The Create Ice is nice too. Due to bad options, Crippling Nose makes it into our deck. Getting the awesome Cobra summon at level 9 completed my Doomstalker for me because I love my rangers to have a pet! Its a damage-negation support action, not a damage focused Doom, but its a pretty powerful Doom all the same. 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. This also creates Ice and we get an experience point every time we use it in the scenario. Another reusable ranged ability that we really, really need to make the most use of the persistent Expose effect. For more information, please see our Plus, one of the targets might have a Doom token on it which boosts the damage you deal to them. The worst thing about this card is the initiative. Joining us at level 3, this is another ability that works hard for us right up until retirement. Orchid Male With a Move of 1, it simply cant keep up with you otherwise! 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. However, its okay at getting through shielded monsters. 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. 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! Youll become exhausted too quickly. So, lets say he survived for 3 rounds, one at 9 hit points, one at 5 hit points and one at 1 hit points. Make sure you always have a Doomed target many of your attack cards adds damage based on this status; also, Expose. That can be the difference between being the first to the treasure chest or not! Not that we really need it right now! An 18 hex loot is always epic to pull off, especially when theres no limit on the amount you can pick up with it! Check out that 14 initiative! Gloomhaven Doomstalker Guide - YouTube Quick, succinct guide for the Doomstalker. I personally found these enhancements to be too expensive. We can transfer the Doom token 3 times. Its fine, but were mainly using the bottom of A Moments Peace for the Bless enhancement, not the heal. 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 +0 STUN card We have a cool snake friend that increases our damage every turn without us having to do anything and we have 4 decent Dooms that we can use during our card cycles. The amount of Loot you can sweep up with a 2 hex range is pretty amazing! The linchpin which holds this build together! 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. Scurry is the one that aligns the least with our damage and Stun priorities, so it goes. Im not a huge fan of this ability. Board games, TTRPGs, TCGs everything tabletop games! A good card option for a summoner build, but not for us. In our build, the top Augment isnt going to be used because were not about healing. 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! But its better to take another ability along that is more versatile. 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. We can consume the Ice were making to take a monster out of action for a turn and get an experience point too. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Ten initiative is super quick! But youll only gain advantage on one hit, rather than two. 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. See Frightening Curse like a chain reaction card. 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! Youre going to be friends for life. But is this ability worth it for our build? A wonderful ranged summon! Thats pretty sweet! Its got a decent loss to get us gold on the top, a Doom that increases team damage, and a 28 initiative. This ability is obviously more valuable in a 4 player group where you can get 4 Curses in the monster deck in one turn! If youve spent your first turn going late in the round, running into melee range and dishing out a hit, it means on your next turn you need to run away. 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. They cant damage you or your allies until the end of their next turn (if they survive that long!). With a top Loss, we really want to have a decent reusable bottom ability. Now, this is far better than the Shield offered by the Feedback Loop Augment. The way it was explained to me you can use it on consumed items. A stunned monster is a peaceful monster! The 47 initiative isnt great but the card is still a solid choice. But here are some that I enjoy using. Were picking up a ranged ability that will deal 4 damage per use, but were not adding any movement. The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. To do this, youll need a mixture of high and low initiative cards. As an Amazon Associate I earn from qualifying purchases. A reusable Jump is super important to use as a squishy melee class. This build takes advantage of a couple of mechanics transferring Dooms from one monster to another and having two Dooms on a monster at any one time. A double reusable ability card with 11 initiative. On another run with this Doomstalker, Id like to try that one out. Lets take a look. I hope you have as much fun playing the Mindthief as I did! 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. As above but not as cool. Doomstalker Expose Build Guide Structure The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. Then, I added Stun. Then well be drawing double damage frequently! Ideally, remove all the negatives as much as you can to make your damage output more predictable. Ideally, we dont want to be relying on Shields at all. On top, I will also discard Frightening Curse. Want to stick around long enough in melee range to make the most of Retaliate? The worst thing about it is that we have to create it in an adjacent hex. 23 initiative is the icing on the cake for this versatile card! After you hit them, not only are they Immobilized, but they are also taking damage each turn, leaving them with less health remaining by the time they reach you. The damage value on Fearsome Blade is ok for us when enhanced by The Minds Weakness. 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. We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print decks of abilities and modifiers. You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. To avoid any items spoilers, here are the Doomstalker starting items I recommend. Thus you rarely see either build getting major use outside of a party with extreme summon synergy or absolutely no ability to take hits. Muddle will give monsters Disadvantage throughout the scenario and Poison gives you and all your allies +1 to all damage against them. Game Management It helps us to catch up with our companions when were ready for the next monster group or room. Gloomhaven Mario Ability Cards - Free download as PDF File (.pdf), Text File (.txt) or view presentation slides online. Its awesome how the additional damage points from having advantage of return add up throughout a scenario. A glorious high damage ability with other bonuses that this build loves Disarm and Create Ice. The Emperor of All Maladies: A Biography of Cancer. 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. However, during gameplay, we arent near the monsters most of the time. This card is in our hand from level 1 to level 9 and we use it a lot! We dont need dark right now, but we will do soon. With Into the Night, we have options. But its even more important with the Expose build. The Orchids are an ancient meditative race from somewhere across the Misty Sea. We drop Gnawing Horde. Unlocked by Perfect for our hit and run strategy! Your email is only used for updates and email-based ad targetting. However, we dont need to do every action on the card. We swap a Move 2 for a Move 2 and the Heal 2 is pretty weak at level 9. The calm mind of the Orchid makes the Doomstalker an excellent bow hunter. 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. Its like a health drain card. 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. 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. I also wasnt aware of the Efficient-Doom build option until Id played the class to level 9 and properly considered all the cards. They live for thousands of years and are covered in crystals that have formed on their skin during years spent in meditation. has that alredy happen? 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. Use it in the last room though, so you dont take a hit to the number of rounds you can last in a scenario by losing a card early on. 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. Keee-arr! Sure, we have chosen some different paths in few areas. They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. Solid card. They arent exactly treated well by most humans! At level 1 we can also put the level X cards into our hand. battle goals). Fantastic if paired with Inescapable Fate. They specialize in ranged damage and have a unique ability called Dooms which allows them to mark monsters to get bonuses. I wasnt that rich! We pick up loot fairly easily anyway because we scurry around the room so much we often land on loot hexes as we go! Orchid have been known to get lost in thought for years, and during this meditation, crystals will begin to slowly grow on their skins. If you are a summoner and your summons get a hit in, thats even more Curses going in. 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! We are a melee glass cannon! So its worth the loss if you want to get rich! Details of which enhancement can be placed in which enhancement slot. Personal Quest 521, Personal Quest 528, Scenario 44 Reward Very occasionally it was worth it for me to play this Doom over the top of this card, but only on scenarios swarming with shielded and high-health monsters. In two-player groups, there are fewer monsters on the board so it has less potential. 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! As an Amazon Associate I earn from qualifying purchases. 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. 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). Yes, youll still have Strengthen until the end of your next turn so itll help on your next turn after youve moved back into melee range. Perks Create an account to follow your favorite communities and start taking part in conversations. So this build is a late bloomer, but if you start playing your Doomstalker at a higher level, then you may not have to wait to try this build out! 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. Lead with the 13 initiative on Expose to get the top persistent bonus into play. Knock yourself out! The reusable ranged ability gives us a decent upper ranged option that isnt a Loss. 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. There are 8 Augments in the Mindthief deck. So far, Doomstalker is still my favorite character! The Curse ability on here would give us a use for the Dark we create from using the Loot on Into the Night. 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. Thats pretty cool. Even with the maximum number of players, all in the ideal positions, this is a +3 bonus to everyones damage this round. This is central to playing the Doomstalker because you get so many bonuses for targeting Doomed monsters. Hostile Takeover. Move 5 is always going to be useful. Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. If this ability said Target 2, rather than Push 3, Id love it! . Abilities like this in the top slot are exactly what we want to pair with the bottom Dooms or Moves. Meh. Another loss trap. [ ][ ] Add one rolling ADD TARGET card I would just say that you are to play lightning bolt Right? See myaffiliate disclosure. Lightning-fast 08 initiative meaning we can be pretty sure of going first! That 05 initiative is too good to pass over. hi, wasnt issac saying that he will release the updated cards for us poor 1st edition guys to print out? Doom action is played, discard this card. Another summon that we dont want as an Expose Doomstalker. Brain Leech aligns better with our build, so we pick that up. But oddly enough, the Dooms themselves aren't as weak as you'd expect. All other content Copyright 2019-2023 Emily at mykindofmeeple.com. 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