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 . Summons arent a good fit for us. Unlike our other Dooms, this 2 damage happens every turn without us having to eliminate a monster or deal damage to it. I played this at the beginning of almost every rest cycle and loved it! With both hits boosted well be dealing 8 damage over two hits with this loss and doing a shifty little move in the middle. 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! (LogOut/ As for the bottom ability, well, mind control is cool, but it seems like we arent very good at it! At level 1 we can also put the level X cards into our hand. 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. Kudos to the Gloomhaven designers for trying something different with the Mindthief! After that, take Stun because it aligns the best with our build. Whats extra awesome is that because we have no range limits on Dooms we can throw this onto a Boss as soon as we enter the room if we like! Cards added to a modifier deck by a scenario or item effect have a icon . Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. The only way you can heal them is via a Doom at level 6. Gloomhaven doomstalker strategy What's the stamina cost for playing a lost card? Elements The 97 initiative for going really late in a round is excellent though. Ideally, we dont want to be relying on Shields at all. 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! 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. Perfect for when you really, really need your next ability to land! thisincredible 3D 108 piece custom Gloomhaven scenery set, 15 Awesome Gloomhaven Accessories & Upgrades article, 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. With those 4 pips this is effectively an 8 damage loss. The Retaliate isnt a good fit for our build we arent near the monsters for them to hit us in the first place. So youll play it on a monster and after 1 round theyll likely be gone. Even if were playing with an ally that has summons, their summon needs to be adjacent for us to use this. For more upgrade ideas, check out my article15 Awesome Gloomhaven Accessories and Upgrades. We dont have a use for Dark right now and we cant afford to get rid of a card with a decent Move ability. It can just delete entire armies of enemies in just 1 turn. She is super quick, hits hard and stops monsters in their tracks. With a Move of 1, it simply cant keep up with you otherwise! Result! The damage value on Fearsome Blade is ok for us when enhanced by The Minds Weakness. It has better movement, and the summon can absorb more hits! On perks: We need that high reusable movement! Thats fine for now because were not using the top of Scurry with another bottom hit regularly. mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. It was still easy, so then I did it on Hard mode, with the buffs. This ability tempts you into Looting rather when in melee range. Where we are taking cards that consume Ice, we need to make sure we have enough cards to create it. My third character which I am playing now was similar to Angry Face as it also deals enormous amounts of damage but from close quarters. 4 damage reusable with a nice bonus that triggered sometimes for me. When paired with Detonation, it works incredibly well! The 20 initiative is just ok. The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. Thats 5+3+1 so hell do 9 damage. Thats not a bad amount of damage for a Loss and its unusual to see a damage-dealing Loss like this as the bottom action. He never misses a shot.". 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! 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. If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. There will be some risk that youll not get to go before all monsters, though. This post may contain affiliate links to online stores. So providing it hits the monsters first, it could survive for a decent while. As a summons go, the hawk wont last very long with a hp of only 3 and melee-based damage. 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! 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. 5 damage for a loss is really expensive, even with the 5 range. 44-45 for details) have the symbol of that character class . The Mindthief is perhaps the most complicated starting character to play in Gloomhaven, but she is super fun too. 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. The damage is fine for level 1, and with the addition of Poison, your whole party will benefit from this summon. Choose your equipment in the Gear section ! Go late in the round with the 79 initiative from Feedback Loop to minimize damage risk. This enhancement is quite pricey. Here are a few ideas I came up with before settling on my character name. Heres our level 1 workhorse Doom! To top it off, its a ranged option and we havent gone many of those at level 1. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is talked with keeping these modest settlements safe. 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. Its a shame that they arent hugely dynamic though. Perverse Edge is a card that you put in your hand at level 1 and it stays there 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! document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Get fantastic premium trays & other components from Cube4Me. Brain Leech aligns better with our build, so we pick that up. Youll come back refreshed and stronger than ever! Simple. We can place the Doom token on a monster when a room is almost clear, then as soon as they are defeated we catch up with our frontline teammates ready for the next room. So far, Doomstalker is still my favorite character! 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! Portions of the materials used are property of Wizards of the Coast. Perfect for running from the back of the room to our teammates when the monsters are gone. But it doesnt. With Into the Night, we have options. 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. The +2 damage for every negative condition is hugely alluring. Hi! The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. Peter C. Ordeshook - Game Theory and Political Theory_ An . Because this is a melee ability, when you have The Minds Weakness in play it goes from a 3 damage to a 5 damage. Another reusable ranged ability that we really, really need to make the most use of the persistent Expose effect. We can just grab the starting 12 cards and go play. The 65 initiative means that we need to pair this with a faster card, especially because we want to get that 2 damage bonus for hitting an undamaged target. It's entirely free, without ads, and we hope you enjoy it. The earlier in a scenario we play a loss, the fewer rounds we can play without becoming exhausted. Not to mention that we can block doorways and peek into the next room without taking damage. It makes this top loss look very underwhelming at level 8. Lets take a look. 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. Its unlikely well get to use Strengthen to its maximum effect though. You have no idea if youll go early or late in the round. Then well put this Augment in play and it will eat all our Dark! The Mindthief is the melee glass cannon of the Gloomhaven starting characters. With Phantasmal Killer also creating Dark, we can now max out Dark Frenzy and Shared Nightmare more often. None The main problem with it is that youll be giving up one of your movement slots for a Move for an ally. We need some basic reusable damage-dealing abilities and finally we have one! But youll only gain advantage on one hit, rather than two. A +2 against a doomed monster is pretty nice particularly because this is in the bottom card slot and we dont have damage dealer abilities on the bottom of any cards at the moment. Remember every standard top ability is also a melee 4 for us whenever The Minds Weakness is in play. As a ranged build, wed need to use the Move 4 to get into melee range and get ourselves surrounded by monsters to do more damage and make the loss worth it. The best way to avoid that, make yourself unhittable! This trap isnt the worst. I personally found these enhancements to be too expensive. 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. Its our toughest choice so far. 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. So it makes it an obvious swap for us. Im little confused with Empowering talisman here. Even in the latter it is often preferable to just lose cards to prevent damage rather than waste top half actions summoning melee summons which will die in a few short turns regardless. Naomi Klein. 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. Move 2, sure, whatever. Use the 10 initiative on Dark Frenzy to go early in the round. A good card option for a summoner build, but not for us. At the early levels when your modifier deck is pretty unpredictable, youll be thankful for this Advantage! Unless your ally is able to keep summons alive for a long time and make sure they are always targetting the Doomed monster. Foot Snare. Target those that are getting in the hits that youre most concerned about to swing the situation in your favor. A straight upgrade to A Moments Peace which would be perfect for us, if we havent enhanced the bottom of A Moments Peace with Bless! This Doom gives us a nice multi-target bonus damage action when the monster is eliminated! Im a big fan of bottom damage abilities, especially when they are on 16 initiative card. because I don't know them. Were being spoilt with this card! Felling Swoop. [ ][ ] Add two rolling +1 cards They are the linchpin of the Beast Tyrant for controlling and healing your bear. Unlock Events We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print decks of abilities and modifiers. However, we dont actually have that many ranged abilities and this will only boost them for one round and we lose the card in the process. All trademarks are property of their respective owners in the US and other countries. When we have Doomed a monster, we want to target them and benefit from our Expose advantage. You could always pick up Feral Instincts and pay the 225 gold to get the Bless back on the Heal. This means creating a trap in a hex adjacent to us makes it highly unlikely to be triggered! On Fire: The (Burning) Case for a Green New Deal. 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. But we do have other faster cards coming up at level 1. This Doom doesnt help us deal more damage so its not really aligned with the primary focus of this build. If you feel like its worth skipping your own hit once per scenario, and have an ally do it instead, then take it with you. Im a big fan of this ability. The wilds are still dangerous, however, and the Orchid class of Doomstalkers is tasked with keeping these modest settlements safe. Look at that 14 initiative, the fastest weve come across so far. Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. Thanks to the card choices we have on offer, the level 1 deck is not great in terms of reusable abilities and movement. Because we need to run in and out of melee range, we need to make sure we have a decent amount of movement cards too. I play in a 4 player Gloomhaven party. But it gets ever weirder. Putting ourselves at risk to deal 3 damage isnt worth it. Add in that hes a Loss with slow movement, and youll want to save him for the last room really. This Move 4 is good for getting your rat swarm summon to catch up if you summoned it too early and its fallen behind. 4 damage on a level 9 card isnt very exciting to be honest. They view the happenings of the world through a detached perspective that their thousand-year lifetimes allow. Up till now, weve only been able to Create Dark by using the bottom of Corrupting Embrace. There are no good or bad cards in Gloomhaven. But it makes total sense given the vermlings place in Gloomhaven. Not because we run out of stamina, but because when want particular cards back in our hand, we can get them back. To be honest, we dont really need to take an action looting. EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. 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. And we are a ranger after all we need a bow! Whoosh! 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. Ive been playing with You for so long and didnt even notice youve bought the boots of speed , have You ever used them,? Dooms have no range limits or line of sight requirements so you can apply them to any revealed monsters! We will lose the Strengthen enhancement by replacing it, but by level 9 our modifier deck is pretty decent anyway. So at least with the top action we can move into a good position to scoop up some loot! Nice guide! [ ] Add one +0 STUN card 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. But, I really needed the movement because our decent moves are on the bottom of our reusable damage cards! Ive completed a guide for each of the locked classes! And those that we do have are on the bottom half of cards with top ranged damage abilities that we want to use instead! This also creates Ice and we get an experience point every time we use it in the scenario. Another reusable damage dealer that gets along with Expose! 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. The Doomstalker is a bit of an oddity as far as mechanics go. I loved playing as my Expose Doomstalker! New Strategies, Kickstarter Picks, What I'm Playing + Special Extras! Because its a loss we need a decent, reusable top action that we can use pretty much anywhere. This card is going to be with you until the end of level 8 so youre going to get plenty of use from it. Retaliate is not something we want. Unfortunately, none of the other Augments can compare to The Minds Weakness for this build. How much extra damage your party benefits from depends a lot on how many allies you have. Expose gives you Advantage once per turn if youre targeting a Doomed monster, so make sure you are! . You can check the source code here: Plus, we dont need to pseudo Move by moving the monsters 1 hex towards us anymore because we have several Move options in our hand now. Do Not Sell or Share My Personal Information. This Doom gives us an alternative to Race to the Grave which we can use for dealing with shielded monsters. 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