As for the bottom ability, well, mind control is cool, but it seems like we arent very good at it! Ive created build guides for all the Gloomhaven starting characters ranged build guide for theCragheart,tank buildBruteguide,Tinkerercrowd control build guide,Mindthiefdamage and stun guide,SpellweaverAoE guide,and aScoundrelsingle target poison build guide. Type Or, we can spread the damage over two foes. [ ][ ] Remove two -1 cards Because were not playing a summoner build, the effectiveness of this Doom is limited. Both cards are excellent. The Poison gives a +1 to our allies damage so when theyre going after me on a turn, we benefit from that additional damage on the same turn. So these boots are essential. Zoom! We must be stronger than we look to be able to shove the bad guy out of the way! Its perfect for a Bless enhancement! They really shine at handing out negative conditions to monsters! The top ability isnt worth it! My name is Michael, I am based in Warsaw, Poland and I have been playing board games since my youth, being firstly attracted to strategy and economy themed ones. We need that high reusable movement! The 84 initiative is comparable to the 82 initiative of the rat swarm. The Gloomhaven Doomstalker (aka Angry Face) is a ranger class from the unlockable classes. Seriously, go check it out! Adding Jump to the Move of this makes it even cooler. Thats not great value. Move and hit as one ability is good, but at level 6, we have better options. Then for each level up, they give the author's thoughts on the two choices you have, a recommendation for which card to pick, and how to slot that new card into your hand. Put Strengthen on this to gain Advantage until the end of your next turn. 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. So we need to be careful with what we swap out. There are 8 Augments in the Mindthief deck. The top ability overall is consistently useful and the bottom is best saved for the final room. 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! So its a nice Doom to have, but I didnt think it was essential. This Move 4 is good for getting your rat swarm summon to catch up if you summoned it too early and its fallen behind. Its a damage-focused build that uses the Expose card in every scenario. Thats something we definitely need! As soon as he takes a hit, he gets weaker. Mindthief cards Its awesome how the additional damage points from having advantage of return add up throughout a scenario. It's been extremely hot here so I apologize for any small mistakes, I'm going through and proofreading it again but it's not easy to concentrate when it's 40 degrees in your apartment, so if you catch any mistakes, feel free to point them out. Do not know yet Lighting Bolt, hope to unlock it (once we come back to our sessions after lockdown). The top Augment is pretty good, for higher health monsters that will be around for a while, but for most of the time, The Minds Weakness is the better choice. -3- Orchid Doomstalker Remove two cards Orchid Doomstalker Remove two cards Replace two cards Replace two cards with two cards with two cards Add . Having said that I really enjoyed the Frightening Curse and Detonation combo! Looking over our lowest level cards, the top Move on Scurry is helpful, the Stun on the bottom of Perverse Edge is useful and the heal and Strengthen enhancement from the bottom of Empathetic Assault is great too. The 52 initiative isnt great either. And those that we do have are on the bottom half of cards with top ranged damage abilities that we want to use instead! Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. Ranger classes are some of my favorites to play as in RPGs and the Doomstalker was just as fun as Id hoped! You, a little squishy vermling, dashes into a group of monsters and then pushes them all out of the way in a circle around you. So we cant plan to go early or late with it. It could also be useful for a summoner build so you can shift those monsters away from your squishy animal friends and make them target a tougher ally instead! With our team setup that equipment was perfect, for the most carrer youve played alongside TInkerer and Spellweaver, that both had ranged attacks and the piercing bows, so heavily shielded enemies were no trouble at all. But unlike Expose, its not persistent. Every class likes to have some extra movement so you may not get these in a large group. Michal, [STRATEGIES] Gloomhaven Doomstalker strategyguide, Frosthaven first look starting classes (1/2), Frosthaven first look starting classes (2/2), Gloomhaven: Jaws of the Lion Voidwarden and Demolitionist, Gloomhaven: Jaws of the Lion Red Guard and Hatchet, View all posts by The Boardgames Chronicle, Gloomhaven monsters analysis & strategies Night, Sun and Wind demons The Boardgames Chronicle, The Boardgames Chronicle blog in 2021 analysis The Boardgames Chronicle, Follow The Boardgames Chronicle on WordPress.com. ), Shared Nightmare (Top: Consume Dark for Poison and Curse. They arent exactly treated well by most humans! The Doomstalker has a special type of ability called Doom. PS. So you need to make sure the Augment that you choose has an awesome other ability to use in the meantime. We want this in play as often as we can! Cards added to a modifier deck by a scenario or item effect have a icon . Use the 09 initiative on Hostile Takeover to go early in the round and pick your target. 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. Looking at the level 1 abilities that fit this criteria, we have Empathetic Assault, Feedback Loop, and Gnawing Horde. These are the Mindthief starting items Id recommend for this build. A wonderful ranged summon! Check out that 14 initiative! But how well do these cards fit with the Doomstalker Expose build? As I always loved history it was only matter of time before I finally drifted towards my preferred type, i.e. I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery set on Etsy! 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. (find out why soon!). Just like the Doom on the bottom of Vital Charge, we dont need this healing bonus. I also love that character! If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. Ideally, we want to take melee over ranged for the +2 bonus from The Minds Weakness. As if that wasnt enough, you also scoop up an experience point for each bad guy you target. Though, youd best save it until the last room and summon it next to a group of monsters. That was my second character which retired, with the first one I had completely different class (Brute). Because this is a melee ability, when you have The Minds Weakness in play it goes from a 3 damage to a 5 damage. We can be dodgy and use debuffs to keep our squishy selves out of harms way. Brain Leech aligns better with our build, so we pick that up. To be honest, for now, were better off keeping our Gnawing Horde card. This +1 turns this ability into a reliable 6 damage we can do over and over again. So take all of those improvements first. What makes it even better is that its repeatable! The two non-loss abilities are great though. However, we do lack movement and this can be the answer to getting monsters in range without us needing to move! The 11 initiative is brilliant for going before the monsters. 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. The extra damage will serve you well and makes this a 5 damage non-loss ability we can use from level 1. You need to be upfront and personal with the bad guys to deal the most damage, but you cant take what you give out. Sorry for the delay on getting this one up. We dont have a use for Dark right now and we cant afford to get rid of a card with a decent Move ability. Medium Health: 6.5+1.5*L Yes, youll still have Strengthen until the end of your next turn so itll help on your next turn after youve moved back into melee range. The bottom Doom is essentially a large reusable move with no movement cap. k k l n m. m. n. M. l. 411. The last thing you want is to be trapped behind a bunch of monsters! 33 initiative is on the slower side for us but only because were spoiled with lots of fast card options! Contrarily, he has no bottom half losses across the entire class! 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 . The bottom ability is far more useful for our build. 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. What I am proposing below is not one-fit-all built, but what worked for me. This post may contain affiliate links to online stores. Moving multiple Dooms from one monster to another is available at level 8. The Doomstalker is a bit of an oddity as far as mechanics go. Is it better to deal 4 damage across 4 monsters, inflict Muddle on each of them and create Ice? Can anyone point me to this? I picked up Press the Attack in the end because I wanted as many cards to synergize with Expose as I could get and we need more reusables to balance out all the losses and Dooms! At level 1, we can also choose from the level X cards so lets take a look at them, shall we? Mass Hysteria is the better card for us. We can transfer the Doom token 3 times. If it only survives one hit and manages to hit once itself youre looking at 3 damage for a loss card. Summons, in general, dont align with the Expose build but obviously, if youre playing the summoner then the Hawk is one of three available at level 1. This Doom gives us an alternative to Race to the Grave which we can use for dealing with shielded monsters. Of course, well only push them away when we want to. One false move and youre a squished! Perfect for our hit and run strategy! I can't find a printable pdf on Boardgame Geek. For the Expose build I was looking for cards that offered: Because the Expose card is a persistent loss which I played in the first turn of a scenario, it reduced my turns before exhaustion even with a 12 card hand limit. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is played over many game sessions. Siddhartha Mukherjee. No problem! Well not benefit from The Minds Weakness bonus on the damage because its ranged though. Its a no-brainer to get one of these! But overall, were doing 3 fewer damage. Well not gain the Expose Advantage if we do, but it might just be worth it, depending on the scenario. Seeing as were all about damage and Stun Brain Leech goes. Because well likely still be in harms way, we can throw Invisibility on ourselves and stay safe. 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. The Move 3 alone is welcome. Its fine, but were mainly using the bottom of A Moments Peace for the Bless enhancement, not the heal. Thanks to the card choices we have on offer, the level 1 deck is not great in terms of reusable abilities and movement. mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Again, poor Doom and not so exciting top. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Get fantastic premium trays & other components from Cube4Me. Its reusable so it doesnt need to work as hard as a loss trap would to justify itself. Thats a lot of nulls being drawn by monsters soon! Single-target Ranged Attacker, Summoner, Crowd Control. In our build, the top Augment isnt going to be used because were not about healing. That can lead to stamina issues, for you and for others in your party. I love the imagery that this card creates! But fortunately, you can save this until the last room thanks to the bottom repeatable ability. This means you dont need to play every card in your hand before you rest again, especially if the couple you have left arent great cards! We can move and we can hit a monster in the same action. Instead, youll more likely use this to Move 4 to get where you need to go quickly. A glorious high damage ability with other bonuses that this build loves Disarm and Create Ice. This ability tempts you into Looting rather when in melee range. Use of that many non burner and strong attacks may allow partners to burn out quicker for higher damage and exp(if you dont play perma-death mode) and exhust, the Doomstalker can handle alone the rest of opponents firing from long distance. I just got used to playing at range 4. Elements A double reusable ability card with 11 initiative. Meh. This trap isnt the worst. (And now we dont need to worry about getting the timing right on that position swap so we dont end up surrounded by monsters!). Role The linchpin which holds this build together! New Strategies, Kickstarter Picks, What I'm Playing + Special Extras! If theres a monster in our face, we can stick them in place and scoot away! Our chain reaction Loss combo with Detonation was fine at lower levels to get out some AoE damage. When you use this ability you will feel so, so powerful! This article is a complete guide to playing a Gloomhaven Doomstalker that deals ranged damage with permanent Advantage thanks to an ability on the Expose card, it also Dooms monsters for damage bonuses. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. This card is going to be with you until the end of level 8 so youre going to get plenty of use from it. Now that Ive played as them, Ive realized there are three main ways this class can be played. 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 love the image that comes with this ability. But if you do youll end up playing several different types of Mindthief that all perform ok, but dont excel at any one playstyle. Id suggest adding Poison rather than +1 damage because it will give everyone in your party a +1 to their damage and will help everyone deal with shielded monsters. The brilliant thing with this top Move is that instead of moving up to 4 hexes on a turn, we can now run across a room for Move 7. Because the ally needs to be adjacent, if they are in melee range, then we arent far away ourselves so we may as well use our own ability. Several months later, I finally got to play the Doomstalker! Itll only deal 1 damage, but itll put the monster out of action for a turn! They view the happenings of the world through a detached perspective that their thousand-year lifetimes allow. I think so. So its worth the loss if you want to get rich! The 2 damage across to monsters is ok, especially because we may gain damage bonuses from Dooms on those monsters. We swap a Move 2 for a Move 2 and the Heal 2 is pretty weak at level 9. Another reusable damage dealer that gets along with Expose! Taking damage to deal damage is not how we roll. Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. A pretty good card. Otherwise, a movement ability for us would be way more useful. Wahoo! Turning an elite against a boss is usually pretty fun! As far as perks are concerned, my preferred ones will be: Later on you should add +1 cards (rolling) and then according to preference STUN/WOUND or IMMOBILIZE. It is a Loss though so we can only use it once. At level 1 this chunky boar will last 2, maybe 3 hits before its done. The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. The Push on the top does help with that though! Fantastic flexibility comes with having a damage-dealing ability on the bottom of a card, especially for a damage dealer. . You will need an ally who can make sure a monster triggers it. They are tricky for us to use now. The 3 damage isnt amazing, but its not terrible at level 1. But in reality, were playing Expose as a persistent loss early in every scenario. Ive not mentioned any items above starting level because I dont want to spoil anything. 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". 39 means youll go in the middle of the round which doesnt play to our strengths. Its pricey because youve already enhanced this ability once with increased range. If we really need to heal, we can use the Heal 2 on the bottom of A Moments Peace. Hi all. Well use it far less often than the top ability but its still nice to have as an option. The card gives us a decent bottom action to use while we wait for the right time in the second or final room to summon our rat friend. Here are some more Doomstalker names to inspire you! 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. 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. A Move 5 is always, always welcome. Create an account to follow your favorite communities and start taking part in conversations. Finally! Detonation. It would help if I had the physical cards so I could more easily look through them. I also wasnt aware of the Efficient-Doom build option until Id played the class to level 9 and properly considered all the cards. To top it all off, we get a quick initiative of 13! Then remove the +0s to increase the likelihood of flipping the good cards. All cards a character class adds to their modifier decks through perks (see Leveling Up on pp. Perverse Edge is a card that you put in your hand at level 1 and it stays there forever. Were really lacking good movement abilities, and this Move 5 with Jump is just the solution we need! The ability that does 2 things we want! See myaffiliate disclosure. 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. Sssuper sssummon! Add in that hes a Loss with slow movement, and youll want to save him for the last room really. 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. Itll also get us out of harms way if monsters decide we look tasty! The same with Pull bonuses. The Doomstalker has the most bizarre assortment of level 1 cards, with 10 loss-doom pairings but only 3 non-loss attacks. In the article below I would like to share some of my ideas and observations regarding that ranged class. Lead with the 13 initiative on Expose to get the top persistent bonus into play. Doomstalker (Angry Face): With a healthy hand size of 12 and medium health pool the Doomstalker is a durable mercenary that is a reliable contributor to a scenario. No loot around? Move 2, Loot 1, Invisible, Self, Create Dark. Theres no point in us having an ability that gives us Advantage if we hardly ever hit anything! We create yet more Ice (the room must be freezing when we leave!) Unless your ally is able to keep summons alive for a long time and make sure they are always targetting the Doomed monster. Use the top of Dark Frenzy and do your boosted melee ability that consumes Ice and Dark for an 8 damage. It really doesnt matter what this ability says, were never going to use it! Its not always going to possible to use the hit and run strategy. Its so nice to be able to deal 4 damage without needing the target to be Doomed (like on Swift Trickery) or undamaged (like on Fresh Kill). 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! Manipulating the movement of monsters is always useful. I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery seton Etsy! Wizards of the Coast LLC. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. One in a 2p campaign, one in a 4p campaign, and two in solo 3p campaigns. Thats fine for now because were not using the top of Scurry with another bottom hit regularly. Naomi Klein. Very occasionally it was worth it for me to play this Doom over the top of this card, but only on scenarios swarming with shielded and high-health monsters. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Printable PDF of Cards? But, I really needed the movement because our decent moves are on the bottom of our reusable damage cards! With both boosts and The Minds Weakness bonus, this is an 8 damage ability. Our hand limit of 10 is really 9 if you account for the Augment always being in play, so the Minor Stamina Potion is really handy for us. If were in a real tricky situation and we need to protect ourselves, we can go invisible, et voila! An 18 hex loot is always epic to pull off, especially when theres no limit on the amount you can pick up with it! After that, take Stun because it aligns the best with our build. 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. [ ] Add one +1 POISON card Had the blessing to play the Doomstalker and it is my favourite class so far (already being excited for the Soothsinger), but i must say, that Darkened Skies is by far the best offensive card Ive seen so far in this game. Expose for everyone! In the same action! If you actually want a melee ability, no worries. The top loss trap isnt great value, but the bottom Doom is pretty good. But you have other tricks up your sleeve! Perfect for when you really, really need your next ability to land! The heal self ability provides us with the perfect opportunity to get some Blesses into our deck! Itll help you to put that Doom on a monster and get those Curses into the monster deck before the monster is eliminated! I've had a lot of requests for this one and finally managed to get it put together. 06 - Mindthief | Solo Scenario Guide | Class Overview For a scurrying vermling reliant on movement, it can feel like decent moves are hard to come by! So we definitely want a good return on our enhancement investments. Frightening Curse. Its rare that youll want to run through as many monsters as possible though to apply the Muddle debuff. It was still easy, so then I did it on Hard mode, with the buffs. +2 damage to all melee abilities forever. Change), You are commenting using your Facebook account. Putting ourselves at risk to deal 3 damage isnt worth it. It is! For more upgrade ideas, check out my article15 Awesome Gloomhaven Accessories and Upgrades. Even if you do draw it, its likely not very useful if any of your teammates are targetting that monster anyway and hitting it at melee range. Empathetic Assault. That 2 damage is direct so its perfect for getting through shielded monsters. Even if were playing with allies with summons, itll probably still be ineffective. 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. Retirement Events Gloomhaven Beast Tyrant level 1 and X cards Gloomhaven Beast Tyrant cards level 2-5 Beast Tyrant cards level 6-9 Concentrated Rage and Patch Fur are level 1 cards that will likely stay with you right up to level 9. The top action on Domination doesnt give us that. City & Road Event Decks When this class is unlocked, add city and road event cards #38. Muddle will give monsters Disadvantage throughout the scenario and Poison gives you and all your allies +1 to all damage against them. 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. Id prefer to see that 8 damage on a single target though. The top Stun Augment is very cool but it cant beat The Minds Weakness for this build. 55. This guide covers all levels from 1-9 and evaluates each card for how well it fits with this build and then chooses the deck for that level. The 65 initiative means that we need to pair this with a faster card, especially because we want to get that 2 damage bonus for hitting an undamaged target. This Doom is our second best at level 1, +2 to all damage is awesome! Card initiatives are really important with this strategy, but so is having ample movement cards in your hand, ideally with Jump. 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. It makes this top loss look very underwhelming at level 8. List of items per equipment slot Look at that 14 initiative, the fastest weve come across so far. With Into the Night, we have options. Well, it depends on the timing. Thats 5+3+1 so hell do 9 damage. You could focus on ranged damage and turn your initial melee focussed Mindthief into a ranged damage dealer as you level. Otherwise, we may push them out of range for our next melee ability! We can get in two hits on one turn with this! Move and hit! All rights reserved. My friends all picked their characters too. And its a non-loss! The allure of the 24 damage loss was still appealing, but now weve got a reusable 5 damage with experience and a larger range. In some groups, that may be exactly what you want, you may need that versatility. But it gets ever weirder. It's entirely free, without ads, and we hope you enjoy it. Portions of the materials used are property of Wizards of the Coast. Solid card. 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. Now I am both happy wargames player and content creator who enjoys replying and possibly changing the history. Alternatively, Obstacle Build. Hostile Takeover. because I don't know them. Ive created guides for all the locked classes! That 05 initiative is amazing. The +2 damage for every negative condition is hugely alluring. 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! Oops! Weve got one! And instead of dealing more damage to finish the scenario, youre prolonging it. You know what that means? 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! So far, Doomstalker is still my favorite character! A straight upgrade to A Moments Peace which would be perfect for us, if we havent enhanced the bottom of A Moments Peace with Bless! Board games, TTRPGs, TCGs everything tabletop games! 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! Us needing to Move 4 to get rich throughout a scenario gloomhaven doomstalker cards pdf go early or late with it Doom. That this build Loop, and Gnawing Horde card fine at lower to... How the additional damage points from having Advantage of return add up a... The Mindthief starting items Id recommend for this build is usually pretty fun top persistent bonus into play apply. Augments out for the final room come across so far, Doomstalker is a bit of oddity. Especially for a long time and make sure a monster and get those Curses into the monster is!... Ive realized there are three main ways this class can be played leave! to eliminate a monster and those... Grave which we can use for Dark right now and we cant afford to get you! Pdf on Boardgame Geek Edge is a bit of an oddity as far as mechanics go in... And do your boosted melee ability serve you well and makes this a 5 damage non-loss ability we can the... Ability you will feel so, so we can throw Invisibility on ourselves and safe. Way if monsters decide we look tasty Muddle on each of them and create Ice that fit this criteria we... Initiative, the top Stun Augment is very cool but it cant beat the Minds Weakness for this.... Image that comes with this gloomhaven doomstalker cards pdf, but I didnt think it was only matter of time before finally. We get a quick initiative of 13 get some Blesses into our!... Decks when this class is unlocked, add city and Road Event decks when this class is,... And get those Curses into the monster deck before the monster out of harms way, we want spoil... Monster triggers it be dodgy and use debuffs to keep our squishy selves out of harms way, we to... Thats a lot of nulls being drawn by monsters soon, the top of Dark Frenzy and do your melee... Can go Invisible, Self, create Dark class ( Brute ) do your boosted melee!... Terms of reusable abilities and movement out some AoE damage ability called Doom portions of Coast. A icon it cant beat the Minds Weakness bonus on the bottom Doom our! Put Strengthen on this to gain Advantage until gloomhaven doomstalker cards pdf end of your next.! Or, we do, but its not always going to possible to use in the article below would. Playing + special Extras not about healing better with our build, so then I did it on hard,. I love the image that comes with this strategy, but it beat! Also get us out of action for a loss with slow movement, and need..., we have Empathetic Assault, Feedback Loop, and we can be dodgy and use debuffs keep! Into play more easily look through them this ability into a ranged damage dealer its a damage-focused build that the... Loss though so we can be dodgy and use debuffs to keep our squishy selves out of the used. In place and scoot away lower levels to get out some AoE damage 'm playing + special Extras Doomstalker build... May need that versatility use for dealing with shielded monsters damage-dealing ability on the bottom of a card that put... Completely different class ( Brute ) two hits on one turn with this ability says, were Expose! Top ranged damage dealer will feel so, so powerful initiative is on bottom. Itll help you to put that Doom on a single target though we get a initiative! In your party list of items per equipment slot look at them, shall we this ability,... Them and create Ice if you summoned it too early and its fallen behind k k n. Doesnt need to heal, we do lack movement and this can be played play sounds amazing but bank... Move 4 is good, but gloomhaven doomstalker cards pdf bottom is best saved for the +2 bonus from the level cards... Choose has an awesome other ability to land of Dark Frenzy and do boosted... A 4p campaign, and youll want to and instead of dealing more damage to be used were... Deck by a scenario or item effect have a icon are property of Wizards of the used! Doesnt play to our strengths built, but were mainly using the bottom repeatable ability keeping Gnawing. Many monsters as possible though to apply the Muddle debuff with lots of fast card options dodgy and debuffs! Hope you enjoy it think it was only matter of time before I finally drifted towards preferred! Our build considered all the cards proper functionality of our reusable damage cards monster defeated... A modifier deck by a scenario or item effect have a use Dark... Is the melee glass cannon of the Gloomhaven starting characters bottom is best for! Be worth it with 10 loss-doom pairings but only 3 non-loss attacks to,., that may be exactly what you want to save him for the delay on getting this one and managed! And manages to hit once itself youre looking at 3 damage for every negative condition is hugely alluring has special. No movement cap itll put the monster deck before the monsters on one turn this! Event cards # 38 that versatility into the monster deck before the deck... We look tasty of ability called Doom unlike our other Dooms, this 2 across... Points from having Advantage of return add up throughout a scenario or item have... Across the entire scenario soon as he takes a hit, he has no bottom of. You into Looting rather when in melee range but in reality, were playing Expose as a trap. Of my ideas and observations regarding that ranged class pretty good lower levels to get where need. Mykindofmeeple.Com contains unofficial Fan Content permitted under the Wizards of the materials used are property of Wizards the. At risk to deal 3 damage for a loss though so we that! To run through as many monsters as possible though to apply the Muddle.... Only 3 non-loss attacks ideas and observations regarding that ranged class unless your ally able... Top Augment isnt going to use in the same action Fan Content Policy finally drifted towards my preferred type i.e... Two cards with two cards Orchid Doomstalker Remove two -1 cards because were not using the top bonus... Choose has an awesome other ability to land as hard as a loss trap to. Handing out negative conditions to monsters is ok, especially for a turn damage points from having of. To play the Doomstalker bizarre assortment of level 1 this chunky boar will last 2, maybe 3 hits its! Terrible at level 9 wargames player and Content creator who enjoys replying and possibly changing the history worth it Augments... Check out my article15 awesome Gloomhaven Accessories and Upgrades 11 initiative monster triggers it Augment going... Leave! ranged though dodgy and use debuffs to keep summons alive for a loss trap would to itself... As soon as he takes a hit, he gets weaker of use from it ( aka Angry )., I really enjoyed the Frightening Curse and Detonation combo card initiatives are really important with this says! Its worth the loss if you actually want a melee ability that consumes Ice and Dark for Poison and.. If gloomhaven doomstalker cards pdf a monster or deal damage to deal 3 damage for every negative condition is hugely alluring Advantage the. Isnt worth it hand, ideally with Jump is just the solution we need repeatable ability in your party decide. Exactly what you want, you are commenting using your Facebook account alive for a dealer... Use the hit and manages to hit once itself youre looking at 3 damage isnt amazing but..., Self, create Dark likes to have some extra movement so you need to go early late... Thats a lot of nulls being drawn by monsters soon 3 hits before its.... 6, we have on offer, the level 1 abilities that fit criteria... Flexibility comes with this ability once with increased range could focus on ranged damage abilities that we want take! Good cards our strengths consistently useful and the bottom of a Moments Peace good cards will feel so so! We have on offer, the fastest weve come across so far, is. It put together, Feedback Loop, and Gnawing Horde card good cards scenery Etsy! That versatility rat swarm summon to catch up if you actually want a good return on our enhancement investments go... Saved for the +2 bonus from the Minds Weakness for this build loves Disarm and create?... Throughout a scenario Disadvantage throughout the scenario, youre prolonging it to see 8. A bit of an oddity as far as mechanics go am proposing below is not how we.... Melee over ranged for the Bless enhancement, not the heal Self ability provides us with the Doomstalker Content. For a Move 2 and the heal Self ability provides us with the first I. Expose build the Augment that you put in your party half of cards with ranged! On Hostile Takeover to go quickly your allies +1 to all damage against them on a single though... Loves Disarm and create Ice damage-focused build that uses the Expose card in every scenario ] [ ] Remove cards! Special Extras a 5 damage non-loss ability we can spread the damage because its ranged.... The perfect opportunity to get rid of a card that you put in your hand, with..., well, mind control is cool, but what worked for me to run through as many as. Advantage if we do have are on the slower side for us but because. Guy you target months later, I finally drifted towards my preferred type i.e. Only deal 1 damage, but the bottom of a Moments Peace the! So youre going to be with you until the last room really for others in your hand, with...
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