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. Devil in the Grove: Thurgood Marshall, the Groveland Boys, and the Dawn of a New America. I just got used to playing at range 4. For this Mindthief build, I looked for cards that offered: Melee damage Negative status effects (especially Stun) Ice elemental cards (which often support Stun boosts) My card evaluations are all with this build in mind. The highest reusable Move were found so far. A really solid card. Its like having a 2 damage Wound on a monster, but it cant be removed through healing! There are no good or bad cards in Gloomhaven. For me, its not worth it. The top trap ability is only average so we wont miss it by playing the bottom. So you need to make sure the Augment that you choose has an awesome other ability to use in the meantime. Now that we have a repeatable Move 5 we can replace a card with a repeatable lower move action. The 25 initiative is pretty quick too! The linchpin which holds this build together! Not to mention that we can block doorways and peek into the next room without taking damage. Finally! So providing it hits the monsters first, it could survive for a decent while. We swap a Move 2 for a Move 2 and the Heal 2 is pretty weak at level 9. Its not always going to possible to use the hit and run strategy. Having said that I really enjoyed the Frightening Curse and Detonation combo! battle goals). 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. Is it better to deal 4 damage across 4 monsters, inflict Muddle on each of them and create Ice? All other content Copyright 2019-2023 Emily at mykindofmeeple.com. Use the bottom ability in the last room if you want to get the experience before the end of the scenario and everything is going in your favor. Contrarily, he has no bottom half losses across the entire class! 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. 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. Its nice that we can set it and forget it. To be honest, in my group, monsters I Doomed didnt last longer than a round even without my teammates having Advantage! [ ] Add one +1 POISON card 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). But pair it with Rain of Arrows and you can add a +2 to that damage and with Expose were taking the highest modifier we flip. 4. (1986).pdf. It takes time to grow that character into merciless killer you need good cards, items and enhancements. For more information, please see our We apply the AoE Doom from the bottom of Detonation that causes 3 damage to all adjacent monsters when that monster is defeated. Thats 5+3+1 so hell do 9 damage. Another loss trap. Classes. As you level, youll shift from mostly melee abilities, to more of a balanced mix of melee and ranged abilities allowing you to prepare the situation before you enter melee range or deal ranged damage after youve scurried away! With a Move of 1, it simply cant keep up with you otherwise! Detonation. Its a no-brainer to get one of these! Wahoo! 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. After that, I went for the +2 Muddle to increase the damage dealt on my turn. Use the 10 initiative on Dark Frenzy to go early in the round. Ideally, we want to take melee over ranged for the +2 bonus from The Minds Weakness. Game Management We only had it in our hand for so long because we needed the Move 3 and Flight of Flame is like an upgrade. If you are a summoner and your summons get a hit in, thats even more Curses going in. Darkened Skies is a good card but you can get a similar AoE effect with the Frightening Curse and Detonation chain combo. We can consume the Ice were making to take a monster out of action for a turn and get an experience point too. But it gets better as we level! Orchid have been known to get lost in thought for years, and during this meditation, crystals will begin to slowly grow on their skins. Locked Class Then I realized I had forgotten the Special Rules buffs for the Earth and Flame demons, so I did it on normal (Level 3 for me, as my Doomstalker is level 5). Thats not a bad amount of damage for a Loss and its unusual to see a damage-dealing Loss like this as the bottom action. Very close! Itll only deal 1 damage, but itll put the monster out of action for a turn! [ ] Add one +2 MUDDLE card 2 : 3 : 3 : 5 Summon Spitting Cobra POISON 2 286 9 Predator and Prey 000 MoveMove 3 HealINVISIBLE 5 Self Move 2 Attack 3 Loot 1 2 235 8 Feral Instincts 000 As for the bottom ability, well, mind control is cool, but it seems like we arent very good at it! All cards a character class adds to their modifier decks through perks (see Leveling Up on pp. They specialize in ranged damage and have a unique ability called Dooms which allows them to mark monsters to get bonuses. A solid reusable card with a decent top and bottom that we can always find a use for. 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 27 initiative is quite poor. not have to re-enter them every time you launch this application. So far, Doomstalker is still my favorite character! print decks of abilities and modifiers. To be honest, for now, were better off keeping our Gnawing Horde card. The 20 initiative is just ok. Many believe that the increased presence of Orchids in Gloomhavenn in recent years is evidence of an approaching catastrophe. 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! Not Doom them and then wait for them to shuffle off after three turns. Lets take a look. The top of this card is almost always going to be better to use than the bottom as a damage-dealing build. As a mind-controlling, rodent-like, melee damage dealer with ice, dark and stun effects there are some fun names you can create for her. Despite all that, the Doomstalker plays fine; his core gameplay loop of "Doom then hit; repeat every round if possible" is fun and interesting, and the abundant losses don't cause problems outside of very low levels. 5 damage for a loss is really expensive, even with the 5 range. When I was retiring at level 8 all those were perfectly adjusted and it was great pleasure to play Doomstalker! Perfect for going first in a round. Another reusable damage dealer that gets along with Expose! What I did: There are also other way to enhance your cards. Fresh Kill. 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! Still pretty high. mykindofmeeple.com participates in the Amazon Associates Program. And we always want to be targetting Doomed monsters! No worries! 55. Just choose your play carefully with this one to make the most of it. That way the deck is really well built, with only -2 and Null cards as negative. That top Augment was just taking up an ability slot because we needed the Move 4 and Jump. Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. Use Stun and Immobilize to prevent the closest monsters from doing any damage on their turn. Sigh. The bottom ability is far more useful for our build. I think so. Quite a good strategy for using this ability! Instead, I dropped Multi-Pronged Assault. New Strategies, Kickstarter Picks, What I'm Playing + Special Extras! 11. Want to stick around long enough in melee range to make the most of Retaliate? It makes this top loss look very underwhelming at level 8. Its a fun trick to pull out in the final room, but you need to build your deck with that in mind. It's just that some are better or worse for different builds. Each round players choose two ability cards and use the top action of one card and the bottom action of the other card, resulting in two actions for each player on his or her turn. In the same action! We can then spend our turns Moving and dealing damage, rather than reapplying Dooms. They really shine at handing out negative conditions to monsters! The heal that puts you out of action for a round is just weird and the bottom action gives us minimal benefits. However, they are an option and can mean that you need to spend fewer actions on moves getting in range of monsters. This is a fantastic ability that gives us a choice on how we deal our damage. All the cards in Gloomhaven can be considered good or bad depending on loads of factors such as: party composition, build type, and situation. But the Doomstalker operates at Range 4-5, with very little movement, almost always being the furthest back character in the game. All trademarks are property of their respective owners in the US and other countries. As I always loved history it was only matter of time before I finally drifted towards my preferred type, i.e. Youll need to consume Ice of course, but we currently have three abilities that create Ice and only one that consumes it. However, its okay at getting through shielded 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. View all posts by The Boardgames Chronicle. I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. Its wonderfully versatile. The Curse ability on here would give us a use for the Dark we create from using the Loot on Into the Night. The 54 initiative doesnt guarantee that well go early or late so its not amazing. Thats brilliant. Kudos to the Gloomhaven designers for trying something different with the Mindthief! Where we are taking cards that consume Ice, we need to make sure we have enough cards to create it. 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. Lead with Frightening Curses 37 initiative to get the persistent loss in play and get the Doom applied reasonably early in the round. Well use it far less often than the top ability but its still nice to have as an option. The Parasitic Influence Augment is an interesting one. The 2 experience is a nice way to top up your experience before the end of a scenario too. The Move 3 alone is welcome. It helps us with our movement problem and we can deal more damage too! It passes the Doom onto another monster. The bottom ability adds a much needed damage dealer in the lower card slot and we get another Move which we also want. Hostile Takeover. A +1 to all damage dealt by all allies is like having Poison on the target. So they need to be worth your investment in playing them. Here are a few ideas I came up with before settling on my character name. The Mindthief guide covers all levels from 1-9 and assesses the cards at each level for how well they fit with this build. But youll only gain advantage on one hit, rather than two. Another Move! Press J to jump to the feed. Getting the awesome Cobra summon at level 9 completed my Doomstalker for me because I love my rangers to have a pet! Can you guess who I am talking about? You can help us maintaining and improving the website here: We use cookies to store the cards you picked. As with all the Gloomhaven classes, it generally makes sense to improve your modifier deck as the first thing you do with your perks. Portions of the materials used are property of Wizards of the Coast. This Doom is our second best at level 1, +2 to all damage is awesome! In two-player groups, there are fewer monsters on the board so it has less potential. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. We get that on any card. We can run in and hit nearby foes putting them out of action so we dont necessarily need to run away. But the Immobilize makes it a bit more versatile. On the face of it, two active Dooms on the same target sounds wonderful! All classes are sorted by class number, which can be found here.. 01 - Brute | Tank Build 02 - Tinkerer 03 - Spellweaver.Alternative Build.. 04 - Scoundrel 05 - Cragheart - Standard/ranged build. This one gives us some lovely Invisibility too. The upgraded monster mind control ability is pretty cool, but its a loss. Poison and Creating Dark are nice bonuses. A little closer to 99 would be better, but its still not too risky to play. I took +1 Wound after Poison. But fortunately, you can save this until the last room thanks to the bottom repeatable ability. 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. The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. As a non-summoning Doomstalker, we dont have any use for this top ability. No wonder they are Muddled! Of course, you can just use it as a regular loot action and ignore the conditional bonus. [ ][ ] Remove two -1 cards How much extra damage your party benefits from depends a lot on how many allies you have. Fearsome Blade has a Move but its a Loss, and the top action will deal 4 damage in melee range. The reusable Stun is great, Crate Ice is great, the 1 Experience is great. The Doomstalker has a special type of ability called Doom. This level X will be with you from level 1 to 9 so boost it up. Unlocked by 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. Although Detonation is damage-focused and Crashing Wave is negation-focused, the benefit for the party of monsters drawing Curses is huge. It was still easy, so then I did it on Hard mode, with the buffs. So youll play it on a monster and after 1 round theyll likely be gone. 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. A trap that deals 4 damage and Stuns a monster for a turn is an expensive loss. They dont stay around very long anyway! Do Not Sell or Share My Personal Information. But is this ability worth it for our build? Even with the maximum number of players, all in the ideal positions, this is a +3 bonus to everyones damage this round. Expose for everyone! 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. Great if you need healing, wasted if you dont! Even in the latter it is often preferable to just lose cards to prevent damage rather than waste top half actions summoning melee summons which will die in a few short turns regardless. 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. I also love that character! We want them long gone way before three turns are up! Its just that some are better or worse for different builds. I play in a 4 player Gloomhaven party. To do this, youll need a mixture of high and low initiative cards. With these attributes in mind, my Doomstalker was called Ever Blue. See myaffiliate disclosure. Plus, the 3 damage we get from Detonation isnt as impressive at level 8 as it was at lower levels. On top, I will also discard Frightening Curse. Youll come back refreshed and stronger than ever! 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. Fortunately, they all appear on the lower half of cards and this is a ranged damage build, so we have something useful to do on turns when we dont need to move! A Move 5 is always, always welcome. Itll enhance our only lower damage dealer which we use often. Not because we run out of stamina, but because when want particular cards back in our hand, we can get them back. Im little confused with Empowering talisman here. Youre going to be friends for life. This is an enhancement for later levels when you have more money! 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. But why would you use it when you get 4 damage and a potential bonus by using the top? But, I really needed the movement because our decent moves are on the bottom of our reusable damage cards! We need to be adjacent to an ally to use it, and really with our Augments it effectively means its 6 damage if that ally is in melee range. This is a great card for our build! This means the Doomstalker has a plethora of top half loss actions which are generally pretty weak, as fitting for its 12 card stamina. 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. The double loss abilities force you to use it earlier in a scenario than you would other losses, reducing your stamina. Because were not playing a summoner build, the effectiveness of this Doom is limited. But it gets ever weirder. Its perfect for a Bless enhancement! I found that playing the Doomstalker was less about combos and more about pairing Dooms with reusable damage dealers so that youre contributing on every turn. Every class likes to have some extra movement so you may not get these in a large group. My friends all picked their characters too. Exclusive email updates! Its a damage-negation support action, not a damage focused Doom, but its a pretty powerful Doom all the same. Change), You are commenting using your Twitter account. Historical Wargames. That means there are lots of bad guys around in every scenario! If you havent enhanced A Moments Peace with Bless, then you could swap it out for Feral Instincts and be pretty happy. Were looking for high initiative cards and low initiative cards to help us with our run and hit/hit and run strategy. 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. Feedback Loop! 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. Not approved/endorsed by Wizards. All rights reserved. A pretty good card. A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. Its nice to get a little bottom hit in too before we dash away. A trap that deals 4 damage and Stuns a monster for a Move 2 and the bottom our. Heal that puts you out of stamina, but its still not too to... Really expensive, even with the buffs only matter of time before I finally towards... Here: we use cookies to ensure the proper functionality of our reusable damage cards time to grow that into. Of gloomhaven doomstalker cards pdf and low initiative cards a non-summoning Doomstalker, we need to consume Ice of course you! 2 for a decent top and bottom that we can then spend our Moving! We can get them back bottom of our reusable damage dealer which we also want a... 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