However, because we play Expose on turn one and leave it in play, we can read that hand limit as 11 really. The best thing about this card for us is the very high initiative that would guarantee us going late in the round. Seeing as were all about damage and Stun Brain Leech goes. mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. If you want to move away as your second action though, we currently only have the top of Scurry that will allow us to do so. Because we tend to be nowhere near the monsters, it could be tricky triggering the trap! There's a bot on the Gloomhaven Digital discord that can give you an image that contains every single card of the requested class. The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. Expose of course! The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. I loved playing as my Expose Doomstalker! Target those that are getting in the hits that youre most concerned about to swing the situation in your favor. This is an example of a typical opening sequence I used. The combos you have available will vary depending on the cards you choose and the level youre at. She is super quick, hits hard and stops monsters in their tracks. When this class is unlocked, add city and road event cards #38. Ive completed a guide for each of the locked classes! The top of Brain Leech gives us an emergency heal while Perverse Edge gives us a high damage melee ability when used at the right time. The top ability is a cracking Loss for the final room and the bottom ability is highly useful until we get there. It doesnt play as well with AoE allies because they tend to scatter their damage across a big area, but even then, I usually found some poor monster I could use this on! For other upgrade ideas, check out my15 Awesome Gloomhaven Accessories & Upgrades article. If you have enhanced A Moments Peace as I did, then Crashing Wave from level 7 is a solid choice. The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. For most of the scenario, youll use it to make sure you go before the monsters, and for when the time is right to use that epic top loss, you can pull it off before the monsters get a chance to mess up your plan! Thanks to: This is only a picture to remind you which perks are available for your class. So these boots are essential. [ ][ ] Add one rolling ADD TARGET card My third character which I am playing now was similar to Angry Face as it also deals enormous amounts of damage but from close quarters. Poison is a wonderful addition giving our allies (and us) an extra +1 against the affected monster. The Detonation Doom causes 3 damage to any adjacent monsters when the Doomed monster is eliminated. That top action is awesome. 4 damage reusable with a nice bonus that triggered sometimes for me. Muddle will give monsters Disadvantage throughout the scenario and Poison gives you and all your allies +1 to all damage against them. . . mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Orchid Doomstalker Now that we have a repeatable Move 5 we can replace a card with a repeatable lower move action. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements safe. To get the best bang for your buck, you want to enhance the cards that are going to be with you for a long time and are pretty cheap to enhance. So we dont really need any extra healing. Wild Command. Itll survive two or three hits and ideally, youd want it to hand out Wounds to three different monsters in its time. At level 1 we can also put the level X cards into our hand. But here are some that I enjoy using. I did Doomstalker's solo quest and found it much easier than the other one I tried (Sunkeeper's). You scurry around in a circle around all the bad guys, jumping over them, getting under their feet and ending up back where you started. Move 3 is quite a low movement to have a Jump ability on. The 25 initiative is pretty quick too! This card is in our hand from level 1 to level 9 and we use it a lot! 11. To illustrate, let's presume you're playing a Brute or a Mindthief: If you play a lost card before your first rest, you effectively loses 4 rounds in the scenario: On the other hand, if you play the same lost card near the end of the scenario, you only lose 1 round (or Not a good match for us, but for a summoner, this card is pretty cool. Theres no point in us having an ability that gives us Advantage if we hardly ever hit anything! Gloomhaven Mario Ability Cards - Free download as PDF File (.pdf), Text File (.txt) or view presentation slides online. Hi all. And of course, well make sure were meeting those conditions because we want the damage bonuses they give! The 97 initiative for going really late in a round is excellent though. So far, Doomstalker is still my favorite character! We drop Gnawing Horde. This is an enhancement for later levels when you have more money! 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. This Move 4 is good for getting your rat swarm summon to catch up if you summoned it too early and its fallen behind. Classes. We get a repeatable Move 2 with extras and a nice immediate monster removal Augment to use in the last room. Fearsome Blade has a Move but its a Loss, and the top action will deal 4 damage in melee range. In some groups, that may be exactly what you want, you may need that versatility. This Doom is pretty sweet. The 2 experience is a nice way to top up your experience before the end of a scenario too. because I don't know them. The +2 damage for every negative condition is hugely alluring. Gloomhaven Cards Character Ability Cards Playing ability cards is what allows a character to perform actions in a scenario. This means creating a trap in a hex adjacent to us makes it highly unlikely to be triggered! See myaffiliate disclosure. List of items per equipment slot 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. The 27 initiative is quite poor. A top Move action is just as flexible as a bottom damage action. Perfect for going first in a round. and scoop up an experience too. 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. Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. The damage is fine for level 1, and with the addition of Poison, your whole party will benefit from this summon. Our meat shield summon. A Heartbreaking Work Of Staggering Genius: A Memoir Based on a True Story. That can be the difference between being the first to the treasure chest or not! It can be useful on melee monsters to keep them away for a turn while your group takes care of other monsters though. Its a damage-negation support action, not a damage focused Doom, but its a pretty powerful Doom all the same. The 54 initiative doesnt guarantee that well go early or late so its not amazing. Awesome! I kind of forgot that monsters dont gain anything from Invisible while this is in play because it didnt come up very often. All rights reserved. Every class likes to have some extra movement so you may not get these in a large group. We have a cool snake friend that increases our damage every turn without us having to do anything and we have 4 decent Dooms that we can use during our card cycles. Its a great card for scooping up experience points for doing what were good at hitting things. Hit Points Mass Hysteria is the better card for us. Portions of the materials used are property of Wizards of the Coast. Because well likely still be in harms way, we can throw Invisibility on ourselves and stay safe. Exclusive email updates! 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!). For reference, as this question gets asked a lot: I have played four Doomstalkers to retirement. Sigh. However, it still didnt beat The Minds Weakness. This Doom doesnt play nicely with our build. I just got used to playing at range 4. It was still easy, so then I did it on Hard mode, with the buffs. The top ability doesnt align with our damage and Stun focus, and it just isnt good enough on a card with a bottom loss. However, we dont need to do every action on the card. The top ability is super cool and feels epic to use once per scenario. Our chain reaction Loss combo with Detonation was fine at lower levels to get out some AoE damage. Its a no-brainer to get one of these! We pick up loot fairly easily anyway because we scurry around the room so much we often land on loot hexes as we go! Were bringing in another top reusable ranged damage ability so are there any we can replace with Impending End? 5 damage for a loss is really expensive, even with the 5 range. (Ads keep this site free!) Now thats powerful. Otherwise, its a way to shift an ally out of the way if they are about to get squished. If we really need to heal, we can use the Heal 2 on the bottom of A Moments Peace. 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. With a cheap +1 enhancement youve now got a repeatable 6 damage with the potential to stun when you consume Ice. We create yet more Ice (the room must be freezing when we leave!) Move and hit! Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. 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. With that in hand I felt comfortable facing any type of enemy! Medium Health: 6.5+1.5*L Splash, splash, splash! The trick is to deal more damage than you take on every turn. So we cant plan to go early or late with it. Details of which enhancement can be placed in which enhancement slot. Create an account to follow your favorite communities and start taking part in conversations. 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. Make sure you always have a Doomed target many of your attack cards adds damage based on this status; also, Expose. Actually, that was base character Scoundrel. Ideally, we dont want to be relying on Shields at all. In our build, the top Augment isnt going to be used because were not about healing. But the Heal 2 Self is always going to come in handy especially when you enhance it. Right now, we dont have a ranged hit that isnt a loss. It is! [ ] Ignore negative scenario effects. Only a couple of classes come to mind that can do that consistently. Remember that ability on the bottom of Mass Hysteria that lets us have two Augments in play? As a summons go, the hawk wont last very long with a hp of only 3 and melee-based damage. We will lose the Strengthen enhancement by replacing it, but by level 9 our modifier deck is pretty decent anyway. If you actually want a melee ability, no worries. We wont deal a huge amount of damage when we get where were going, but it can be worth it. It would suck to play a trap for a loss and it never gets triggered! Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. We also wont miss the bottom Move 4 because we werent using it anyway. 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! While each card is useful for two abilities, were often taking a card for one main ability. On the face of it, two active Dooms on the same target sounds wonderful! You will need an ally who can make sure a monster triggers it. Its rare that youll want to run through as many monsters as possible though to apply the Muddle debuff. A solid reusable card with a decent top and bottom that we can always find a use for. https://github.com/orichalque/yet-an-other-gloomhaven-companion It takes time to grow that character into merciless killer you need good cards, items and enhancements. 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. Again, probably not surprising, I have to admit I will be missing that silent, quiet hunter who was dealing enormous amounts of damage from far away, quickly disappearing into invisibility after the hit. If this ability said Target 2, rather than Push 3, Id love it! Thats pretty sweet! We even get 12 initiative to go super early on a turn! Almost no fight will have you killing things through wound, and even if you do find such a scenario, we have a doom that does 2 damage at the enemies turn and cant be removed by the enemy, now poison allows your next hit to be harder and your allies to also hit harder. The 51 initiative is about as bad as you can get. A Move 5 is always, always welcome. At level 1, we can also choose from the level X cards so lets take a look at them, shall we? Of course, well only push them away when we want to. Exclusive email updates! But unlike Expose, its not persistent. Go late in the round with the 79 initiative from Feedback Loop to minimize damage risk. We dont have a use for Dark right now and we cant afford to get rid of a card with a decent Move ability. 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. Fantastic if paired with Inescapable Fate. It's taking me 30 minutes to select cards mostly because I have to click from one to the other to the next etc. The Mindthief has 29 cards available in her entire deck from level 1 to 9. 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. You identify the monster youre going to target by placing a Doom token on them and you get a bonus either during the hit, or when the monster is eliminated. Summons arent a good fit for us. Itll also get us out of harms way if monsters decide we look tasty! I hope you will find some useful hints below! What makes it even better is that its repeatable! 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. Otherwise, we may push them out of range for our next melee ability! Another reusable damage dealer that gets along with Expose! EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. Still pretty high. Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. 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. This Doom asks us to reduce our distance from the monsters to gain additional damage. For more information, please see our Youll go late in the round, but maybe not after all the monsters. The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. I really liked Darkened Skies. Contrarily, he has no bottom half losses across the entire class! Lead with the 33 initiative of Rain of Arrows and use the bottom ability to Doom an undamaged monster. For now, Corrupting Embrace just nudges it for me because that top ability is more flexible, and the slightly higher movement with Jump is great. You do get to do both in the same action, which is pretty sweet and it can be just the ticket to finishing off monsters in the final room, which is really the only place I can see this being worth the stamina hit from the Loss. The upgraded monster mind control ability is pretty cool, but its a loss. Perks 13 Best Horror Board Games for a Spooky Halloween, D&D Alignments Explained + Character Examples + How to Choose. The top trap ability is only average so we wont miss it by playing the bottom. 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. There are no good or bad cards in Gloomhaven. They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. Played doomstalker for a good long while. Wizards of the Coast LLC. Due to bad options, Crippling Nose makes it into our deck. Ever hit anything not a damage focused Doom, but its a loss go, the hawk wont very! Is about as bad as you can get deal 4 damage in melee range to mind that can that! More Ice ( the room so much we often land on loot hexes as we go shall we, a! 6.5+1.5 * L splash, splash Gloomhaven Accessories & Upgrades article were all about damage Stun. 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