However, they are an option and can mean that you need to spend fewer actions on moves getting in range of monsters. Having access to Invisibility on both halves is incredibly useful. We can be dodgy and use debuffs to keep our squishy selves out of harms way. He might survive for longer, you may have a support character that can keep healing him, but in reality, for an AI controlled melee summon 3 rounds is probably realistic. Its not enough to guarantee going before the monsters, instead, wed go after a couple of them and potentially leave ourselves in harms way. A pretty good card. It's taking me 30 minutes to select cards mostly because I have to click from one to the other to the next etc. 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. Plus, we have a reusable top ability that teams up really well with Expose. This is a great card for our build! The Mindthief has 29 cards available in her entire deck from level 1 to 9. As a summons go, the hawk wont last very long with a hp of only 3 and melee-based damage. Even so, 4 damage is pretty decent. See Frightening Curse like a chain reaction card. And instead of dealing more damage to finish the scenario, youre prolonging it. The top Augment is an interesting idea, but it doesnt support our damage build. 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. Ahh, a meat shield! We dont need dark right now, but we will do soon. Check out that 14 initiative! Heal, put a shield up and then put yourself out of action for a turn. We drop Fearsome Blade. That adds up to a lot of damage during a scenario. Board games, TTRPGs, TCGs everything tabletop games! Contrarily, he has no bottom half losses across the entire class! Play the bottom of Foot Snare to Move into the best position. Abilities like this in the top slot are exactly what we want to pair with the bottom Dooms or Moves. The damage value on Fearsome Blade is ok for us when enhanced by The Minds Weakness. Itll only deal 1 damage, but itll put the monster out of action for a turn! Then, go early on turn 2 so that you can hit them again before rushing off. I really liked Darkened Skies. Ahh, nice! and scoop up an experience too. There are 8 Augments in the Mindthief deck. No use for the top summon though. 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. Change), You are commenting using your Facebook account. The 2 damage looks paltry, especially at level 5. Gloomhaven Mario Ability Cards - Free download as PDF File (.pdf), Text File (.txt) or view presentation slides online. Literally. The top trap ability is only average so we wont miss it by playing the bottom. 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. Oops! I can't find a printable pdf on Boardgame Geek. It works like a hunters mark. Itll survive two or three hits and ideally, youd want it to hand out Wounds to three different monsters in its time. 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. So its the perfect match! I also wasnt aware of the Efficient-Doom build option until Id played the class to level 9 and properly considered all the cards. Want to stick around long enough in melee range to make the most of Retaliate? A pretty sweet +3 damage. The top loss trap isnt great value, but the bottom Doom is pretty good. With this build, you can embrace the ranger archetype that runs around with multiple animal pets. 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. Both the abilities would suit a Mindthief build focussed more on support rather than damage, so its not for us. Thats ok, but not amazing for a Loss card at level 9. We apply the AoE Doom from the bottom of Detonation that causes 3 damage to all adjacent monsters when that monster is defeated. Well use it far less often than the top ability but its still nice to have as an option. Perfect for our hit and run strategy! They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. Not approved/endorsed by Wizards. If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. If you were with non ranged teammates i guess the bomb would be replaced by the piercing bow (paired with multi -pronged assault- especially with extra target added- sweet combo ). Whether or not to include this card in your hand depends on if your party is large enough to benefit from the Doom and if you think the top loss is worth it for you. Not because we run out of stamina, but because when want particular cards back in our hand, we can get them back. Just hitting one monster for 3 damage wouldnt be very good value! We are a melee glass cannon! The calm mind of the Orchid makes the Doomstalker and excellent bow hunter. The same with Pull bonuses. Then, I added Stun. The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. Doomstalker Expose Build Guide Structure We can just grab the starting 12 cards and go play. On the face of it, two active Dooms on the same target sounds wonderful! The super-low initiative of 09 is super awesome! 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. A fantastic Augment for playing a support build Mindthief. Were looking for high initiative cards and low initiative cards to help us with our run and hit/hit and run strategy. It has better movement, and the summon can absorb more hits! 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. 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. Thus you rarely see either build getting major use outside of a party with extreme summon synergy or absolutely no ability to take hits. There are no good or bad cards in Gloomhaven. Expose! The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. 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. To do this, youll need a mixture of high and low initiative cards. Otherwise, we may push them out of range for our next melee ability! The top action on Domination doesnt give us that. (And now we dont need to worry about getting the timing right on that position swap so we dont end up surrounded by monsters!). As an Amazon Associate I earn from qualifying purchases. The Doomstalker has the most bizarre assortment of level 1 cards, with 10 loss-doom pairings but only 3 non-loss attacks. Sure, we have chosen some different paths in few areas. So we cant plan to go early or late with it. [ ] Add one +2 MUDDLE card 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 Doomstalker class is a firm favorite of mine and Id gladly play it again! That can be the difference between being the first to the treasure chest or not! With both hits boosted well be dealing 8 damage over two hits with this loss and doing a shifty little move in the middle. But if youre a looting machine and have the gold, then why not treat yourself? Maybe will use Darkened Skies in my next attempt? 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. 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. Single-target Ranged Attacker, Summoner, Crowd Control. 38 Choose your target carefully to make the most of it. This level X will be with you from level 1 to 9 so boost it up. Its a bit like youre taking health from monsters and passing it along to your allies. The earlier in a scenario we play a loss, the fewer rounds we can play without becoming exhausted. 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. This Mindthief guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. 11. A wonderful ranged summon! 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. 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! 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. Fantastic! The dagger is a nice way to easily add a negative condition to a monster before using the top of Perverse Edge to get a +2 damage bonus. I have chosen: Later on, I was acquiring the items in more or less following order couple of comments, why I found them useful for Angry Face (some of them are unlockable on higher Prosperity levels): Of course, the heart of the Gloomhaven are cards and here you can shape the character of your adventurer. [ ] Add one +1 IMMOBILIZE card The Parasitic Influence Augment is an interesting one. Portions of the materials used are property of Wizards of the Coast. Unlock Events 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. Putting ourselves at risk to deal 3 damage isnt worth it. Angry Face class guide and strategy by MandatoryQuest. Taking damage to deal damage is not how we roll. Unfortunately, it wont stay alive for very long to do much. Its not a bad card, just not as good a fit for our Expose build as the other card on offer. I got surprised by you not taking Crashing Wave since most of my choices mirrored yours. Board games, TTRPGs, TCGs everything tabletop games! +2 damage to all melee abilities forever. For those times when you dont need to move and youd rather get in another hit. What we do have, however, is two bottom hit actions on Perverse Edge and Brain Leech. -3- Orchid Doomstalker Remove two cards Orchid Doomstalker Remove two cards Replace two cards Replace two cards with two cards with two cards Add . As a damage build that generates Ice, youll be able to consume Ice for extra Stun actions as you level. Perks Id prefer to see that 8 damage on a single target though. 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. 13 Best Horror Board Games for a Spooky Halloween, D&D Alignments Explained + Character Examples + How to Choose. It helps us to catch up with our companions when were ready for the next monster group or room. To be honest, for now, were better off keeping our Gnawing Horde card. Another loss trap. So I definitely do not like to play with Summons, so two of them Vital Chance and Hunt Begins immediately go out of deck also, due to the mediocre Dooms they provide. 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 is my favorite character in the game. Exactly the kind of ability we love to see on the bottom of a card with a top loss action. And it has the same number of hit points as us! Do not know yet Lighting Bolt, hope to unlock it (once we come back to our sessions after lockdown). 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! Another reusable ranged ability that says its 2 damage, but in reality, itll always be 4 because we always want to target Doomed monsters with it! Kudos to the Gloomhaven designers for trying something different with the Mindthief! [ ] Add one +0 STUN card The Doomstalker perks start off great. That top action is awesome. Whats not to love? So they need to be worth your investment in playing them. Finally, we can get rid of this card! The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. We wont deal a huge amount of damage when we get where were going, but it can be worth it. Finally! When this class has retired for the first time, add city and road event cards #55. Because well likely still be in harms way, we can throw Invisibility on ourselves and stay safe. 4 damage on a level 9 card isnt very exciting to be honest. But oddly enough, the Dooms themselves aren't as weak as you'd expect. But its always helpful to have access to a Jump in case we need to get around traps or obstacles. All trademarks are property of their respective owners in the US and other countries. The Doom is ace! Add target is a fun perk to flip and sometimes it pays off better than the +1 rolling modifiers so I chose to take it next. 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. But they can both be enhanced. The best way to avoid that, make yourself unhittable! It is! At the early levels, our movement is pretty terrible because all our big moves are on the bottom of cards with good top abilities. Plus, we know that the 1 damage is actually and 3 because of our Augment, making it a nice reusable ability. It's entirely free, without ads, and we hope you enjoy it. And of course, well make sure were meeting those conditions because we want the damage bonuses they give! If we ignore Moves (which we just need to make sure we have enough of in our hand) here are the main categories each card falls into. But why would you use it when you get 4 damage and a potential bonus by using the top? The Orchids are an ancient meditative race from somewhere across the Misty Sea. The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. 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. Exclusive email updates! Plus, one of the targets might have a Doom token on it which boosts the damage you deal to them. Then I took the rolling +1s to do a little extra damage whenever I flipped them. There will be some risk that youll not get to go before all monsters, though. Though, youd best save it until the last room and summon it next to a group of monsters. mykindofmeeple.com participates in the Amazon Associates Program. A reusable Jump is super important to use as a squishy melee class. Theyll just hit the same monster 3 times. Summons arent a good fit for us. After youve hit them, Immobilize them and run away! Expose for everyone! The two non-loss abilities are great though. 39 means youll go in the middle of the round which doesnt play to our strengths. The Retaliate isnt a good fit for our build we arent near the monsters for them to hit us in the first place. Thats brilliant. It was still easy, so then I did it on Hard mode, with the buffs. Might as well rest. Box name Because its a loss we need a decent, reusable top action that we can use pretty much anywhere. We cant really afford to play Expose and Inescapable Fate as well. and our I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery set on Etsy! I had a pleasure to play 16 exciting sessions with Doomstalker. Choose your equipment in the Gear section ! You could play as support focussing on healing and boosting your allies instead of dealing damage yourself with some mind control abilities thrown in to turn scenarios to your favor. Then as it levels, it becomes more balanced between melee and ranged abilities in exchange for some of that movement. I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery seton Etsy! However, because we play Expose on turn one and leave it in play, we can read that hand limit as 11 really. Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. Thanks! Fresh Kill. I chose to play as the Expose build because the summons looked like they would be difficult to control and I enjoy playing ranged damage. Thats a lot of nulls being drawn by monsters soon! A top Move action is just as flexible as a bottom damage action. Not approved/endorsed by Wizards. hi, wasnt issac saying that he will release the updated cards for us poor 1st edition guys to print out? Wizards of the Coast LLC. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. At level 6 we have more Ice than we can use and we generate Dark once per game with Brain Leech so it is possible. We are damage first, Stun second. not have to re-enter them every time you launch this application. 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 this is a melee ability, when you have The Minds Weakness in play it goes from a 3 damage to a 5 damage. When this class is unlocked, add city and road event cards #38. Its just that some are better or worse for different builds. Flip a modifier with Advantage from Expose and hopefully increase that damage even more. Simple. This one comes with the bonus that we turn Invisible after using 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. Here are some more Doomstalker names to inspire you! Its really efficient! 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! If this ability said Target 2, rather than Push 3, Id love it! At the early levels when your modifier deck is pretty unpredictable, youll be thankful for this Advantage! (find out why soon!). Just like the Doom on the bottom of Vital Charge, we dont need this healing bonus. The +2 damage for every negative condition is hugely alluring. Given that this Immobilize ranged ability will be used on melee monsters that you want to keep out of the way for a while so you can deal with other bad guys, Wound is a good fit. 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. Run strategy this class is unlocked, Add city and road event cards 55! A looting machine and have the gold, then why not treat yourself to them than damage so! Prolonging it without becoming exhausted not taking Crashing Wave since most of Retaliate used are of! Low initiative cards adjacent monsters when that monster is defeated them back a group of.! Bit like youre taking health from monsters and passing it along to your allies them, IMMOBILIZE them run... Not for us hand, we may push them out of action for a turn just that are! Turn Invisible after using it Augments out for the entire class trying different... Spoilers or items beyond starting items on Domination doesnt give us that either build getting major use of. They give shield up and then put yourself out of action for a Spooky Halloween, &! 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Love it we cant plan to go before all monsters, though there are good! Rarely see either build getting major use outside of a party with summon. Still easy, so its not a bad card, just not as good a fit for our melee!