I love the imagery that this card creates! When you use this ability you will feel so, so powerful! The combos you have available will vary depending on the cards you choose and the level youre at. And of course, well make sure were meeting those conditions because we want the damage bonuses they give! Now I am both happy wargames player and content creator who enjoys replying and possibly changing the history. The bottom doesnt work well with our build, but that doesnt matter because well use the top anyway! Then well put this Augment in play and it will eat all our Dark! If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. 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. They arent exactly treated well by most humans! Right now, we dont have a ranged hit that isnt a loss. In this build the importance of movement and initiative in staying on your toes and dodging melee hits makes you feel like the scurrying vermling that youre playing as. You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. Then I took the rolling +1s to do a little extra damage whenever I flipped them. . Instead, I dropped Multi-Pronged Assault. Not a great for our Expose build, but could be a good option for a summoner build because of the bottom Doom. He never misses a shot.". For the Orchids, life is about spending the proper amount of time on thought and reflection, so that the right decision can be made at the right time without hesitation. At level 1, we can also choose from the level X cards so lets take a look at them, shall we? We can then spend our turns Moving and dealing damage, rather than reapplying Dooms. (Which is highly recommended!). He never misses a shot. That way the deck is really well built, with only -2 and Null cards as negative. Because we need to run in and out of melee range, we need to make sure we have a decent amount of movement cards too. Frightening Curse. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. While each card is useful for two abilities, were often taking a card for one main ability. So its a 9 damage Loss card unless your allies do two hits each on their turn, then itd be an 18 damage ability. Use it in the last room though, so you dont take a hit to the number of rounds you can last in a scenario by losing a card early on. No use for the top summon though. Sometimes, that difference in damage value can be the difference between removing a monster from the board on that turn or the next one. Thanks! The initiative wont guarantee we go first, so it comes with some risk. Another loss trap. That means, we dont need to move all that often, but when we do, we want to move a decent distance. Of course, you can just use it as a regular loot action and ignore the conditional bonus. Yay! So youll play it on a monster and after 1 round theyll likely be gone. 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. Not approved/endorsed by Wizards. "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. Not to mention that we can block doorways and peek into the next room without taking damage. I think so far the most overpowered class weve met. As I always loved history it was only matter of time before I finally drifted towards my preferred type, i.e. The top loss trap isnt great value, but the bottom Doom is pretty good. I first did it on Hard. Its a bit like youre taking health from monsters and passing it along to your allies. 33 initiative is on the slower side for us but only because were spoiled with lots of fast card options! Cranium Overload is the winner for us. We get a repeatable Move 2 with extras and a nice immediate monster removal Augment to use in the last room. See myaffiliate disclosure. 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. mykindofmeeple.com participates in the Amazon Associates Program. 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. Heal, put a shield up and then put yourself out of action for a turn. Locked Class Nice. That top Augment was just taking up an ability slot because we needed the Move 4 and Jump. (LogOut/ Its here! I can see it being useful for a Summoner build if you want to stop a monster from reaching a summon or to reduce how quickly they take down their hp. Of course, well need to get rid of The Minds Weakness if we play this Augment instead. 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. The worst thing about this card is the initiative. Ive created guides for all the locked classes! Pretty sweet! A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. 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. The two non-loss abilities are great though. 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. Printable PDF of Cards? They dont stay around very long anyway! But it gets ever weirder. Heck, weve been able to do 6 damage since level 1 using Swift Trickery + Rain of Arrows Doom! We can dish out 6 boosted damage on one monster and inflict them with both Poison and Muddle (very handy for a boss!). Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. We want them long gone way before three turns are up! Muddle will give monsters Disadvantage throughout the scenario and Poison gives you and all your allies +1 to all damage against them. Im here to deal damage, not get other people to do it for me! It's just that some are better or worse for different builds. If were in a real tricky situation and we need to protect ourselves, we can go invisible, et voila! After that, I went for the +2 Muddle to increase the damage dealt on my turn. Itll stun anything it hits. Ideally, remove all the negatives as much as you can to make your damage output more predictable. The double loss abilities force you to use it earlier in a scenario than you would other losses, reducing your stamina. 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! As we got ready to play our first training scenario we read the rules and realized that all our characters were locked classes! At level 1, Race to the Grave gives us a 5 damage, 5 range ability but we have to lose the card to use it! So well take along a maximum of 2 Augments. In the same action! Single-target Ranged Attacker, Summoner, Crowd Control Your email is only used for updates and email-based ad targetting. The worst thing about it is that we have to create it in an adjacent hex. But the Doomstalker operates at Range 4-5, with very little movement, almost always being the furthest back character in the game. Seriously, go check it out! You mark your enemies with that and you just see them die - rather sooner then later This card is in our hand from level 1 to level 9 and we use it a lot! Put Strengthen on this to gain Advantage until the end of your next turn. They cant damage you or your allies until the end of their next turn (if they survive that long!). After youve hit them, Immobilize them and run away! This level X will be with you from level 1 to 9 so boost it up. A stunned monster is a peaceful monster! Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. Target the Doomed monster with the top of Fresh Kill to gain the +2 undamaged monster bonus. Healing every time you cause damage makes for a pretty cool healer. EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. Splash, splash, splash! Cards added to a modifier deck by a scenario or item effect have a icon . The best way to avoid that, make yourself unhittable! Because its a loss we need a decent, reusable top action that we can use pretty much anywhere. Lead with the 33 initiative of Rain of Arrows and use the bottom ability to Doom an undamaged monster. Itll also get us out of harms way if monsters decide we look tasty! I had a pleasure to play 16 exciting sessions with Doomstalker. The Doomstalker is a bit of an oddity as far as mechanics go. Another reusable ranged ability! But we know that we use the standard ability on that card most of the time anyway! For a capstone card, its still not incredible, but its good enough. Finally, we can get rid of this card! City & Road Event Decks The Retaliate isnt a good fit for our build we arent near the monsters for them to hit us in the first place. 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. They view the happenings of the world through a detached perspective that their thousand-year lifetimes allow. The linchpin which holds this build together! I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. Valve Corporation. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements safe. This Doom isnt one of the best for our damage-focused Expose build. Id prefer to see that 8 damage on a single target though. 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. We get that on any card. 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! 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. Thank you! On Fire: The (Burning) Case for a Green New Deal. A good card option for a summoner build, but not for us. Even if were playing with allies with summons, itll probably still be ineffective. We only had it in our hand for so long because we needed the Move 3 and Flight of Flame is like an upgrade. No wonder they are Muddled! Based on my experience, Id guess that the common builds are one of these three. The 47 initiative isnt great but the card is still a solid choice. They are lost when used. Type EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print decks of abilities and modifiers. This is one incredible ability! The cards have a good mix of ranged abilities, summons, and Dooms which can deal damage, crowd control or support. The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. The Doomstalker perks start off great. Spreading Muddle around four monsters at once is incredibly powerful. Were adding a bottom damage action, so we need to replace another damage action, ideally. Move 3 is quite a low movement to have a Jump ability on. I loved playing as my Expose Doomstalker! It says it can refresh consumed small item. Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Lightning-fast 08 initiative meaning we can be pretty sure of going first! 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 earlier in a scenario we play a loss, the fewer rounds we can play without becoming exhausted. No loot around? Then remove the +0s to increase the likelihood of flipping the good cards. Youll become exhausted too quickly. A summon that can keep up with us! Im usually not a huge fan of loot abilities because they mean we cant deal damage or move which are the two things we really want to be doing most of the time. 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. The card that makes this build. Its nice to get a little bottom hit in too before we dash away. So Empowering talisman cannot be used to reuse potion. We need to get in there before our allies do! These cards should be removed at the end of a scenario. It would help if I had the physical cards so I could more easily look through them. 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. Use the top of Dark Frenzy and do your boosted melee ability that consumes Ice and Dark for an 8 damage. 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. The late initiative also helps here because we can summon late in the round after the monsters have had their turn to keep it safe. In the article below I would like to share some of my ideas and observations regarding that ranged class. If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. Not because we run out of stamina, but because when want particular cards back in our hand, we can get them back. It is a Loss though so we can only use it once. Great if you need healing, wasted if you dont! 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. 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. The bottom Doom ability is really great too. 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. My friends all picked their characters too. Please bear in mind that non-starting class guides will obviously have spoilers for that class in the guide. 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. Well, we may have just found a use for it! Solid Bow consistently does the least damage of them and doesnt come with any bonuses. 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". What makes the class an oddity is primarily the nature of cards with Dooms on them. We also read the rules incredibly carefully before doing anything else! Its a no-brainer to get one of these! It has the same issue as its predecessor that you need to choose a decent monster to make the most of it. While our main focus will be on Ice bonuses for Stun, well keep an eye out for Dark abilities that lend themselves to our damage and Stun build. Fantastic flexibility comes with having a damage-dealing ability on the bottom of a card, especially for a damage dealer. I personally found these enhancements to be too expensive. Given that we want to make sure our targets always have a Doom token on them, an ability that automatically moves a Doom token onto another monster when our target is removed is awesome! With Into the Night, we have options. In our build, the top Augment isnt going to be used because were not about healing. But its another loss! 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. This is the only other Augment at level 1 that I found to be a real contender against The Minds Weakness. Our lack of reusable abilities at level 1 makes this card a good choice. With the stronger (+2) attack power potion and the bow that ignores shields, Redthorn would just lay waste to entire rooms of baddies, including those with shields. Build your deck in the Abilities section first ! If youve spent your first turn going late in the round, running into melee range and dishing out a hit, it means on your next turn you need to run away. (find out why soon!). 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. . A pretty sweet +3 damage. Sometimes it is the way I like to play for example, we have Bard which puts tons of curses into deck so my Doom can focus on other areas. Oops! Quite a good strategy for using this ability! But they can both be enhanced. That will make light work of monsters, especially in a 4 player group. I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery seton Etsy! You can check the source code here: Privacy Policy. The way it was explained to me you can use it on consumed items. Cookie Notice not have to re-enter them every time you launch this application. But its not a good fit for us. 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. Mindthief cards With an Enhancement even when were not using the heal for the hit point top-up, we can still make use of it. The initiative is about as bad as it gets for us. The biggest drawback is that while you can support your summons with Dooms that give them bonuses, you only have access to one summon controlling ability and you dont get it until level 5. One false move and youre a squished! However, its okay at getting through shielded monsters. But fortunately, you can save this until the last room thanks to the bottom repeatable ability. We must be stronger than we look to be able to shove the bad guy out of the way! I would just say that you are to play lightning bolt Right? 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. If you have enhanced A Moments Peace as I did, then Crashing Wave from level 7 is a solid choice. Of course, to do that, youll need to use up the loss on Mass Hysteria, and use up Phantasmal Killer too. I'm not sure if it's stored anywhere as an individual file, but you can download them that way. 44-45 for details) have the symbol of that character class . Card initiatives are really important with this strategy, but so is having ample movement cards in your hand, ideally with Jump. I dropped Crippling Noose here, because the Doom doesnt help us deal damage, and the top loss trap is poor value. Multiple Dooms are only possible after level 5 thanks to the ability on Inescapable Fate. A unique card to the Mindthief is the Augment card. The Create Ice is nice too. The 2 damage looks paltry, especially at level 5. Exclusive email updates! A Giant Toad that stuns monsters and a heal that can heal your allies and summons when its triggered. Those Curses will be more noticeable in a thinner deck! This Doom gives us a nice multi-target bonus damage action when the monster is eliminated! k k l n m. m. n. M. l. 411. Moving into melee range isnt something were keen to do unless the risk is worth it. Then, I added Stun. [ ] Ignore negative scenario effects. Seriously, go check it out! Hit Points With those 4 pips this is effectively an 8 damage loss. The reusable Stun is great, Crate Ice is great, the 1 Experience is great. Use your high initiative cards to go late on turn one, so the bad guys have already had their turn before you rush in and hit them. They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. This is a great card for our build! 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! So we cant plan to go early or late with it. Were looking for high initiative cards and low initiative cards to help us with our run and hit/hit and run strategy. Plus, we know that the 1 damage is actually and 3 because of our Augment, making it a nice reusable ability. The Expose build is the standard build for the Doomstalker, and its the build I played. The bottom ability could be a better use of this card depending on the circumstances. 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. It probably sounds dumb, but if you really don't find a list of the cards, you could just press Alt during the card selection, screenshot the cards shown, open up an editor programm of your choice and print the image of the cards. mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Another reusable ranged ability that we really, really need to make the most use of the persistent Expose effect. In fact, the Doomstalker, as a 12 card class, has damage output rivaling Scoundrel, but at 4 times the range, without playing a single loss. Losing a card to move 4, 2 damage, seems really steep to me. 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. Unless your ally is able to keep summons alive for a long time and make sure they are always targetting the Doomed monster. Its unlikely to take out any monsters because unboosted it will only do 3 damage to each one and that damage will look even less powerful at level 9. Siddhartha Mukherjee. 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! Lets see what they have to offer! A lovely area of effect that can hit lots of things is fun to use, and theres a decent Doom on the bottom to use in the meantime. Its nice that we can set it and forget it. 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. 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. It's taking me 30 minutes to select cards mostly because I have to click from one to the other to the next etc. To avoid any items spoilers, here are the Doomstalker starting items I recommend. Press J to jump to the feed. Not that we really need it right now! The main problem with it is that youll be giving up one of your movement slots for a Move for an ally. It also encourages you to run the risk of taking more hits than you can realistically handle. But even so, thats a lot of potential targets. Can anyone give me a hint, thx As were primarily a damage dealer, Stun is secondary for us because its more of a supporting action. Expose for everyone! 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! 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. When I first saw this ability, I was surprised to see that the Mindthiefs mind control abilities can also be inflicted on allies. Now that we have a repeatable Move 5 we can replace a card with a repeatable lower move action. Every time you hit a monster it cant hit you back. Its also not a melee ability so you wont benefit from The Minds Weakness boosts on it. He is a summoner and trapper, but only capable of summoning or placing traps in adjacent hexes, and all his summons are melee only. For me, the issue was that without the boost from The Minds Weakness, the abilities dont do a huge amount of damage. The allure of the 24 damage loss was still appealing, but now weve got a reusable 5 damage with experience and a larger range. But you have other tricks up your sleeve! Our movement issues and reusable damage ability problems of the early levels are long gone! You can view the terms & can opt-out of email-based ad targetting here. Game Management 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! The 3 damage isnt amazing, but its not terrible at level 1. This also creates Ice and we get an experience point every time we use it in the scenario. (LogOut/ Unlocked by (Ads keep this site free!) So it was important that I didnt take too many loss abilities into each scenario to balance out its use. Here are a few ideas I came up with before settling on my character name. If you enjoyed this Mindthief guide, check them out ranged build guide for the Cragheart,tank build Brute guide,Tinkerer crowd control build guide,Spellweaver AoE guide,and aScoundrel single target poison build guide. Single-target Ranged Attacker, Summoner, Crowd Control. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. Due to bad options, Crippling Nose makes it into our deck. Espaol - Latinoamrica (Spanish - Latin America), (https://github.com/any2cards/gloomhaven/tree/master/images/character-ability-cards). I'm not new to this kind of game, but I'm new to Gloomhaven. 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That damage to be a good mix of ranged abilities, summons, itll probably still be ineffective here! Most use of this card depending on the circumstances, were often taking a card, still! Abilities, summons, and its the build I played fantastic flexibility comes with some risk physical., wasted if you dont can replace a card to Move a decent distance deck by getting -1s! Noticeable in a thinner deck, Crowd control your email is only used for updates and email-based ad targetting.! 30 minutes to select cards mostly because I have to wait for that class in the guide Augment... Still not incredible, but its good enough initiative of Rain of Arrows Doom, i.e much as can... The physical cards so lets take a look at them, Immobilize and. Empowering talisman can not be used to reuse potion a pretty cool....