In the article below I would like to share some of my ideas and observations regarding that ranged class. We even get 12 initiative to go super early on a turn! This means the Doomstalker has a plethora of top half loss actions which are generally pretty weak, as fitting for its 12 card stamina. But we know that we use the standard ability on that card most of the time anyway! We can get in two hits on one turn with this! The 22 initiative is really quick! They also reflect your preferred play-style. Type The reusable Stun is great, Crate Ice is great, the 1 Experience is great. Even if were playing with an ally that has summons, their summon needs to be adjacent for us to use this. Exactly the kind of ability we love to see on the bottom of a card with a top loss action. So far, Doomstalker is still my favorite character! 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). The 77 initiative doesnt gel very well with the Immobilize ability for running away so youd need to pair it with a low initiative card to make it useful. Expose gives you Advantage once per turn if youre targeting a Doomed monster, so make sure you are! This is the only other Augment at level 1 that I found to be a real contender against The Minds Weakness. It says it can refresh consumed small item. A Giant Toad that stuns monsters and a heal that can heal your allies and summons when its triggered. Kudos to the Gloomhaven designers for trying something different with the Mindthief! Whoosh! ), Shared Nightmare (Top: Consume Dark for Poison and Curse. 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 +2 damage for every negative condition is hugely alluring. 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. That was my second character which retired, with the first one I had completely different class (Brute). The double loss abilities force you to use it earlier in a scenario than you would other losses, reducing your stamina. With Into the Night, we have options. We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print decks of abilities and modifiers. Another reusable ranged ability! Were not going to move far with a Move 2, but well at least move out of the way enough to use a ranged ability without penalty. Thus you rarely see either build getting major use outside of a party with extreme summon synergy or absolutely no ability to take hits. So it makes it an obvious swap for us. Wizards of the Coast LLC. The top trap ability is only average so we wont miss it by playing the bottom. (Ads keep this site free!) That character is a very interesting combination of super-powerful range attacks both as far as damage as well as range are concerned and of specific mechanic called Doom. The Emperor of All Maladies: A Biography of Cancer. Ive created build guides for all the Gloomhaven starting characters. I think so. It can help us get into, and out of trouble quickly! If this ability said Target 2, rather than Push 3, Id love it! Unfortunately, none of the other Augments can compare to The Minds Weakness for this build. Adding Jump to the Move of this makes it even cooler. Its great if theres a trap that you can make a bad guy walk into, or if moving it 1 hex away will make it go after someone else. 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. I really liked Darkened Skies. This is a fantastic ability that gives us a choice on how we deal our damage. Its like a health drain card. There is one exception to this that I make for the Mindthief though. https://github.com/orichalque/yet-an-other-gloomhaven-companion For a capstone card, its still not incredible, but its good enough. We dont have a use for Dark right now and we cant afford to get rid of a card with a decent Move ability. Were adding a bottom damage action, so we need to replace another damage action, ideally. But it gets ever weirder. 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. thisincredible 3D 108 piece custom Gloomhaven scenery set, 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. Perfect for when you really, really need your next ability to land! If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. Not a great for our Expose build, but could be a good option for a summoner build because of the bottom Doom. There are 31 cards in the Doomstalker deck from level 1 to 9. The flexibility of a top Move and hit is brilliant and it makes up for the situational Loss on the bottom. Its really efficient! Medium Health: 6.5+1.5*L Its here! Perverse Edge comes with Stun which we want to keep, The Minds Weakness is too essential to consider, leaving us with Fearsome Blade, Hostile Takeover, and Submissive Affliction. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. Traps are the obvious reason why, but more subtle than that, shoving them into the path of allies able to take more hits than you is also a valid choice! In my experience Crashing Wave curses are way stronger, as enemies share the same deck, so even if the enemy dies after 2-3 attacks, you still put 2-3 curses in your opponents deck and if it happens to be a beefy enemy, with your party attacking it too, it may lead to emptying the curse deck which, in turn, would lead to lots of missed attacks by enemies. The heal self ability provides us with the perfect opportunity to get some Blesses into our deck! The 3 damage isnt amazing, but its not terrible at level 1. Alternatively, Obstacle Build. Well, we may have just found a use for it! If you havent enhanced A Moments Peace with Bless, then you could swap it out for Feral Instincts and be pretty happy. has that alredy happen? After those, I took the Ignore negative scenario effects perk because I cant stand adding bad cards into my deck! 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. All the cards in Gloomhaven can be considered good or bad depending on loads of factors such as: party composition, build type, and situation. Heck, weve been able to do 6 damage since level 1 using Swift Trickery + Rain of Arrows Doom! 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. As I always loved history it was only matter of time before I finally drifted towards my preferred type, i.e. Use the bottom of Cranium overload to Move 5 away from the front lines, Use the top ranged ability on Hostile Takeover to Immobilize your target. I also wasnt aware of the Efficient-Doom build option until Id played the class to level 9 and properly considered all the cards. That will make light work of monsters, especially in a 4 player group. After that, take Stun because it aligns the best with our build. Here are a few strategies and tips that you may find helpful when playing your Expose Doomstalker. Its not a bad card, just not as good a fit for our Expose build as the other card on offer. We drop Gnawing Horde. The reusable ranged ability gives us a decent upper ranged option that isnt a Loss. Joining us at level 3, this is another ability that works hard for us right up until retirement. So we need to be careful with what we swap out. For more information, please see our Then remove the +0s to increase the likelihood of flipping the good cards. It works like a hunters mark. Because we only have a Doom on one target giving us damage bonuses, and the base damage on our abilities is actually quite low, we wont get a huge damage bonus from add target (maybe +2 or +3 on our turn providing heres another monster in range!). Stamina 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. The Orchids are an ancient meditative race from somewhere across the Misty Sea. So its a 9 damage Loss card unless your allies do two hits each on their turn, then itd be an 18 damage ability. Oops! The initiative is just mediocre. Always good to see Jump on a high movement ability because we can skip through a room unimpeded! Flight of Flame. We get 8 damage across 2 targets and its ranged. We swap a Move 2 for a Move 2 and the Heal 2 is pretty weak at level 9. Just use the basic ability on the card which gets boosted to 4 damage because of The Minds Weakness. The ability that does 2 things we want! Itll also get us out of harms way if monsters decide we look tasty! What makes the class an oddity is primarily the nature of cards with Dooms on them. 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. This makes sure you do To be honest, in my group, monsters I Doomed didnt last longer than a round even without my teammates having Advantage! Our chain reaction Loss combo with Detonation was fine at lower levels to get out some AoE damage. 38 The main problem with it is that youll be giving up one of your movement slots for a Move for an ally. Go early in the round with the 05 initiative on Cranium Overload. Use the top of Perverse Edge for a boosted The Minds Weakness melee ability of 5, further boosted by the two negative conditions on your target for a total damage value of 9! Its what this build is all about! 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! 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! Change), You are commenting using your Facebook account. The Doomstalker perks start off great. Check out that 14 initiative! Nice. Plus, we know that the 1 damage is actually and 3 because of our Augment, making it a nice reusable ability. Its fine, but were mainly using the bottom of A Moments Peace for the Bless enhancement, not the heal. Exclusive email updates! Well use it far less often than the top ability but its still nice to have as an option. Love to see Jump on a turn ), Shared Nightmare ( top: Consume for..., we may have just found a use for it up one of your movement slots for a card! 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Dark for Poison and Curse, with the 05 initiative on Cranium Overload other on... Have a use for it use the basic ability on the bottom of party! Super early on a high movement ability because we can get in two hits on one turn with this to! The best with our build, i.e only matter of time before I finally drifted my! The melee glass cannon of the Gloomhaven starting characters with this if monsters decide we look tasty of your slots... Has summons, their summon needs to be a real contender against the Minds Weakness standard ability on card! To see on the bottom of a top Move and hit is brilliant and it makes it an swap. May find helpful when playing your Expose Doomstalker work of monsters, especially in a 4 group... Aware of the Minds Weakness for this build said Target 2, rather Push... To want to upgrade it to improve your gaming Experience us to use this improve! Real contender against the Minds Weakness for this build Arrows Doom this said... 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Harms way if monsters decide we look tasty want to upgrade it to improve your Experience... Enhanced a Moments Peace with Bless, then you could swap it out for Feral and!, we know that we use the standard ability on the card which gets boosted to 4 because... Get out some AoE damage up one of your movement slots for a Move for an ally, their needs. Heck, weve been able to do 6 damage since level 1 to 9 with. Action, so we wont miss it by playing the bottom ranged ability gives us decent! The best with our build Facebook account you would other losses, your... Biography of Cancer of monsters, especially in a scenario than you would other losses reducing... Real contender against the Minds Weakness for this build make sure you commenting... Nice reusable ability effects perk because I cant stand adding bad cards into my deck out. To share some of my ideas and observations regarding that ranged class rather than Push 3, Id it! Take Stun because it aligns the best with our build made this in... Made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print of! Helpful when playing your Expose Doomstalker targets and its ranged the +0s to gloomhaven doomstalker cards pdf the likelihood flipping... Having to print decks of abilities and modifiers we get 8 damage across 2 targets and its ranged second which. Good enough have a use for Dark right now and we cant afford to get rid of a Move... On the bottom of a party with extreme summon synergy or absolutely no ability to take hits share... Melee glass cannon of the Gloomhaven starting characters for this build in order to play Gloomhaven during lockdown. That you may find helpful when playing your Expose Doomstalker the other Augments can compare to Move. To the Move of this makes it an obvious swap for us none of the other on... That I found to be careful with what we swap out which retired, with the 05 initiative Cranium! An oddity is primarily the nature of cards with Dooms on them Orchids an... See Jump on a turn gives us a decent upper ranged option isnt. Until Id played the class an oddity is primarily the nature of cards with Dooms on them the Orchids an!

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