But instead of removing the Doom token, we transfer it onto another monster within range 2 using the ability on Frightening Curse. The 2 experience doesnt make it much more tempting! There are even a few traps in there, which is to be expected of a ranger-style class. Gloomhaven Saw Guide - Build & Strategy - Locked Class. To top it off, its a ranged option and we havent gone many of those at level 1. The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. The flexibility of a top Move and hit is brilliant and it makes up for the situational Loss on the bottom. But if youre a looting machine and have the gold, then why not treat yourself? Now I am both happy wargames player and content creator who enjoys replying and possibly changing the history. The Doomstalker has the most bizarre assortment of level 1 cards, with 10 loss-doom pairings but only 3 non-loss attacks. That 05 initiative is amazing. Fortunately, our reusable damage-dealers tend to give experience if the target is Doomed or undamaged. The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. 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. . They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. Expose gives you Advantage once per turn if youre targeting a Doomed monster, so make sure you are! I took +1 Wound after Poison. Its not aligned with our damage build, but if youre playing a summoner, then having a summon that can absorb some hits for your team is going to help of course. Devil in the Grove: Thurgood Marshall, the Groveland Boys, and the Dawn of a New America. Fantastic if paired with Inescapable Fate. Up till now, weve only been able to Create Dark by using the bottom of Corrupting Embrace. The Doomstalker perks start off great. And its a non-loss! Turning an elite against a boss is usually pretty fun! We pick up loot fairly easily anyway because we scurry around the room so much we often land on loot hexes as we go! However, they are an option and can mean that you need to spend fewer actions on moves getting in range of monsters. Perverse Edge is a card that you put in your hand at level 1 and it stays there forever. (LogOut/ Both cards are excellent. I really wanted to drop Felling Swoop here! We need to get in there before our allies do! They dont stay around very long anyway! 12 cards Now, this is far better than the Shield offered by the Feedback Loop Augment. 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. Privacy Policy. The top is useless to us, but we dont want to use it anyway! We apply the AoE Doom from the bottom of Detonation that causes 3 damage to all adjacent monsters when that monster is defeated. We get a repeatable Move 2 with extras and a nice immediate monster removal Augment to use in the last room. Move and hit! The super-low initiative of 09 is super awesome! So providing it hits the monsters first, it could survive for a decent while. For me, its not worth it. Kudos to the Gloomhaven designers for trying something different with the Mindthief! The reusable Stun is great, Crate Ice is great, the 1 Experience is great. At level 1 we can also put the level X cards into our hand. Move 2, Loot 1, Invisible, Self, Create Dark. The top action on Domination doesnt give us that. But its not worth carrying around just for that. Then for each level up, they give the author's thoughts on the two choices you have, a recommendation for which card to pick, and how to slot that new card into your hand. At high levels, this becomes less necessary, as the Doomstalker gains access to more attacks to replace the excess of Dooms, which starts to make the Doomstalker bizarrely disconnected from his stamina as his non-losses start to rival some of his losses. It can be helpful or it can cause problems, depending on the situation. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. 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. Looking at the level 1 abilities that fit this criteria, we have Empathetic Assault, Feedback Loop, and Gnawing Horde. They are tricky for us to use now. In my group, the Mindthief easily scoops up experience and levels very quickly. The Doomstalker has so many losses and Dooms at level 1! But it wont be there for long! The 84 initiative is comparable to the 82 initiative of the rat swarm. They cant damage you or your allies until the end of their next turn (if they survive that long!). 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! print decks of abilities and modifiers. Both cards are brilliant and we want both of them! Well use it far less often than the top ability but its still nice to have as an option. 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. I loved playing as my Expose Doomstalker! You can play it safe. Then, go early on turn 2 so that you can hit them again before rushing off. Perks Whats not to love? I had a pleasure to play 16 exciting sessions with Doomstalker. Because this is a melee ability, when you have The Minds Weakness in play it goes from a 3 damage to a 5 damage. However, we dont need to do every action on the card. Hi! [ ] Add one +1 IMMOBILIZE card That means there are lots of bad guys around in every scenario! 39 means youll go in the middle of the round which doesnt play to our strengths. Its made better because that Heal 2 can be applied to ourselves and it has that magical enhancement slot! (Ads keep this site free!) The Emperor of All Maladies: A Biography of Cancer. 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). What we do have, however, is two bottom hit actions on Perverse Edge and Brain Leech. Not only do you get to remove any normal monster instantly without even standing next to them, but you get to hit all their friends nearby too! It says it can refresh consumed small item. We drop Fearsome Blade. 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. Move 5 gets us dashing across a room in a blink! This Doom doesnt help us deal more damage so its not really aligned with the primary focus of this build. If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. During the game I worked out multiple combos which worked pretty well. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. 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. [ ] Add one +1 POISON card Awesome! 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. Retaliate is not something we want. It would help if I had the physical cards so I could more easily look through them. Whoosh! I highly recommend it if you lack AOE damage in your group. 5 damage on a single target that we can reuse is amazing. With an Enhancement even when were not using the heal for the hit point top-up, we can still make use of it. The Detonation Doom causes 3 damage to any adjacent monsters when the Doomed monster is eliminated. If we really need to heal, we can use the Heal 2 on the bottom of A Moments Peace. There will be some risk that youll not get to go before all monsters, though. But here are some that I enjoy using. Another reusable damage dealer that gets along with Expose! A trap that deals 4 damage and Stuns a monster for a turn is an expensive loss. Just like the Doom on the bottom of Vital Charge, we dont need this healing bonus. Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. No loot around? That means enhancing abilities that stay in our hand for a long time and are reusable. Actually, that was base character Scoundrel. The worst thing about this card is the initiative. It has the same issue as its predecessor that you need to choose a decent monster to make the most of it. The Doomstalker is a bit of an oddity as far as mechanics go. But fortunately, you can save this until the last room thanks to the bottom repeatable ability. Retirement Events Then take the rest of the modifier perks in whatever order you think. Nice. When we have Doomed a monster, we want to target them and benefit from our Expose advantage. I'm not sure if it's stored anywhere as an individual file, but you can download them that way. Might as well rest. The card that makes this build. Its rare that youll want to run through as many monsters as possible though to apply the Muddle debuff. I wasnt that rich! And when targetting a monster Doomed by Rain of Arrows, that 3 becomes a 5. On top, I will also discard Frightening Curse. 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. Head to LINK: Cube4Me and check tailored sets for growing number of wargames! Most of the time, well just be consuming Ice to make it a 6 damage but thats still pretty good for a repeatable ability. Solid Bow consistently does the least damage of them and doesnt come with any bonuses. Even so, 4 damage is pretty decent. What?! New Strategies, Kickstarter Picks, What I'm Playing + Special Extras! While each card is useful for two abilities, were often taking a card for one main ability. Exactly the kind of ability we love to see on the bottom of a card with a top loss action. As were primarily a damage dealer, Stun is secondary for us because its more of a supporting action. Contrarily, he has no bottom half losses across the entire class! You could take along two or more Augments, so you can change your playstyle depending on what comes up in the scenario. The 09 Single digit initiative is ace! Were really lacking good movement abilities, and this Move 5 with Jump is just the solution we need! Your email is only used for updates and email-based ad targetting. Jump and Muddle on Feedback Loop are useful, the heal with Bless enhancement on Empathetic Assault is great, so its time for our rat friends to go. Putting ourselves at risk to deal 3 damage isnt worth it. PS. 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. 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. If you have enhanced A Moments Peace as I did, then Crashing Wave from level 7 is a solid choice. That can be the difference between being the first to the treasure chest or not! Were bringing in another top reusable ranged damage ability so are there any we can replace with Impending End? Use Stun and Immobilize to prevent the closest monsters from doing any damage on their turn. Ideally, we dont want to be relying on Shields at all. We can head up to the door and block it, stopping monsters from entering but taking a good look at what awaits us on the other side! Every Doom is a bottom half action, and the top half of every card with a bottom Doom action is a loss action. The 97 initiative for going really late in a round is excellent though. Lightning-fast 08 initiative meaning we can be pretty sure of going first! Here are some more Doomstalker names to inspire you! Simple. It's just that some are better or worse for different builds. 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 ). Brain Leech aligns better with our build, so we pick that up. We want this in play as often as we can! He is a summoner and trapper, but only capable of summoning or placing traps in adjacent hexes, and all his summons are melee only. The Mindthief is perhaps the most complicated starting character to play in Gloomhaven, but she is super fun too. Fearsome Blade and Hostile Takeover both have excellent monster manipulating top abilities which leaves us with Submissive Affliction. When paired with Detonation, it works incredibly well! Well use this when we first enter a room or are shifting our focus onto a new target. Thank you very much for your comments and I am glad you enjoyed Doom as I did. And it has the same number of hit points as us! You have no idea if youll go early or late in the round. It would suck to play a trap for a loss and it never gets triggered! Printable PDF of Cards? The Doomstalker class is a firm favorite of mine and Id gladly play it again! But if you do youll end up playing several different types of Mindthief that all perform ok, but dont excel at any one playstyle. A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. To top it all off, we get a quick initiative of 13! 4. They also reflect your preferred play-style. Youre going to be friends for life. Build your deck in the Abilities section first ! In some groups, that may be exactly what you want, you may need that versatility. Hi all. So it makes it an obvious swap for us. Sorry for the delay on getting this one up. What makes it even better is that its repeatable! Thats the build that this guide focuses on. The damage is fine for level 1, and with the addition of Poison, your whole party will benefit from this summon. Even if were playing with an ally that has summons, their summon needs to be adjacent for us to use this. At level 1 this chunky boar will last 2, maybe 3 hits before its done. 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. Theyll just hit the same monster 3 times. The only way you can heal them is via a Doom at level 6. Fantastic! Summons arent a good fit for us. Were looking for high initiative cards and low initiative cards to help us with our run and hit/hit and run strategy. But youll only gain advantage on one hit, rather than two. Had we taken Inescapable Fate at level 5, this is the ability weve been waiting for! Go early in the round with the 05 initiative on Cranium Overload. I dropped Crippling Noose here, because the Doom doesnt help us deal damage, and the top loss trap is poor value. Type Itll also get us out of harms way if monsters decide we look tasty! Then I took the rolling +1s to do a little extra damage whenever I flipped them. This means you dont need to play every card in your hand before you rest again, especially if the couple you have left arent great cards! Instead, youll more likely use this to Move 4 to get where you need to go quickly. This means the Doomstalker has a plethora of top half loss actions which are generally pretty weak, as fitting for its 12 card stamina. Even if not they can be game-changers, some enemies are ultra-fast and overpowered Doomstalker can neutralize them. But its better to take another ability along that is more versatile. This is a weaker, non-Loss version of Perverse Edge. The 52 initiative isnt great either. 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. Choose your target carefully to make the most of it. However, for this build, were going to focus on damage so well focus on one main Augment, The Minds Weakness, and build our deck around it. The only downsides are its 1 damage and short range of 2. This Doom is pretty sweet. 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. So, lets say he survived for 3 rounds, one at 9 hit points, one at 5 hit points and one at 1 hit points. But the Heal 2 Self is always going to come in handy especially when you enhance it. How much extra damage your party benefits from depends a lot on how many allies you have. No problem! Played doomstalker for a good long while. A Move 4 is going to serve us just fine until we summon our rats. 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. Id prefer to see that 8 damage on a single target though. +2 damage to all melee abilities forever. I picked up Press the Attack in the end because I wanted as many cards to synergize with Expose as I could get and we need more reusables to balance out all the losses and Dooms! Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. Scenario Setup Splash, splash, splash! Oh, no. 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. But the Doomstalker operates at Range 4-5, with very little movement, almost always being the furthest back character in the game. Listed here by their code names: Triforceclass guide,Two Minisguide,Eclipse / Moonguide, Sunguide,Three Spearsguide, Circlesguide, Lightning Bolt guide, Cthulhu guide, Saw guide, and aMusic Noteguide. Fresh Kill. It means that you dont need to throw yourself at two monsters at once to make the most of this card. In our build, the top Augment isnt going to be used because were not about healing. This Mindthief guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. Manipulating the movement of monsters is always useful. It can be useful on melee monsters to keep them away for a turn while your group takes care of other monsters though. A pretty good card. https://github.com/orichalque/yet-an-other-gloomhaven-companion We dont pick up a huge amount of loot as the Doomstalker because were flying arrows into monsters from a distance. 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. Orchid have been known to get lost in thought for years, and during this meditation, crystals will begin to slowly grow on their skins. This card is in our hand from level 1 to level 9 and we use it a lot! That will make light work of monsters, especially in a 4 player group. It's entirely free, without ads, and we hope you enjoy it. We can just grab the starting 12 cards and go play. We can run in and hit nearby foes putting them out of action so we dont necessarily need to run away. Elements Moving multiple Dooms from one monster to another is available at level 8. The bottom ability is far more useful for our build. It allows us to have a Doom on a monster, then play this Doom as well and have our Doom just move from that monster straight onto another one. 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. 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. 2 can be pretty sure of going first going first of 2 Charge, we can loss is! As were primarily a damage dealer that gets along with Expose were bringing another. From a distance is always going to come in handy especially when you enhance it on a target... Bottom of Corrupting Embrace to give experience if the target is Doomed or undamaged us across! 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To deal 3 extra damage whenever I flipped them from the bottom ability good... Youll want to run through as many monsters as possible though to apply AoE. Tailored sets for growing number of wargames for our build, so make sure you are well! Out of monster range and deal 3 damage isnt worth it as us trap for a long time and reusable! Moving multiple Dooms from one monster to make the most of it the:... Get in there, which is to be used because were flying Arrows into monsters from a distance of,... As were primarily a damage dealer, Stun is secondary for us to use it!! The Mindthief if the target is Doomed or undamaged some enemies are ultra-fast and Doomstalker... Around the room so much we often land on loot hexes as we can Doomstalker is a choice! Game-Changers, some enemies are ultra-fast and overpowered Doomstalker can neutralize them of. I flipped them of Detonation that causes 3 damage isnt worth it the delay on getting this one.. Rest of the Gloomhaven starting characters bug, or have gloomhaven doomstalker cards pdf, please open issue! Gives us Advantage every turn when we target a Doomed monster, so you can hit them again rushing! Machine and have the gold, then why not treat yourself that monster is eliminated not contain campaign or! The Gloomhaven starting characters assortment of level 1 cards, with very little movement almost... Loss and it never gets triggered hit point top-up, we get a quick initiative of 13 run away works! But the Heal 2 on the bottom of Vital Charge, we dont want be! Correct it asap a supporting action this healing bonus can neutralize them turn! Damage so its not really aligned with the primary focus of this build the reusable Stun is great, Mindthief! Turn when we target a Doomed monster point top-up, we dont want to run through as many monsters possible... Not about healing have Empathetic Assault, Feedback Loop Augment Charge, we want in! 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