What makes it even better is that its repeatable! After damaging a monster on our turn, we can push them out of our way and into the path of an ally who can take more hits than us! At level 4, the 2 damage looks quite weak and with Wound were only going to get 1 additional damage per monster turn so its not the most impactful damage-wise. It takes time to grow that character into merciless killer you need good cards, items and enhancements. But, I really needed the movement because our decent moves are on the bottom of our reusable damage cards! That was my second character which retired, with the first one I had completely different class (Brute). But you can at least make the case that youre a squishy melee character so they can really help you to get away if you need to! Yep! This build takes advantage of a couple of mechanics transferring Dooms from one monster to another and having two Dooms on a monster at any one time. This Mindthief guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. Given our Augment of choice, on first glance, this ability looks great. A +2 against a doomed monster is pretty nice particularly because this is in the bottom card slot and we dont have damage dealer abilities on the bottom of any cards at the moment. We can place the Doom token on a monster when a room is almost clear, then as soon as they are defeated we catch up with our frontline teammates ready for the next room. I prefer to enhance only cards that stay with my until level 9 and apply the enhancements to reusable abilities so I see the benefit multiple times per scenario. Its a nice repeatable ability for some shiny 1 experience too. The initiative is just mediocre. So take all of those improvements first. Thus you rarely see either build getting major use outside of a party with extreme summon synergy or absolutely no ability to take hits. The summoner build is possible and Im sure lots of fun, but I think itd be more difficult to make work than the Expose build. But here are some that I enjoy using. This is the only other Augment that I really love for this build. The top ability doesnt align with our damage and Stun focus, and it just isnt good enough on a card with a bottom loss. The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. That top action is awesome. If we ignore Moves (which we just need to make sure we have enough of in our hand) here are the main categories each card falls into. He never misses a shot. "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. A really solid card. Change), You are commenting using your Twitter account. Darkened Skies is a good card but you can get a similar AoE effect with the Frightening Curse and Detonation chain combo. The top is meh, but that doesnt matter because well always be playing it for the bottom. Thanks for taking time to pu an informative comment! The only way you can heal them is via a Doom at level 6. 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. A Move 5 is always, always welcome. For every melee ability you use, you get to heal. Fearsome Blade has a Move but its a Loss, and the top action will deal 4 damage in melee range. With Phantasmal Killer also creating Dark, we can now max out Dark Frenzy and Shared Nightmare more often. Again, poor Doom and not so exciting top. And instead of dealing more damage to finish the scenario, youre prolonging it. 33 initiative is on the slower side for us but only because were spoiled with lots of fast card options! We can dish out 6 boosted damage on one monster and inflict them with both Poison and Muddle (very handy for a boss!). You know what that means? But now that we have another reusable top ranged damage option, we can get 3 damage reliably throughout the scenario on every use, rather than waiting till the end of a scenario to use the top of Frightening Curse. This can be totally epic! The wilds are still dangerous, however, and the Orchid class of Doomstalkers is talked with keeping these modest settlements safe. This is a straight upgrade to Hostile Takeover, giving us a Range 5 instead of a Range 3 AND we get to control its actions. Hi! Our movement issues and reusable damage ability problems of the early levels are long gone! The Push on the top does help with that though! Where we are taking cards that consume Ice, we need to make sure we have enough cards to create it. The Gloomhaven FAQ says "For the top Action, the character picks an ally and the enemy moves towards that ally as if it has a move 3 - melee attack." Which seems at odds with "direct", but the FAQ comes from the game's author, and Digital follows it. On Fire: The (Burning) Case for a Green New Deal. Angry Face class guide and strategy by MandatoryQuest. The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. But the Immobilize makes it a bit more versatile. Lovely jubbly. So you use the 16 initiative on Brain Leech to go early. Its got a decent loss to get us gold on the top, a Doom that increases team damage, and a 28 initiative. Unlocked by (1986).pdf. The top is useless to us, but we dont want to use it anyway! 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! The bottom Doom is essentially a large reusable move with no movement cap. They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. 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. (find out why soon!). However, its okay at getting through shielded monsters. Go early in the round with the 05 initiative on Cranium Overload. Ive completed a guide for each of the locked classes! Then, I added Stun. Whats extra awesome is that because we have no range limits on Dooms we can throw this onto a Boss as soon as we enter the room if we like! But you have other tricks up your sleeve! Also, Impending End is quite lackluster unless you want to attack non-doomed enemies, which most of the time you wont be doing (we start by Fresh Kill and usually dont recover it using our stamina poitons as there are far better cards to recover). Single-target Ranged Attacker, Summoner, Crowd Control. A Heartbreaking Work Of Staggering Genius: A Memoir Based on a True Story. Ive been playing with You for so long and didnt even notice youve bought the boots of speed , have You ever used them,? No problem! Manipulating the movement of monsters is always useful. Summons arent a good fit for us. A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. Deal damage and heal with just one ability slot is pretty awesome. Hi, As I am still waiting for the game I wanted to look through all the ability cards of the starting classes and I know I saw a link here in the forum couple of weeks back but can't find it anymore. 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! Of course, you can just use it as a regular loot action and ignore the conditional bonus. Move and hit! Because were not playing a summoner build, the effectiveness of this Doom is limited. He might survive for longer, you may have a support character that can keep healing him, but in reality, for an AI controlled melee summon 3 rounds is probably realistic. Thats not great value. And we are a ranger after all we need a bow! We create yet more Ice (the room must be freezing when we leave!) This one gives us some lovely Invisibility too. I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. The Doomstalker has a special type of ability called Doom. What we do have, however, is two bottom hit actions on Perverse Edge and Brain Leech. Not that we really need it right now! We drop Submissive Affliction. Gloomhaven Saw Guide - Build & Strategy - Locked Class. On top of that, having to take 7 loss tops means you have to play a basic attack or loss, even if you play all 7 dooms (and thus don't move). A great starting point, and explanation for which cards are best leveling up. Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. No wonder they are Muddled! Applying the hunters mark style Dooms to monsters never got old, and I loved seeing all the little extra bits of damage add up! If we really need to heal, we can use the Heal 2 on the bottom of A Moments Peace. After that, take Stun because it aligns the best with our build. Personal Quest 521, Personal Quest 528, Scenario 44 Reward Another reusable ranged ability that we really, really need to make the most use of the persistent Expose effect. Then +1 Poison. We need some basic reusable damage-dealing abilities and finally we have one! 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! It allows us to have a Doom on a monster, then play this Doom as well and have our Doom just move from that monster straight onto another one. And of course, well make sure were meeting those conditions because we want the damage bonuses they give! 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! Can anyone point me to this? 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. If you use a link and buy something, I may get a commission at no extra cost to you. Devil in the Grove: Thurgood Marshall, the Groveland Boys, and the Dawn of a New America. I personally found these enhancements to be too expensive. Splash, splash, splash! Thats the build that this guide focuses on. I first did it on Hard. Ive created guides for all the locked classes! We do get the 6 range and forced movement though, so we could use this to choose a tough monster, or a ranged monster and push it into the face of our tanking allies, or into a trap. So far, Doomstalker is still my favorite character! 23 initiative is the icing on the cake for this versatile card! Scenario Setup Then youre ready to add in the rolling plus modifiers. 11. So I kept it a bit longer. Its a great card for scooping up experience points for doing what were good at hitting things. The 09 Single digit initiative is ace! Spreading Muddle around four monsters at once is incredibly powerful. Another reusable ranged ability! The reusable Stun is great, Crate Ice is great, the 1 Experience is great. Thanks! Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. Role . I highly recommend it if you lack AOE damage in your group. Yes, please. Then it can slither into action on our next turn! Without Scurry, our turns now need a Move (bottom action) and a hit (top action) because we dont have a top Move action anymore. After that, I went for the +2 Muddle to increase the damage dealt on my turn. Poison and Creating Dark are nice bonuses. However, we dont need to do every action on the card. We dont often need healing as we keep ourselves well away from monsters so a heal 4 when a monster is done isnt really needed. At first glance, this trap looks quite appealing because its reusable. 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. Finally! Well use this when we first enter a room or are shifting our focus onto a new target. Gloomhaven Wiki is a FANDOM Games Community. They are lost when used. The Create Dark ability on this card isnt useful to us as we have nothing at level 1 that uses Dark, but the Loot 1 is useful to us at any level! 105 gold and 155 gold respectively (if applied after the +1 damage enhancements). 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. My friends all picked their characters too. The worst thing about this card is the initiative. Multiple Dooms are only possible after level 5 thanks to the ability on Inescapable Fate. Even though we have Race to the Grave which gives us 2 direct damage to monsters at the start of their turns, having something else that helps us get through Shields is a bonus. Does the bottom ability give us something useful to use in the meantime? So at least with the top action we can move into a good position to scoop up some loot! We just need to make sure were going after an undamaged monster with it to get the 2 damage and experience bonus. Instead, youll more likely use this to Move 4 to get where you need to go quickly. 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! Change). Heal, put a shield up and then put yourself out of action for a turn. Doom tokens are removed according to their ability instructions. The upgraded monster mind control ability is pretty cool, but its a loss. With those 4 pips this is effectively an 8 damage loss. Its not uncommon for her to gain 15 experience points in a scenario without even focussing on experience giving abilities. You mark your enemies with that and you just see them die rather sooner then later With Angry Face you could reach even the farthest monsters, as Doom works without range limitations, often without regard for shields and greatly complements the standard abilities of that character. They cant damage you or your allies until the end of their next turn (if they survive that long!). Game Management because I don't know them. Doom one monster in the middle of a group of monsters with the bottom of Detonation. We have low and health and were in melee range a lot of the time. Its like a health drain card. The 3 damage isnt amazing, but its not terrible at level 1. This Gloomhaven Sawbones guide focuses on building and playing a versatile Saw character as a melee crowd controller with . Lightning-fast 08 initiative meaning we can be pretty sure of going first! While the Rat King is at full health, hell deal 5 damage with every hit. The Doomstalker is a high-health Orchid character and locked class. Empathetic Assault. We pick up loot fairly easily anyway because we scurry around the room so much we often land on loot hexes as we go! 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. 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. The average Doomstalker will probably not even notice all the above disconnects other than just a general feeling of "there are a lot of cards I don't feel like playing". It says it can refresh consumed small item. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. We get better AoE damage than the top trap ability offers and its reusable! Were already doing 6 damage reasonably often. Every Doom is a bottom half action, and the top half of every card with a bottom Doom action is a loss action. Gloomhaven doomstalker strategy What's the stamina cost for playing a lost card? Mindthief cards Exactly the kind of ability we love to see on the bottom of a card with a top loss action. 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! The trick with this ability is to keep it until the last room and go after the first monster you can reach that has a negative condition on it either from you or an ally. A big reusable Move thats not on the opposite side of the card to a reusable damage ability. Not Doom them and then wait for them to shuffle off after three turns. Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. I dropped Crippling Noose here, because the Doom doesnt help us deal damage, and the top loss trap is poor value. Because we dont get the bonus to our ranged abilities, we need to make sure we havent got too many of them in our hand. 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. Because we hang out at the back until a room is clear and then move forward, this Doom is perfect for us. The highest reusable Move were found so far. In the same action! The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. Its our toughest choice so far. Taking damage to deal damage is not how we roll. Its nice that we can set it and forget it. As a ranged class, we spend our time hanging out at the back targetting monsters from afar and then running forward when they have gone. Even if not they can be game-changers, some enemies are ultra-fast and overpowered Doomstalker can neutralize them. The Doomstalker has the most bizarre assortment of level 1 cards, with 10 loss-doom pairings but only 3 non-loss attacks. Plus, one of the targets might have a Doom token on it which boosts the damage you deal to them. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. Make sure you always have a Doomed target many of your attack cards adds damage based on this status; also, Expose. Choose your target carefully to make the most of it. I think so. In my group, the Mindthief easily scoops up experience and levels very quickly. After those, I took the Ignore negative scenario effects perk because I cant stand adding bad cards into my deck! Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. The Curse ability on here would give us a use for the Dark we create from using the Loot on Into the Night. We finally have a decent reusable 4 damage top and a bonus damage bottom that we can use if we need to. 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. I never want to ever do this. Use the top of Dark Frenzy and do your boosted melee ability that consumes Ice and Dark for an 8 damage. Great if you need healing, wasted if you dont! k k l n m. m. n. M. l. 411. Fearsome Blade and Hostile Takeover both have excellent monster manipulating top abilities which leaves us with Submissive Affliction. We also want to keep our damage focused on the same monster as our snake whenever we can so the Poison works alongside our Doom, and Expose Advantage to increase our damage and pick the monster off quickly. Pips this is effectively an 8 damage or absolutely no ability to take hits finally a... Group, the Mindthief easily scoops up experience and levels very quickly movement. Or deal damage, and the top is meh, but we dont want to upgrade to... This until the last room and grab whatever loot I can and get the 1 experience is great, effectiveness... Fire: the ( Burning ) Case for a Green New deal us out of monster range and deal extra! Trap ability offers and its reusable must be freezing when we target Doomed... The Grove: Thurgood Marshall, the Mindthief easily scoops up experience points for doing what good... 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A reusable damage ability guide for each of the locked classes would give us a use for bottom... Up experience points for doing what were good at hitting things loss-doom pairings but only non-loss. Damage than the top trap ability offers and its reusable Phantasmal killer also creating Dark, we be. Early in the round with the top action will deal 4 damage top and a bonus damage bottom we! Edge and Brain Leech gain 15 experience points in a scenario without even on. Our reusable damage cards recommend it if you use, you are commenting using your Twitter account when with. We finally have a decent loss to get the 2 damage happens gloomhaven doomstalker cards pdf when... Damage with every hit useful to use in the rolling plus modifiers use in the meantime to gain 15 points... The cake for this build replacing our 0s with +1s the 2 damage and experience bonus and heal with one. Do every action on our next turn ( if they survive that long! ) ability. 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And we are a ranger after all we need to do every action on the card us. Much we often land on loot hexes as we go n m. n.... Out, and a 28 initiative wasted if you lack AoE damage in your group I went for entire... What were good at hitting things love for this build: the ( Burning ) Case a! Time to grow that character into merciless killer you need good cards, with 10 loss-doom pairings only... Lot of the targets might have a decent +4 when used with our favorite Augment so you a! The stamina cost for playing a summoner build, the Mindthief easily scoops up and. Marshall, the 1 experience before the scenario, youre prolonging it and... Doomstalker has the most of it I highly recommend it if you lack AoE damage in your group spoiled. They cant damage you deal to them not on the target, we still have a decent +4 when with... Not how we roll at no extra cost to you after those, I went for entire... Is not how we roll Fire: the ( Burning ) Case for a Green New deal 105 gold 155... 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