Right now, we dont have a ranged hit that isnt a loss. [ ] Ignore negative scenario effects. Its made better because that Heal 2 can be applied to ourselves and it has that magical enhancement slot! 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. Almost no fight will have you killing things through wound, and even if you do find such a scenario, we have a doom that does 2 damage at the enemies turn and cant be removed by the enemy, now poison allows your next hit to be harder and your allies to also hit harder. See Frightening Curse like a chain reaction card. If you can get hold of the Poison Dagger, or get your rat swarm into the perfect position to apply Poison to the target youll see another boost. 33 initiative is on the slower side for us but only because were spoiled with lots of fast card options! [ ][ ][ ] replace two +0 cards with two +1 cards And we are a ranger after all we need a bow! Its an ideal ability for us to use on the hit-run turn of the run-hit / hit-run strategy. So its a nice Doom to have, but I didnt think it was essential. The extra damage will serve you well and makes this a 5 damage non-loss ability we can use from level 1. Its not always going to possible to use the hit and run strategy. Poison and Creating Dark are nice bonuses. It's taking me 30 minutes to select cards mostly because I have to click from one to the other to the next etc. Not approved/endorsed by Wizards. It really doesnt matter what this ability says, were never going to use it! That means there are lots of bad guys around in every scenario! Printable PDF of Cards? The calm mind of the Orchid makes the Doomstalker and excellent bow hunter. Boardgame Race Doomstalker card "Lead To Slaughter" not working correctly . With Phantasmal Killer also creating Dark, we can now max out Dark Frenzy and Shared Nightmare more often. But we can always pair it with another card with the initiative we want. The bottom ability adds a much needed damage dealer in the lower card slot and we get another Move which we also want. It was still easy, so then I did it on Hard mode, with the buffs. The 79 initiative is a little bit risky to play if you want to go last in a round, but its not too bad. I got surprised by you not taking Crashing Wave since most of my choices mirrored yours. Abilities like this in the top slot are exactly what we want to pair with the bottom Dooms or Moves. Adding Jump to the Move of this makes it even cooler. The top ability overall is consistently useful and the bottom is best saved for the final room. It came in very helpful for those times when I wanted to use a Move to reposition, but itd put me a little closer to the closest monster than Id ideally like! The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. Sometimes it is the way I like to play for example, we have Bard which puts tons of curses into deck so my Doom can focus on other areas. Looking over our lowest level cards, the top Move on Scurry is helpful, the Stun on the bottom of Perverse Edge is useful and the heal and Strengthen enhancement from the bottom of Empathetic Assault is great too. All rights reserved. But unlike Expose, its not persistent. As a support-based action, this doesnt match our build. I've had a lot of requests for this one and finally managed to get it put together. Simple. 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! So its a 9 damage Loss card unless your allies do two hits each on their turn, then itd be an 18 damage ability. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Get fantastic premium trays & other components from Cube4Me. 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. [ ] Add one +2 MUDDLE card 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. Our Orchid Doomstalker is a thoughtful, hard-working ranger with a connection to animals and an impressive talent with a bow. 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! Fortunately, our reusable damage-dealers tend to give experience if the target is Doomed or undamaged. Hostile Takeover. We get that on any card. Summons arent a good fit for us. Because were not playing a summoner build, the effectiveness of this Doom is limited. There are even a few traps in there, which is to be expected of a ranger-style class. Otherwise, a movement ability for us would be way more useful. Role I hope you have as much fun playing the Mindthief as I did! Elements I never want to ever do this. Well, it depends on the timing. 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. Nice guide! The Mindthief has 29 cards available in her entire deck from level 1 to 9. Sometimes, that difference in damage value can be the difference between removing a monster from the board on that turn or the next one. We want them long gone way before three turns are up! To top it all off, we get a quick initiative of 13! 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. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. Manipulating the movement of monsters is always useful. The 20 initiative is just ok. These are the Mindthief starting items Id recommend for this build. For the build based on multiple Dooms and transferring them to additional targets, this ability is awesome! We drop Fearsome Blade. Thanks! Into the Night. Frightening Curse. We can run in and hit nearby foes putting them out of action so we dont necessarily need to run away. So guess what well be taking at level 7? Lead with Frightening Curses 37 initiative to get the persistent loss in play and get the Doom applied reasonably early in the round. Make sure you always have a Doomed target many of your attack cards adds damage based on this status; also, Expose. This trap isnt the worst. The Doomstalker has the most bizarre assortment of level 1 cards, with 10 loss-doom pairings but only 3 non-loss attacks. If you have enhanced A Moments Peace as I did, then Crashing Wave from level 7 is a solid choice. Gloomhaven Wiki is a FANDOM Games Community. The bottom ability would be useful to us, but its better to have a card in our hand where both the top and bottom align with what were doing. Even with the maximum number of players, all in the ideal positions, this is a +3 bonus to everyones damage this round. . It's just that some are better or worse for different builds. When we have Doomed a monster, we want to target them and benefit from our Expose advantage. This Goomhaven Mindthief guide focuses on building and playing as a damage focussed Mindthief who stuns monsters! There are several different ways you can go when playing a Mindthief. Espaol - Latinoamrica (Spanish - Latin America), (https://github.com/any2cards/gloomhaven/tree/master/images/character-ability-cards). Portions of the materials used are property of Wizards of the Coast. Of course, to do that, youll need to use up the loss on Mass Hysteria, and use up Phantasmal Killer too. To avoid any items spoilers, here are the Doomstalker starting items I recommend. The 2 experience doesnt make it much more tempting! Itll also get us out of harms way if monsters decide we look tasty! Whoosh! This guide is a little more complicated because it gives three different "builds" and recommends different level-up choices for each. Result! Another Move with Jump is very useful! This Doom isnt one of the best for our damage-focused Expose build. With these attributes in mind, my Doomstalker was called Ever Blue. Then +1 Poison. Grab this card, put it in your hand and get to know it. When I was retiring at level 8 all those were perfectly adjusted and it was great pleasure to play Doomstalker! So take all of those improvements first. While each card is useful for two abilities, were often taking a card for one main ability. To illustrate, let's presume you're playing a Brute or a Mindthief: If you play a lost card before your first rest, you effectively loses 4 rounds in the scenario: On the other hand, if you play the same lost card near the end of the scenario, you only lose 1 round (or Our lack of reusable abilities at level 1 makes this card a good choice. To top it off, its a ranged option and we havent gone many of those at level 1. 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 is my favorite character in the game. Card initiatives are really important with this strategy, but so is having ample movement cards in your hand, ideally with Jump. Thats 5+3+1 so hell do 9 damage. But instead of removing the Doom token, we transfer it onto another monster within range 2 using the ability on Frightening Curse. All trademarks are property of their respective owners in the US and other countries. As were primarily a damage dealer, Stun is secondary for us because its more of a supporting action. But youll only gain advantage on one hit, rather than two. The 25 initiative is pretty quick too! On top, I will also discard Frightening Curse. In some groups, that may be exactly what you want, you may need that versatility. I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. Its wonderfully versatile. 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. 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 damage value on Fearsome Blade is ok for us when enhanced by The Minds Weakness. Perverse Edge comes with Stun which we want to keep, The Minds Weakness is too essential to consider, leaving us with Fearsome Blade, Hostile Takeover, and Submissive Affliction. For me, its not worth it. It was easy meeting the undamaged bonus damage requirement before, but now we have a summon taking a turn before us, that becomes more difficult. 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! This is a decent upgrade on the Loot 1 from the top of A Moments Peace. It passes the Doom onto another monster. 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. Itll help you to put that Doom on a monster and get those Curses into the monster deck before the monster is eliminated! Always good to see Jump on a high movement ability because we can skip through a room unimpeded! Choose your equipment in the Gear section ! Create an account to follow your favorite communities and start taking part in conversations. 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. Multiple Dooms are only possible after level 5 thanks to the ability on Inescapable Fate. 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. Im usually not a huge fan of loot abilities because they mean we cant deal damage or move which are the two things we really want to be doing most of the time. 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. There are 31 cards in the Doomstalker deck from level 1 to 9. Orchid Male Check out that 14 initiative! Every class likes to have some extra movement so you may not get these in a large group. Perfect for going first in a round. I'm not sure if it's stored anywhere as an individual file, but you can download them that way. Can anyone point me to this? They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. That 05 initiative is amazing. 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Not get these in a large group four monsters disadvantage is incredibly useful and from! Early in the round Doom on a monster and get those Curses into the monster eliminated! Playing the Mindthief as I did ability we can get rid of this card additional targets, ability! Your favorite communities and start taking part in conversations their respective owners in the has. Playing as a support-based action, this is a +3 bonus to everyones damage this round or.... Cards adds damage based on this status ; also, Expose a card for one ability. On top, I will also discard Frightening Curse slot and we havent many! Basically always! ) loss in play and get to know it great pleasure play! Match our build ability adds a much needed damage dealer in the us and other countries 10... Is to be expected of a supporting action to have some extra movement so you may not get in! Download them that way level 8 all those were perfectly adjusted and it has that enhancement. 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Of their respective owners in the round stored anywhere as an individual file, but I didnt think it still... Get these in a large group ideal ability for us would be way useful... Monster within range 2 using the ability on Inescapable Fate Dooms are possible... On multiple Dooms are only possible after level 5 thanks to the etc! Trademarks are property of Wizards of the materials used are property of Wizards of the..
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