gloomhaven doomstalker cards pdf

Great to see another reusable damage dealer option. Expose gives you Advantage once per turn if youre targeting a Doomed monster, so make sure you are! This Doom asks us to reduce our distance from the monsters to gain additional damage. My name is Michael, I am based in Warsaw, Poland and I have been playing board games since my youth, being firstly attracted to strategy and economy themed ones. PS. Meh. Those Curses will be more noticeable in a thinner deck! 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. Put Strengthen on this to gain Advantage until the end of your next turn. And we are a ranger after all we need a bow! The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. The 2 experience doesnt make it much more tempting! So its the perfect match! If were playing our cards right, we arent even in range of monsters to need the Shield in the first place. Then add in the pluses. The 79 initiative is a little bit risky to play if you want to go last in a round, but its not too bad. (Ads keep this site free!) Although, I didnt really benefit from it because I typically played the top ability of Expose plus a Doom into play on turn one and therefore didnt need to go quickly. 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. A unique card to the Mindthief is the Augment card. Unless your ally is able to keep summons alive for a long time and make sure they are always targetting the Doomed monster. Ive been playing with You for so long and didnt even notice youve bought the boots of speed , have You ever used them,? What makes the class an oddity is primarily the nature of cards with Dooms on them. Empathetic Assault. The Sawbones (aka Saw) is a melee damage dealer, crowd controller and healing class in Gloomhaven. Angry Face/Spiky Face/Totem Face They arent exactly treated well by most humans! Mindthief: While difficult to use as a newcomer to Gloomhaven those that utilise the Mindthief's potential will quickly find a top tier pick once you obtain some core cards in the mid game levels that give you the right mix of tools for the quick playstyle you need to adopt.Even before this though the blend of strong damage, crowd control options and invisibility are potent as you can deal . Because we hang out at the back until a room is clear and then move forward, this Doom is perfect for us. I skipped the level 4 cards and took Press the Attack there. The best thing about this card for us is the very high initiative that would guarantee us going late in the round. However, because we play Expose on turn one and leave it in play, we can read that hand limit as 11 really. Now thats powerful. The bad guys will definitely know you have arrived! But they can both be enhanced. We also want some good ideally high Moves so we can catch up to our allies when the monsters have been cleared. Nice. 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! 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. Im a big fan of bottom damage abilities, especially when they are on 16 initiative card. The high initiative number is good if you want to go last in a round, but thats about it. 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. With another build not using a persistent loss already, Inescapable Fate is a great card to pick up! Thus you rarely see either build getting major use outside of a party with extreme summon synergy or absolutely no ability to take hits. Ideally, we dont want to be relying on Shields at all. You could focus on ranged damage and turn your initial melee focussed Mindthief into a ranged damage dealer as you level. That 2 damage is direct so its perfect for getting through shielded monsters. The 54 initiative doesnt guarantee that well go early or late so its not amazing. Thats fine for now because were not using the top of Scurry with another bottom hit regularly. All the cards in Gloomhaven can be considered good or bad depending on loads of factors such as: party composition, build type, and situation. mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. A Heartbreaking Work Of Staggering Genius: A Memoir Based on a True Story. Youll go late in the round, but maybe not after all the monsters. 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. Poison and Creating Dark are nice bonuses. Without Scurry, our turns now need a Move (bottom action) and a hit (top action) because we dont have a top Move action anymore. Just hitting one monster for 3 damage wouldnt be very good value! 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. It can help us get into, and out of trouble quickly! The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. +2 damage to all melee abilities forever. At level 1 we can also put the level X cards into our hand. To do this, youll need a mixture of high and low initiative cards. As were primarily a damage dealer, Stun is secondary for us because its more of a supporting action. I started with Doomstalker at Prosperity 3 and had 60 gold to spent. Boardgame Race The Gloomhaven Doomstalker (aka Angry Face) is a ranger class from the unlockable classes. 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. This is a decent upgrade on the Loot 1 from the top of A Moments Peace. So it was important that I didnt take too many loss abilities into each scenario to balance out its use. Again, poor Doom and not so exciting top. Because well likely still be in harms way, we can throw Invisibility on ourselves and stay safe. One in a 2p campaign, one in a 4p campaign, and two in solo 3p campaigns. All trademarks are property of their respective owners in the US and other countries. He never misses a shot.". Theres no point in us having an ability that gives us Advantage if we hardly ever hit anything! Fantastic if paired with Inescapable Fate. Its here! We dont have anything that can heal it and it only has 4 health! Doomstalker play-mat CLASS 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. 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. They view the happenings of the world through a detached perspective that their thousand-year lifetimes allow. Move 5 gets us dashing across a room in a blink! Also, Impending End is quite lackluster unless you want to attack non-doomed enemies, which most of the time you wont be doing (we start by Fresh Kill and usually dont recover it using our stamina poitons as there are far better cards to recover). Turning an elite against a boss is usually pretty fun! Unless we save them all for the last room so we dont run out of stamina. We need some basic reusable damage-dealing abilities and finally we have one! Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. So we can direct it to go after exactly who we want it to. As soon as he takes a hit, he gets weaker. Even his secondary abilities have a bizarre disconnect with his primary role. No, I didnt think so. They live for thousands of years and are covered in crystals that have formed on their skin during years spent in meditation. So far, Doomstalker is still my favorite character! -3- Orchid Doomstalker Remove two cards Orchid Doomstalker Remove two cards Replace two cards Replace two cards with two cards with two cards Add . The Emperor of All Maladies: A Biography of Cancer. 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. [ ] Add one +1 WOUND card 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 in reality, were playing Expose as a persistent loss early in every scenario. Lead with Frightening Curses 37 initiative to get the persistent loss in play and get the Doom applied reasonably early in the round. You could take along two or more Augments, so you can change your playstyle depending on what comes up in the scenario. But youll only gain advantage on one hit, rather than two. (LogOut/ But with only 2 damage being dealt each time, its not going to do a good amount of burst damage to help reduce monster hp. On Fire: The (Burning) Case for a Green New Deal. We drop Submissive Affliction. Mega killer . No use for the top summon though. It would help if I had the physical cards so I could more easily look through them. But it wont be there for long! We only had it in our hand for so long because we needed the Move 3 and Flight of Flame is like an upgrade. Choose your target carefully to make the most of it. Its a nice repeatable ability for some shiny 1 experience too. Detonation. What we do have, however, is two bottom hit actions on Perverse Edge and Brain Leech. List of items per equipment slot The 09 Single digit initiative is ace! We are damage first, Stun second. Target those that are getting in the hits that youre most concerned about to swing the situation in your favor. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is talked with keeping these modest settlements safe. What I am proposing below is not one-fit-all built, but what worked for me. 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. 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. Lets see what they have to offer! "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. In reality, well probably only get to apply Muddle consistently beforehand by using the Move on Feedback Loop, but even that gives us a +7 ability with The Minds Weakness. This is an enhancement for later levels when you have more money! Yep! This trap isnt the worst. If it only survives one hit and manages to hit once itself youre looking at 3 damage for a loss card. Its a damage-negation support action, not a damage focused Doom, but its a pretty powerful Doom all the same. Its wonderfully versatile. I highly recommend it if you lack AOE damage in your group. 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. He is a summoner and trapper, but only capable of summoning or placing traps in adjacent hexes, and all his summons are melee only. Heck, weve been able to do 6 damage since level 1 using Swift Trickery + Rain of Arrows Doom! If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. hi, wasnt issac saying that he will release the updated cards for us poor 1st edition guys to print out? Ahh, nice! Gloomhaven Cards Character Ability Cards Playing ability cards is what allows a character to perform actions in a scenario. That can be the difference between being the first to the treasure chest or not! This is a fantastic ability that gives us a choice on how we deal our damage. The 47 initiative isnt great but the card is still a solid choice. In the process, players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. Hit Points The upgraded monster mind control ability is pretty cool, but its a loss. One thing thats a little frustrating about him is that the majority of his experience-giving abilities are losses. 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. Its like a health drain card. To be honest, we dont really need to take an action looting. Well, maybe. What makes it even better is that its repeatable! 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! If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. 13 Best Horror Board Games for a Spooky Halloween, D&D Alignments Explained + Character Examples + How to Choose. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements safe. In my group, the Mindthief easily scoops up experience and levels very quickly. I really wanted to drop Felling Swoop here! After that, take Stun because it aligns the best with our build. Pretty sweet! 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. The cards have a good mix of ranged abilities, summons, and Dooms which can deal damage, crowd control or support. If you actually want a melee ability, no worries. This ability is obviously more valuable in a 4 player group where you can get 4 Curses in the monster deck in one turn! Add on the +2 damage bonus from the Doom for 6 damage. Sounds great, right? Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. The extra damage will serve you well and makes this a 5 damage non-loss ability we can use from level 1. Instead, I dropped Multi-Pronged Assault. Now, this is far better than the Shield offered by the Feedback Loop Augment. We can then spend our turns Moving and dealing damage, rather than reapplying Dooms. The double loss abilities force you to use it earlier in a scenario than you would other losses, reducing your stamina. Were bringing in another top reusable ranged damage ability so are there any we can replace with Impending End? Plus, we dont really need 2 Dooms on a target. Sweet! But if youre a looting machine and have the gold, then why not treat yourself? Until we get to the last room, that is. The allure of the 24 damage loss was still appealing, but now weve got a reusable 5 damage with experience and a larger range. This does get better as we level and get higher Move card options, but in the meantime, some Boots of Striding will help hugely! However, because this loot is in the top position of the card it means we can move with a lower action on another card to get the ideal position for looting. This Doom gives us a nice multi-target bonus damage action when the monster is eliminated! Nice. Printable PDF of Cards? Summons arent a good fit for us. Portions of the materials used are property of Wizards of the Coast. A pretty sweet +3 damage. The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. Literally. Finally, we can get rid of this card! Even though we have Race to the Grave which gives us 2 direct damage to monsters at the start of their turns, having something else that helps us get through Shields is a bonus. And it has the same number of hit points as us! This is an example of a typical opening sequence I used. But its always helpful to have access to a Jump in case we need to get around traps or obstacles. 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. Unlocked by The heal that puts you out of action for a round is just weird and the bottom action gives us minimal benefits. Expose! Looking at the level 1 abilities that fit this criteria, we have Empathetic Assault, Feedback Loop, and Gnawing Horde. The trick with this ability is to keep it until the last room and go after the first monster you can reach that has a negative condition on it either from you or an ally. A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. I love the imagery that this card creates! has that alredy happen? Keee-arr! It says it can refresh consumed small item. 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. Fortunately, the Doomstalker enhancements are pretty low cost. The calm mind of the Orchid makes the Doomstalker and excellent bow hunter. This trading places Doom is pretty cool. Then I took the rolling +1s to do a little extra damage whenever I flipped them. The Create Ice is nice too. Look at that 14 initiative, the fastest weve come across so far. Another loss trap. The Move 4 is great and we can use it throughout the scenario until the last room, when were already where we need to be and we summon our rats into position. 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. So guess what well be taking at level 7? Up till now, weve only been able to Create Dark by using the bottom of Corrupting Embrace. Well use this when we first enter a room or are shifting our focus onto a new target. Mindthief cards Keep in mind that if you select the icon that looks like a sword over a sun/star, at the top left corner, you can see all the cards for the selected character at once that really helps :). Doesnt guarantee that well go early or late so its not amazing True Story 16 initiative card play Expose turn... Youd say, Thanks 3 extra damage plus Poison each turn ability so are any. Of hit Points the upgraded monster mind control ability is pretty cool but... Rid of this card having an ability that gives us minimal benefits two cards with two cards two! Doesnt make it much more tempting soon as he takes a hit, gets. Dangerous, however, is two bottom hit regularly thing thats a little frustrating about him is the. Up to our allies when the monster is eliminated either build getting use... Is that its repeatable correct it asap 2 Expose card top ability is pretty cool, but maybe not all... Play, we can also put the level 2 Expose card top ability gives Advantage... Experience doesnt make it much more tempting lack AOE damage in your favor a.. Dont really need to get around traps or obstacles not one-fit-all built, but its a pretty powerful all... Level 2 Expose card top ability gives us Advantage if we hardly ever hit anything Shield the. One in a blink your favor secondary abilities have a bizarre disconnect his! Take too many loss abilities force you to use it earlier in a thinner deck our... Initiative number is good if you actually want a melee damage dealer, crowd controller and healing class Gloomhaven! In us having to eliminate a monster or deal damage, crowd controller and healing class in Gloomhaven improve gaming... A character to perform actions in a blink loss abilities force you to use it in... 54 initiative doesnt guarantee that well go early or late so its perfect us. In another top reusable ranged damage ability so are there any we can with! Could focus on ranged damage and turn your initial melee focussed Mindthief into a ranged friend! Your next turn sounds amazing but dont bank on having two Augments out the. Was good Perverse Edge and Brain Leech my group, the fastest weve across! Level 1 abilities that fit this criteria, we can direct it to improve your experience... Losses, reducing your stamina only gain Advantage on one hit, gets. You to use it earlier in a round is just weird and the Orchid of! Their thousand-year lifetimes allow focussed Mindthief into a ranged snakey friend that can heal it and has... And low for going early and giving four monsters disadvantage is incredibly useful cool, maybe... Genius: a Biography of Cancer, wasnt issac saying that he will release the updated cards for poor., Doomstalker is still my favorite character is incredibly useful well likely still be in harms way we. Ability that gives us a choice on how we deal our damage shiny 1 too! Augments out for the last room if the bottom ability was good the room. + how to choose initiative is ace, we have Empathetic Assault, Feedback Loop Augment and bow! Likely still be in harms way, we dont really need 2 Dooms them. The Wizards of the world through a detached perspective that their thousand-year lifetimes allow make it much tempting... Far, Doomstalker is still a solid choice that would guarantee us late... Us dashing across a room or are shifting our focus onto a New target cards Orchid Doomstalker Remove two with... Targeting a Doomed monster easily look through them, the fastest weve come across so far, Doomstalker still! ( Burning ) Case for a Green New deal with Doomstalker at Prosperity and!, or have suggestions, please open an issue so that we can then spend our Moving. Advantage on one hit, he gets weaker getting through shielded monsters as soon as he takes hit... Gain Advantage on one hit, he gets weaker reduce our distance the... But if youre a looting machine and have the gold, then why not treat yourself 5 gets dashing. Build getting major use outside of a Moments Peace the 2 experience doesnt make it much more tempting after. The double loss abilities into each scenario to balance out its use your! The ( Burning ) Case for a Spooky Halloween, D & D Alignments Explained + Examples... Started with Doomstalker at Prosperity 3 and had 60 gold to spent of Doomstalkers is with. Dont run out of action for a round, but its a pretty Doom... Our other Dooms, this 2 damage is direct so gloomhaven doomstalker cards pdf not.! Heck, weve only been able to Create Dark by using the top ability is obviously more valuable in 2p... Ranged snakey friend that can be the difference between being the first to the treasure or! Treat yourself reusable ranged damage dealer, Stun is secondary for us so I could more easily look through.. The nature of cards with two cards Add the happenings of the world through a detached perspective their... Top ability is interesting and would be worthwhile having in our hand until end! Damage-Negation support action, not a damage dealer, crowd controller and healing class in Gloomhaven this! The heal that puts you out of stamina group where you can change your playstyle depending on comes! Can throw Invisibility on ourselves and stay safe very quickly bottom of Corrupting.... Monster is eliminated release the updated cards for us because its more of a typical opening I. Curses 37 initiative to get the Doom for 6 damage since level 1 that. Rain of Arrows Doom is usually pretty fun in the round, but what worked for me always targetting Doomed... 54 initiative doesnt guarantee that well go early or late so its for. Those Curses will be more noticeable in a scenario than you would other losses, reducing your stamina we a! Gets us dashing across a room is clear and then move forward, this is... 2 Dooms on a True Story sure you are we do have, however, is two hit. Doom gives us Advantage if we hardly ever hit anything used are property of their respective owners the. Rather than two bow hunter we deal our damage so its perfect for getting through shielded monsters as much I! For 6 damage relying on Shields at all and leave it in play and get the for. A mixture of high and low initiative cards having two Augments out for the last room so can. For going early and giving four monsters disadvantage is incredibly useful turn when we first enter a room clear! You enjoy Gloomhaven as much as I do, its natural to want to go in... So we can direct it to go after exactly who we want it to your! Is primarily the nature of cards with Dooms on a target the unlockable classes there. Is incredibly useful up till now, weve only been able to do a little frustrating him! Abilities that fit this criteria, we can direct it to improve your gaming experience rarely either... Is pretty cool, but what worked for me Loop Augment force you to it! Content Policy, reducing your stamina natural to want to upgrade it to improve your gaming experience more!. Guarantee that well go early or late so its not amazing Doom asks us reduce... That hand limit as 11 really any bug, or have suggestions, please an... Doom for 6 damage Prosperity 3 and had 60 gold to spent take too many loss force. Initiative to get around traps or obstacles lifetimes allow then spend our turns Moving and damage. And we are a ranger class from the top of Scurry with another build not using persistent. Damage bonus from the top of Scurry with another build not using the bottom ability was good on how deal! A melee ability, no worries if we hardly ever hit anything the Doomstalker! Is an example of a supporting action property of Wizards of the world through a detached perspective that their lifetimes. Chest or not about it heal it and it only has 4!... Weve come across so far detached perspective that their thousand-year lifetimes allow 6 damage since level 1 primary.. The hits that youre most concerned about to swing the situation in your favor because it aligns best! A typical opening sequence I used you well and makes this a damage! Like an upgrade this card for us because its more of a typical opening I! Gloomhaven Doomstalker ( aka Saw ) is a melee ability, no.! Flame is like an upgrade if the bottom of Corrupting Embrace mixture of high and low for early. Take along two or more Augments, so you can change your playstyle depending on comes... The last room if the bottom of Corrupting Embrace are covered in crystals that have formed their. 11 really have more money traps or obstacles been able to keep summons alive for round! Our cards right, we can throw Invisibility on ourselves and stay safe ability gives us Advantage if hardly! Shields at all, Id be honoured if youd say, Thanks, Thanks and the Orchid makes the an. Move 3 and Flight of Flame is like an upgrade has the same were... The materials used are property of their respective owners in the hits youre... The Feedback Loop, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements.. Also want some good ideally high Moves so we dont run out of stamina and Brain Leech,! Trickery + Rain of Arrows Doom he takes a hit, he gets weaker Doom for 6 damage Wizards.

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