reserved. As a summons go, the hawk wont last very long with a hp of only 3 and melee-based damage. We can move and we can hit a monster in the same action. Had we taken Inescapable Fate at level 5, this is the ability weve been waiting for! Orchid Male Exactly the kind of ability we love to see on the bottom of a card with a top loss action. Want to stick around long enough in melee range to make the most of Retaliate? After you hit them, not only are they Immobilized, but they are also taking damage each turn, leaving them with less health remaining by the time they reach you. We have a reasonably large hand size and not very many great cards at early levels so a short rest can help us to get the decent cards back so we can play them again! If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. If you can get hold of the Poison Dagger, or get your rat swarm into the perfect position to apply Poison to the target youll see another boost. All rights reserved. She is super quick, hits hard and stops monsters in their tracks. The traps were not actually used, but the other parts of the card. If this ability said Target 2, rather than Push 3, Id love it! Now that we have a repeatable Move 5 we can replace a card with a repeatable lower move action. Use the bottom of Corrupting Embrace to run through your target (and other bad guys if you can) to inflict Poison on them as you move out of melee range. A Heartbreaking Work Of Staggering Genius: A Memoir Based on a True Story. So you use the 16 initiative on Brain Leech to go early. PS. It makes this top loss look very underwhelming at level 8. An 18 hex loot is always epic to pull off, especially when theres no limit on the amount you can pick up with it! That means, we dont need to move all that often, but when we do, we want to move a decent distance. The 27 initiative is quite poor. With both hits boosted well be dealing 8 damage over two hits with this loss and doing a shifty little move in the middle. Even so, 4 damage is pretty decent. Its a nice repeatable ability for some shiny 1 experience too. Its made better because that Heal 2 can be applied to ourselves and it has that magical enhancement slot! Felling Swoop. As an Amazon Associate I earn from qualifying purchases. Its like having a 2 damage Wound on a monster, but it cant be removed through healing! The bottom ability could be a better use of this card depending on the circumstances. Move 3 is quite a low movement to have a Jump ability on. Even his secondary abilities have a bizarre disconnect with his primary role. So we can direct it to go after exactly who we want it to. There are 31 cards in the Doomstalker deck from level 1 to 9. Until we get to the last room, that is. Fantastic! For me, its not worth it. This is a fantastic ability that gives us a choice on how we deal our damage. Spreading Muddle around four monsters at once is incredibly powerful. I chose to play as the Expose build because the summons looked like they would be difficult to control and I enjoy playing ranged damage. I did Doomstalker's solo quest and found it much easier than the other one I tried (Sunkeeper's). It can just delete entire armies of enemies in just 1 turn. Seriously, go check it out! At first glance, this trap looks quite appealing because its reusable. Peter C. Ordeshook - Game Theory and Political Theory_ An . The 47 initiative isnt great but the card is still a solid choice. Use the top of Swift Trickery for 4 damage on the Doomed monster and help your teammates to defeat it, setting off the AoE chain! Then I took the rolling +1s to do a little extra damage whenever I flipped them. But it makes total sense given the vermlings place in Gloomhaven. The only downsides are its 1 damage and short range of 2. Use it in the last room though, so you dont take a hit to the number of rounds you can last in a scenario by losing a card early on. So far, Doomstalker is still my favorite character! A fantastic Augment for playing a support build Mindthief. As a ranged build, wed need to use the Move 4 to get into melee range and get ourselves surrounded by monsters to do more damage and make the loss worth it. 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. Add on the +2 damage bonus from the Doom for 6 damage. This is a weaker, non-Loss version of Perverse Edge. At high levels, this becomes less necessary, as the Doomstalker gains access to more attacks to replace the excess of Dooms, which starts to make the Doomstalker bizarrely disconnected from his stamina as his non-losses start to rival some of his losses. In some groups, that may be exactly what you want, you may need that versatility. In two-player groups, there are fewer monsters on the board so it has less potential. Does the bottom ability give us something useful to use in the meantime? Were already doing 6 damage reasonably often. You can view the terms & can opt-out of email-based ad targetting here. Also, every time it hits a monster you get to flip a damage modifier for it turning that 3 damage into 4 or 5 reasonably often. That 2 damage is direct so its perfect for getting through shielded monsters. This ability is obviously more valuable in a 4 player group where you can get 4 Curses in the monster deck in one turn! A Move 5 is always, always welcome. After that, take Stun because it aligns the best with our build. Now thats powerful. Its not always going to possible to use the hit and run strategy. This is a cool move if the monsters youre facing deal a decent amount of damage, especially because it can be used on elites too. It would help if I had the physical cards so I could more easily look through them. A summon that can keep up with us! Great if you need healing, wasted if you dont! Joining us at level 3, this is another ability that works hard for us right up until retirement. Head to LINK: Cube4Me and check tailored sets for growing number of wargames! If you want to move away as your second action though, we currently only have the top of Scurry that will allow us to do so. Secondly, were unlikely to be the focus of monster damage so even if we use this ability, they are not likely to hit us anyway. That top action is awesome. (LogOut/ I found it hard trying to get the timing right on the swap positions with an eliminated monster ability so sometimes I ended up in the middle of a bunch of monsters! and our Fortunately, the Doomstalker enhancements are pretty low cost. Just hitting one monster for 3 damage wouldnt be very good value! Turning an elite against a boss is usually pretty fun! The lvl 9 card isnt impressive, but the Angry Face is so strong at earlier lvls(even at lvl 1) that later cards didnt need to be that awesome , unlike for the Spellweaver , who up to lvl 5 was very boring. I valued most of the same things as you, except I valued poison over the other stats. 5 damage on a single target that we can reuse is amazing. Otherwise, its a way to shift an ally out of the way if they are about to get squished. Thanks for ideas. For a scurrying vermling reliant on movement, it can feel like decent moves are hard to come by! The Mindthief guide covers all levels from 1-9 and assesses the cards at each level for how well they fit with this build. Exclusive email updates! We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print decks of abilities and modifiers. Manipulating the movement of monsters is always useful. Move 5 gets us dashing across a room in a blink! Otherwise, a movement ability for us would be way more useful. The top ability overall is consistently useful and the bottom is best saved for the final room. Were bringing in another top reusable ranged damage ability so are there any we can replace with Impending End? 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. The top ability will make you feel epic, and the Move 5 is so, so useful. Classes. Then remove the +0s to increase the likelihood of flipping the good cards. But thats fine with us. Poison is a wonderful addition giving our allies (and us) an extra +1 against the affected monster. Like the bottom of A Moments Peace but with an extra Move 1 and an extra 2 healing. Negative status effects (especially Stun), Ice elemental cards (which often support Stun boosts), Frigid Apparition (Top: Consume Ice for Stun, Bottom: Stun), Feedback Loop (Top: Jump, Bottom: Muddle), Perverse Edge (Bottom: Stun, Creates Ice), Empathetic Assault (Top: Disarm, Creates Ice), Hostile Takeover (Top: Immobilize, Create Ice), Brain Leech (Top: Create Dark, Bottom: Strengthen), Corrupting Embrace (Top: Poison, Muddle, Bottom: Poison, Create Dark), Dark Frenzy (Top: Consume Ice, Consume Dark, Bottom: Create Ice. Sure, we have chosen some different paths in few areas. A good card option for a summoner build, but not for us. Another loss trap. Im a big fan of this ability. I had a pleasure to play 16 exciting sessions with Doomstalker. Retaliate is not something we want. Every Doom is a bottom half action, and the top half of every card with a bottom Doom action is a loss action. You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. Do Not Sell or Share My Personal Information. Elements They view the happenings of the world through a detached perspective that their thousand-year lifetimes allow. I really like the Mindthief Augments, because they allow you to build the character according to how you want to play. But, I really needed the movement because our decent moves are on the bottom of our reusable damage cards! Siddhartha Mukherjee. For this Mindthief build, I looked for cards that offered: My card evaluations are all with this build in mind. A pretty sweet +3 damage. As a squishy little vermling, the Push 3 isnt too shabby either. However, we dont actually have that many ranged abilities and this will only boost them for one round and we lose the card in the process. [ ] Add one +1 IMMOBILIZE card So Empowering talisman cannot be used to reuse potion. When this class is unlocked, add city and road event cards #38. We apply the AoE Doom from the bottom of Detonation that causes 3 damage to all adjacent monsters when that monster is defeated. It came in very helpful for those times when I wanted to use a Move to reposition, but itd put me a little closer to the closest monster than Id ideally like! Taking damage to deal damage is not how we roll. not have to re-enter them every time you launch this application. Lovely jubbly. Plus, we know that the 1 damage is actually and 3 because of our Augment, making it a nice reusable ability. View all posts by The Boardgames Chronicle. Check out that 14 initiative! Use the top of Dark Frenzy and do your boosted melee ability that consumes Ice and Dark for an 8 damage. However, we do lack movement and this can be the answer to getting monsters in range without us needing to move! Not that we really need it right now! Target those that are getting in the hits that youre most concerned about to swing the situation in your favor. This one gives us some lovely Invisibility too. The top action on Domination doesnt give us that. Use your high initiative cards to go late on turn one, so the bad guys have already had their turn before you rush in and hit them. This Mindthief guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. You need to be upfront and personal with the bad guys to deal the most damage, but you cant take what you give out. It usually happened on turns where I went a little later in the round so that the monster was already on lower health before I got to it! has that alredy happen? Boardgame Race And its a non-loss!

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