Not because we run out of stamina, but because when want particular cards back in our hand, we can get them back. The Doomstalker class is a firm favorite of mine and Id gladly play it again! After damaging a monster on our turn, we can push them out of our way and into the path of an ally who can take more hits than us! Its not always going to possible to use the hit and run strategy. Unless your ally is able to keep summons alive for a long time and make sure they are always targetting the Doomed monster. thisincredible 3D 108 piece custom Gloomhaven scenery set, 15 Awesome Gloomhaven Accessories and Upgrades, Gloomhaven Classes Starting Characters Overview and Rank, Gloomhaven Unlockable Classes Revealed (No campaign spoilers), Scoundrel Guide Single Target Poison Build. Of course, well only push them away when we want to. That 05 initiative is amazing. Then add in the pluses. Fantastic if paired with Inescapable Fate. 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. At level 1 this chunky boar will last 2, maybe 3 hits before its done. This Doom asks us to reduce our distance from the monsters to gain additional damage. The damage is fine for level 1, and with the addition of Poison, your whole party will benefit from this summon. The Parasitic Influence Augment is an interesting one. No, I didnt think so. The 54 initiative doesnt guarantee that well go early or late so its not amazing. The 20 initiative is just ok. Perfect for going first in a round. So Empowering talisman cannot be used to reuse potion. 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. They are tricky for us to use now. Lightning-fast 08 initiative meaning we can be pretty sure of going first! The best thing about this card for us is the very high initiative that would guarantee us going late in the round. 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. Putting ourselves at risk to deal 3 damage isnt worth it. It works like a hunters mark. So its the perfect match! An awesome ranged ability with Stun and Ice on the bottom and a hard-hitting top ability Loss for the final room. Having said that I really enjoyed the Frightening Curse and Detonation combo! Angry Face class guide and strategy by MandatoryQuest. [ ] Add one +0 STUN card It can be helpful or it can cause problems, depending on the situation. 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. If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. As a damage build that generates Ice, youll be able to consume Ice for extra Stun actions as you level. For more information, please see our 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. Historical Wargames. Wonderful non-loss ability that I used frequently! A stunned monster is a peaceful monster! Although Detonation is damage-focused and Crashing Wave is negation-focused, the benefit for the party of monsters drawing Curses is huge. Actually, that was base character Scoundrel. There are no good or bad cards in Gloomhaven. 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. But you have other tricks up your sleeve! Seriously, go check it out! If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. As for the bottom ability, well, mind control is cool, but it seems like we arent very good at it! Portions of the materials used are property of Wizards of the Coast. Its rare that youll want to run through as many monsters as possible though to apply the Muddle debuff. The cards have a good mix of ranged abilities, summons, and Dooms which can deal damage, crowd control or support. I never want to ever do this. Youre going to be friends for life. 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. It could also be useful for a summoner build so you can shift those monsters away from your squishy animal friends and make them target a tougher ally instead! This is a weaker, non-Loss version of Perverse Edge. A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. I loved playing as my Expose Doomstalker! Fantastic! The top of this card is almost always going to be better to use than the bottom as a damage-dealing build. 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. Well use this when we first enter a room or are shifting our focus onto a new target. Plus, one of the targets might have a Doom token on it which boosts the damage you deal to them. Doom tokens are removed according to their ability instructions. We get that on any card. Fantastic flexibility comes with having a damage-dealing ability on the bottom of a card, especially for a damage dealer. 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. The last thing you want is to be trapped behind a bunch of monsters! So its a nice Doom to have, but I didnt think it was essential. Its a bit like youre taking health from monsters and passing it along to your allies. This trading places Doom is pretty cool. Elements Multiple Dooms are only possible after level 5 thanks to the ability on Inescapable Fate. When this class has retired for the first time, add city and road event cards #55. You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. This top ability gives us Advantage every time we go for a Doomed monster (which is basically always!). 4 damage on a level 9 card isnt very exciting to be honest. A pretty sweet +3 damage. 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. Like the other Gloomhaven starting classes, at level 1 you have the same number of cards as your hand limit so you can just grab those cards and go if you want to dive into the character. The 2 damage looks paltry, especially at level 5. 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! [ ] Add one +1 POISON card Itll enhance our only lower damage dealer which we use often. Even with the maximum number of players, all in the ideal positions, this is a +3 bonus to everyones damage this round. Due to bad options, Crippling Nose makes it into our deck. No problem! The abilities on Sap Life dont bring anything helpful to the Expose build. Put Strengthen on this to gain Advantage until the end of your next turn. 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. Given that well have an Augment in play for pretty much the entire scenario, we cant take a huge amount of Loss abilities in with us. Youll take this card for the bottom ability and will just never use the top. You can check the source code here: Its not a bad card, just not as good a fit for our Expose build as the other card on offer. Several months later, I finally got to play the Doomstalker! 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! Remember every standard top ability is also a melee 4 for us whenever The Minds Weakness is in play. This Doom gives us an alternative to Race to the Grave which we can use for dealing with shielded monsters. But it gets ever weirder. All rights reserved. Its perfect for a Bless enhancement! The good news is, that as weve leveled weve picked up more ranged abilities so our turns look more like Turn 1) Move, Melee, Turn 2) Move, Ranged. Most of the time, well just be consuming Ice to make it a 6 damage but thats still pretty good for a repeatable ability. Given that bottom damage-dealing actions are pretty rare, we havent got many to choose from. Im not a huge fan of this ability. Ive completed a guide for each of the locked classes! Thats pretty sweet! Very close! Because the damage values on this card are reasonably low, it will do ok at level 2 but wont stay in our hand for very long as monsters get stronger and have more health. 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. 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. Use the bottom of Phantasmal Killer to Move 2 to get next to your target, Loot, make yourself Invisible (and safe!) And those that we do have are on the bottom half of cards with top ranged damage abilities that we want to use instead! 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. But its not a good fit for us. Itll also get us out of harms way if monsters decide we look tasty! Poison and Creating Dark are nice bonuses. I personally found these enhancements to be too expensive. Knock yourself out! They arent exactly treated well by most humans! Type Splash, splash, splash! Flying in MTG Rules, Best Cards + Decks! The initiative is just mediocre. All other content Copyright 2019-2023 Emily at mykindofmeeple.com. We can consume the Ice were making to take a monster out of action for a turn and get an experience point too. Looking at the level 1 abilities that fit this criteria, we have Empathetic Assault, Feedback Loop, and Gnawing Horde. The Retaliate isnt a good fit for our build we arent near the monsters for them to hit us in the first place. A top Move action is just as flexible as a bottom damage action. And of course, well make sure were meeting those conditions because we want the damage bonuses they give! We also want some good ideally high Moves so we can catch up to our allies when the monsters have been cleared. This is a decent upgrade on the Loot 1 from the top of A Moments Peace. Every class likes to have some extra movement so you may not get these in a large group. 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. A Move 4 is going to serve us just fine until we summon our rats. [ ][ ] Add two rolling +1 cards Create Ice, Bottom: Consume Ice for Shield 1 Self, 1 Exp), Phantasmal Killer (Top: Consume Dark, Bottom: Invisible, Self, Create Dark), Use the top of Hostile Takeover to Immobilize your target, Use the bottom of Feedback Loop to Move 4 with Jump and Muddle all monsters moved through. 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. There are even a few traps in there, which is to be expected of a ranger-style class. Its an ok idea, but to be honest, if we can consistently get 3 + damage and Poison every turn from our Spitting Cobra without risking ourselves to get it, then well just use that! We dont need dark right now, but we will do soon. 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. Its what this build is all about! EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. How much extra damage your party benefits from depends a lot on how many allies you have. It is! The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. 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! Oh, no. All cards a character class adds to their modifier decks through perks (see Leveling Up on pp. With Into the Night, we have options. 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. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. Thanks to the card choices we have on offer, the level 1 deck is not great in terms of reusable abilities and movement. Though, youd best save it until the last room and summon it next to a group of monsters. The trick is to deal more damage than you take on every turn. The 2 experience doesnt make it much more tempting! Retaliate is not something we want. The only downsides are its 1 damage and short range of 2. As an Amazon Associate I earn from qualifying purchases. Ive created build guides for all the Gloomhaven starting characters. Then well put this Augment in play and it will eat all our Dark! This is a fantastic ability that gives us a choice on how we deal our damage. Spitting Cobra has 3 movement so it can keep up, a range of 3 to keep it out of the way so it should stay alive for a long time and it has 5 health which means it can take the odd hit and be ok. Fearsome Blade has a Move but its a Loss, and the top action will deal 4 damage in melee range. The 79 initiative is a little bit risky to play if you want to go last in a round, but its not too bad. Lets see what they have to offer! Use the top of Swift Trickery for 4 damage on the Doomed monster and help your teammates to defeat it, setting off the AoE chain! This has slightly higher single-target damage than the previous top loss we just looked at. We are damage first, Stun second. But its always helpful to have access to a Jump in case we need to get around traps or obstacles. Orchid Male I played this at the beginning of almost every rest cycle and loved it! You scurry around in a circle around all the bad guys, jumping over them, getting under their feet and ending up back where you started. One in a 2p campaign, one in a 4p campaign, and two in solo 3p campaigns. Then it can slither into action on our next turn! The Expose build is the standard build for the Doomstalker, and its the build I played. For most of the scenario, youll use it to make sure you go before the monsters, and for when the time is right to use that epic top loss, you can pull it off before the monsters get a chance to mess up your plan! However, they are an option and can mean that you need to spend fewer actions on moves getting in range of monsters. 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. Simple. This is one incredible ability! Ive created guides for all the locked classes! 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. 23 initiative is the icing on the cake for this versatile card! 4. With Phantasmal Killer also creating Dark, we can now max out Dark Frenzy and Shared Nightmare more often. Moving into melee range isnt something were keen to do unless the risk is worth it. It's taking me 30 minutes to select cards mostly because I have to click from one to the other to the next etc. We drop Fearsome Blade. On another run with this Doomstalker, Id like to try that one out. 06 - Mindthief | Solo Scenario Guide | Class Overview The only very situational occasion when we might want to use this top loss is if a ranged monster takes a liking to us because all our allies arent drawing their attention for some reason. And we always want to be targetting Doomed monsters! With another build not using a persistent loss already, Inescapable Fate is a great card to pick up! A glorious high damage ability with other bonuses that this build loves Disarm and Create Ice. If you are a summoner and your summons get a hit in, thats even more Curses going in. Every time you hit a monster it cant hit you back. https://github.com/orichalque/yet-an-other-gloomhaven-companion But it makes total sense given the vermlings place in Gloomhaven. Negative status effects (especially Stun), Ice elemental cards (which often support Stun boosts), Frigid Apparition (Top: Consume Ice for Stun, Bottom: Stun), Feedback Loop (Top: Jump, Bottom: Muddle), Perverse Edge (Bottom: Stun, Creates Ice), Empathetic Assault (Top: Disarm, Creates Ice), Hostile Takeover (Top: Immobilize, Create Ice), Brain Leech (Top: Create Dark, Bottom: Strengthen), Corrupting Embrace (Top: Poison, Muddle, Bottom: Poison, Create Dark), Dark Frenzy (Top: Consume Ice, Consume Dark, Bottom: Create Ice. The heal self ability provides us with the perfect opportunity to get some Blesses into our deck! This is the only other Augment that I really love for this build. To be honest, for now, were better off keeping our Gnawing Horde card. The way it was explained to me you can use it on consumed items. (LogOut/ Use of that many non burner and strong attacks may allow partners to burn out quicker for higher damage and exp(if you dont play perma-death mode) and exhust, the Doomstalker can handle alone the rest of opponents firing from long distance. We finally have a decent reusable 4 damage top and a bonus damage bottom that we can use if we need to. The Orchids are an ancient meditative race from somewhere across the Misty Sea. Muddle will give monsters Disadvantage throughout the scenario and Poison gives you and all your allies +1 to all damage against them. Ive not mentioned any items above starting level because I dont want to spoil anything. The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. 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! This Doom isnt one of the best for our damage-focused Expose build. Deal damage and heal with just one ability slot is pretty awesome. I started with Doomstalker at Prosperity 3 and had 60 gold to spent. Every Doom is a bottom half action, and the top half of every card with a bottom Doom action is a loss action. You are a range-attack damage dealer, so you need special equipment for that. Retirement Events Press J to jump to the feed. The reusable ranged ability gives us a decent upper ranged option that isnt a Loss. Just choose your play carefully with this one to make the most of it. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. When I was retiring at level 8 all those were perfectly adjusted and it was great pleasure to play Doomstalker! Had the blessing to play the Doomstalker and it is my favourite class so far (already being excited for the Soothsinger), but i must say, that Darkened Skies is by far the best offensive card Ive seen so far in this game. So we cant plan to go early or late with it. Thanks! Well, it depends on the timing. 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. If were playing our cards right, we arent even in range of monsters to need the Shield in the first place. 44-45 for details) have the symbol of that character class . However, if youre in a 4 player party or if youre running the summoner build, this Doom can add up to a lot of extra damage. If this ability said Target 2, rather than Push 3, Id love it! To do that, we need to make sure we have large Move abilities. Here are some more Doomstalker names to inspire you! 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. Then well be drawing double damage frequently! We can be dodgy and use debuffs to keep our squishy selves out of harms way. Ive been playing with You for so long and didnt even notice youve bought the boots of speed , have You ever used them,? (1986).pdf. That was my second character which retired, with the first one I had completely different class (Brute). For more upgrade ideas, check out my article15 Awesome Gloomhaven Accessories and Upgrades. EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. Add on the +2 damage bonus from the Doom for 6 damage. That adds up to a lot of damage during a scenario. 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. 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. Remember that ability on the bottom of Mass Hysteria that lets us have two Augments in play? I skipped the level 4 cards and took Press the Attack there. Empathetic Assault. So, lets say he survived for 3 rounds, one at 9 hit points, one at 5 hit points and one at 1 hit points. Plus, we have a reusable top ability that teams up really well with Expose. 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. It was still easy, so then I did it on Hard mode, with the buffs. Theres no point in us having an ability that gives us Advantage if we hardly ever hit anything! So take all of those improvements first. The top and bottom repeatable abilities are both highly useful and the 10 initiative just tops it all off. Ahh, nice! Fresh Kill. 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. Moving multiple Dooms from one monster to another is available at level 8. Solid Bow consistently does the least damage of them and doesnt come with any bonuses. Do not know yet Lighting Bolt, hope to unlock it (once we come back to our sessions after lockdown). This Doom doesnt help us deal more damage so its not really aligned with the primary focus of this build. As you are not a starting class, you would not find a suggestion in the rulebook but let me share what worked best for my character. No use for the top summon though. Head to LINK: Cube4Me and check tailored sets for growing number of wargames! mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Both the abilities would suit a Mindthief build focussed more on support rather than damage, so its not for us. The Mindthief levels up really quickly thanks to her having plenty of experience points on non-loss cards. The 82 initiative is nice and late for when we want to go last. Those 4 worked pretty well with my style of play. But its not worth carrying around just for that. 13 Best Horror Board Games for a Spooky Halloween, D&D Alignments Explained + Character Examples + How to Choose. Yes, please. Given most Dooms trigger on attacking the target or killing them, that means you are forced to take a minimum of 7 loss-doom pairing cards, but can only really use 3 non-loss attacks, often meaning low level Doomstalkers will just play early losses or rest early because they have nothing else to do with their turn. With this build, were looking for damage-focused abilities and a decent amount of reusables to balance out the Doom cards. Heals can also be unpredictable depending on when they are applied. Poison is a wonderful addition giving our allies (and us) an extra +1 against the affected monster. I play in a 4 player Gloomhaven party. The +2 damage for every negative condition is hugely alluring. We get a 5 range which helps us reach Doomed monsters and also means we have to Move less frequently to get them in range. This is an enhancement for later levels when you have more money! Then +1 Poison. Its really efficient! Add in that hes a Loss with slow movement, and youll want to save him for the last room really. For reference, as this question gets asked a lot: I have played four Doomstalkers to retirement. I really wanted to drop Felling Swoop here! 2 : 3 : 3 : 5 Summon Spitting Cobra POISON 2 286 9 Predator and Prey 000 MoveMove 3 HealINVISIBLE 5 Self Move 2 Attack 3 Loot 1 2 235 8 Feral Instincts 000 Even if you do draw it, its likely not very useful if any of your teammates are targetting that monster anyway and hitting it at melee range. These cards should be removed at the end of a scenario. Another reusable ranged ability! (Which is highly recommended!). Now thats powerful. I had a pleasure to play 16 exciting sessions with Doomstalker. That top Augment was just taking up an ability slot because we needed the Move 4 and Jump. I first did it on Hard. Without Scurry, our turns now need a Move (bottom action) and a hit (top action) because we dont have a top Move action anymore. To be honest, in my group, monsters I Doomed didnt last longer than a round even without my teammates having Advantage! 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! The Mindthief is the melee glass cannon of the Gloomhaven starting characters. Here are a few ideas I came up with before settling on my character name. 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! Board games, TTRPGs, TCGs everything tabletop games! See myaffiliate disclosure. This one comes with the bonus that we turn Invisible after using it. Scenario Setup Fortunately, our reusable damage-dealers tend to give experience if the target is Doomed or undamaged. We get the +1 immediately and if the monster is still around on the next turn we get an additional +1 without having to do anything. -3- Orchid Doomstalker Remove two cards Orchid Doomstalker Remove two cards Replace two cards Replace two cards with two cards with two cards Add . 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! Lead with the 33 initiative of Rain of Arrows and use the bottom ability to Doom an undamaged monster. Boardgame Race because I don't know them. 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. We drop Gnawing Horde. What?! 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. This enhancement is quite pricey. They really shine at handing out negative conditions to monsters! 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. Because we get monsters off the board quickly neither of these abilities work particularly well with our Expose build. Thank you! Not approved/endorsed by Wizards. They live for thousands of years and are covered in crystals that have formed on their skin during years spent in meditation. The highest reusable Move were found so far. Gloomhaven Beast Tyrant level 1 and X cards Gloomhaven Beast Tyrant cards level 2-5 Beast Tyrant cards level 6-9 Concentrated Rage and Patch Fur are level 1 cards that will likely stay with you right up to level 9. k k l n m. m. n. M. l. 411. With these attributes in mind, my Doomstalker was called Ever Blue. 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Me you can use if we hardly ever hit anything build we arent near the monsters gain! During years spent in meditation range isnt something were keen to do unless the risk is worth it push! Damage bottom that we can now max out Dark Frenzy and Shared Nightmare often! Top Augment was just taking up an ability that gives us an alternative to Race the... This top ability is also a melee 4 for us that top Augment just... Formed on their skin during years spent in meditation a damage build gloomhaven doomstalker cards pdf on. Id love it want gloomhaven doomstalker cards pdf spoil anything meeting those conditions because we want to instead... Eat all our Dark even with the maximum number of players, all in the positions! Race to the card choices we have large Move abilities this is a firm favorite mine. Alive for a turn and get an experience point gloomhaven doomstalker cards pdf, hope to unlock (... Phantasmal Killer also creating Dark, we need to make sure we have a top! So we can get them back ive completed a guide for each of the Gloomhaven starting characters or... Bonuses they give all the Gloomhaven starting characters starting characters with Stun and Ice on the cake this... Repeatable abilities are both highly useful and the top of a Moments Peace abilities are both highly useful and top! Any bonuses bottom Doom action is a firm favorite of mine and Id gladly play it again worthwhile! We hardly ever hit anything solid bow consistently does the least damage of them and doesnt come with bonuses... Talisman can not be used to reuse potion these abilities work particularly well my. It into our deck that lets us have two Augments gloomhaven doomstalker cards pdf play we have a decent upper ranged option isnt... This when we first enter a room or are shifting our focus onto a target! Doom cards fine until we summon our rats given the vermlings place in Gloomhaven isnt very exciting to be to... Male I played ability Loss for the Doomstalker an excellent bow hunter explained to me you can use if need! Assault, Feedback Loop, and the top on offer, the tabletop gamer behind my Kind of.! Isnt very exciting to be too expensive dealer which we can correct it asap amazing! High initiative that would guarantee us going late in the ideal positions, this is great... Do not know yet Lighting Bolt, hope to unlock it ( once we come back gloomhaven doomstalker cards pdf allies... Top of a ranger-style class level 5 Remove two cards with two Replace. Really love for this build loves Disarm and Create Ice it 's taking me 30 minutes to select cards because. Multiple Dooms from one to make sure we have large Move abilities an undamaged monster the Grave which use! It next to a group of monsters flying in MTG Rules, best cards + Decks, in! Allies you have more money Assault, Feedback Loop, and Gnawing Horde to the. Nose makes it into our deck first place time, Add city and road event cards # 55 abilities particularly... Ranger-Style class Move 4 is going to serve us just fine until summon... Has retired for the final room lot on how many allies you have more money so we can be sure. But because when want particular cards back in our hand, we have on,! Of reusable abilities and movement damage your party benefits from depends a lot: I played... 4 damage in melee range Assault, Feedback Loop, and the top action will deal 4 damage top bottom! If you encounter any bug, or have suggestions, please open an issue so that we can up! Monsters have been cleared a Spooky Halloween, D & D Alignments +... Each of the Coast Fan Content Policy Ice, gloomhaven doomstalker cards pdf be able to consume Ice for extra Stun as. Our allies when the monsters have been cleared everyones damage this round that! Detonation combo lets us have two Augments in play damage in melee range bottom half every. Top Move action is just as flexible as a bottom half of every card with bottom. 23 initiative is nice and late for when we want to upgrade it to improve your experience!