But its even more important with the Expose build. Alternatively, Obstacle Build. But overall, were doing 3 fewer damage. A big reusable Move thats not on the opposite side of the card to a reusable damage ability. Even if were playing with allies with summons, itll probably still be ineffective. Secondly, were unlikely to be the focus of monster damage so even if we use this ability, they are not likely to hit us anyway. Single-target Ranged Attacker, Summoner, Crowd Control We do get the 6 range and forced movement though, so we could use this to choose a tough monster, or a ranged monster and push it into the face of our tanking allies, or into a trap. Were picking up a ranged ability that will deal 4 damage per use, but were not adding any movement. 90% of the time this is when the monster is defeated or you play another Doom ability. Of course, to do that, youll need to use up the loss on Mass Hysteria, and use up Phantasmal Killer too. With a hand limit of 10, you dont have a huge amount of flexibility. Given our Augment of choice, on first glance, this ability looks great. It saves us a card and an action in reapplying a Doom! Plus, we have a reusable top ability that teams up really well with Expose. I especially like thesecards sleevesand thisorganizer inserton Amazon, andthisincredible 3D 108 piece custom Gloomhaven scenery set on Etsy! Make sure you always have a Doomed target many of your attack cards adds damage based on this status; also, Expose. What we do have, however, is two bottom hit actions on Perverse Edge and Brain Leech. Yep! We finally have a decent reusable 4 damage top and a bonus damage bottom that we can use if we need to. So here we have our final deck. Because its a loss we need a decent, reusable top action that we can use pretty much anywhere. So these boots are essential. The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. Thanks for taking time to pu an informative comment! That means, we dont need to move all that often, but when we do, we want to move a decent distance. I've had a lot of requests for this one and finally managed to get it put together. On top, I will also discard Frightening Curse. 33 initiative is on the slower side for us but only because were spoiled with lots of fast card options! Its like having a 2 damage Wound on a monster, but it cant be removed through healing! Well, we may have just found a use for it! Now I am both happy wargames player and content creator who enjoys replying and possibly changing the history. Meh. The top ability doesnt align with our damage and Stun focus, and it just isnt good enough on a card with a bottom loss. 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 . Doom action is played, discard this card. (LogOut/ Whats not to love? 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. 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. If you want to move away as your second action though, we currently only have the top of Scurry that will allow us to do so. 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. The damage value on Fearsome Blade is ok for us when enhanced by The Minds Weakness. They arent exactly treated well by most humans! Gloomhaven Doomstalker Guide - YouTube Quick, succinct guide for the Doomstalker. None Contrarily, he has no bottom half losses across the entire class! 23 initiative is the icing on the cake for this versatile card! Very close! Applying the hunters mark style Dooms to monsters never got old, and I loved seeing all the little extra bits of damage add up! Its an awesome ability to have in your hand for the final room. We also didnt have any classes that were issuing many negative status effects to monsters so I made that part of my build. Losing a card to move 4, 2 damage, seems really steep to me. See Frightening Curse like a chain reaction card. Youll notice that this build starts off being a very melee damage heavy playstyle dodging in and out of range. Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. Nice guide! You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. Orchid Doomstalker If youre in a 2 player or 3 player group without any summons, its less useful. A wonderful ranged summon! You have no idea if youll go early or late in the round. Do not know yet Lighting Bolt, hope to unlock it (once we come back to our sessions after lockdown). The card that makes this build. You could always pick up Feral Instincts and pay the 225 gold to get the Bless back on the Heal. The calm mind of the Orchid makes the Doomstalker and excellent bow hunter. This one has the potential to do a little AoE direct damage but it still needs a turn to play it and a turn (and potentially another action) to trigger it. Moving into melee range isnt something were keen to do unless the risk is worth it. Naomi Klein. Dooms take an action to apply. That passion of mine urged me to express my hobby in more tangible way, thus The Boardgames Chronicle (https://theboardgameschronicle.com) blog was created. 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. There are no good or bad cards in Gloomhaven. print decks of abilities and modifiers. 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! A unique card to the Mindthief is the Augment card. For a scurrying vermling reliant on movement, it can feel like decent moves are hard to come by! The 79 initiative is a little bit risky to play if you want to go last in a round, but its not too bad. Privacy Policy. 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. The last thing you want is to be trapped behind a bunch of monsters! This Doom doesnt play nicely with our build. On perks: The Create Dark ability on this card isnt useful to us as we have nothing at level 1 that uses Dark, but the Loot 1 is useful to us at any level! But its better to take another ability along that is more versatile. Mindthief cards Fearsome Blade has a Move but its a Loss, and the top action will deal 4 damage in melee range. The worst thing about this card is the initiative. Sorry for the delay on getting this one up. 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. Manipulating the movement of monsters is always useful. Of course, well only push them away when we want to. Mega killer . Oh, no. The best way to avoid that, make yourself unhittable! It gets tough at level 7 because our cards are all useful. Because we only have a Doom on one target giving us damage bonuses, and the base damage on our abilities is actually quite low, we wont get a huge damage bonus from add target (maybe +2 or +3 on our turn providing heres another monster in range!). Great if you need healing, wasted if you dont! Putting ourselves at risk to deal 3 damage isnt worth it. Heal, put a shield up and then put yourself out of action for a turn. We can then spend our turns Moving and dealing damage, rather than reapplying Dooms. Change). This ability tempts you into Looting rather when in melee range. You will need an ally who can make sure a monster triggers it. The Expose build is the standard build for the Doomstalker, and its the build I played. If you use a link and buy something, I may get a commission at no extra cost to you. This article is a complete guide to playing a Gloomhaven Mindthief that focuses on dealing high damage and Stun to monsters. In my experience Crashing Wave curses are way stronger, as enemies share the same deck, so even if the enemy dies after 2-3 attacks, you still put 2-3 curses in your opponents deck and if it happens to be a beefy enemy, with your party attacking it too, it may lead to emptying the curse deck which, in turn, would lead to lots of missed attacks by enemies. We wont deal a huge amount of damage when we get where were going, but it can be worth it. This is a weaker, non-Loss version of Perverse Edge. It is! 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. Its nice that we can set it and forget it. Go early in the round with the 05 initiative on Cranium Overload. and scoop up an experience too. This Goomhaven Mindthief guide focuses on building and playing as a damage focussed Mindthief who stuns monsters! The average Doomstalker will probably not even notice all the above disconnects other than just a general feeling of "there are a lot of cards I don't feel like playing". At level 1 we can also put the level X cards into our hand. As I always loved history it was only matter of time before I finally drifted towards my preferred type, i.e. Felling Swoop. Pretty sweet! The top action on Domination doesnt give us that. The 54 initiative doesnt guarantee that well go early or late so its not amazing. The biggest drawback is that while you can support your summons with Dooms that give them bonuses, you only have access to one summon controlling ability and you dont get it until level 5. Every class likes to have some extra movement so you may not get these in a large group. Just use the basic ability on the card which gets boosted to 4 damage because of The Minds Weakness. In my group, the Mindthief easily scoops up experience and levels very quickly. To do this, youll need a mixture of high and low initiative cards. Perfect for running from the back of the room to our teammates when the monsters are gone. The Curse ability on here would give us a use for the Dark we create from using the Loot on Into the Night. This Doom doesnt help us deal more damage so its not really aligned with the primary focus of this build. 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. Its a nice repeatable ability for some shiny 1 experience too. Detonation. 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! Hi all. 06 - Mindthief | Solo Scenario Guide | Class Overview Exactly the kind of ability we love to see on the bottom of a card with a top loss action. Had we taken Inescapable Fate at level 5, this is the ability weve been waiting for! This card is going to be with you until the end of level 8 so youre going to get plenty of use from it. We made this website in order to play Gloomhaven during Covid-19 lockdown, without having to print decks of abilities and modifiers. Even with the maximum number of players, all in the ideal positions, this is a +3 bonus to everyones damage this round. Thats ok, but not amazing for a Loss card at level 9. If were in a real tricky situation and we need to protect ourselves, we can go invisible, et voila! 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. Ive completed a guide for each of the locked classes! Were not going to move far with a Move 2, but well at least move out of the way enough to use a ranged ability without penalty. It's just that some are better or worse for different builds. It works like a hunters mark. The trick with this ability is to keep it until the last room and go after the first monster you can reach that has a negative condition on it either from you or an ally. Because this is a melee ability, when you have The Minds Weakness in play it goes from a 3 damage to a 5 damage. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. We can get in two hits on one turn with this! Thank you! The wilds are still dangerous, however, and the Orchid class of Doomstalkers is talked with keeping these modest settlements safe. The ability that does 2 things we want! With this build, were looking for damage-focused abilities and a decent amount of reusables to balance out the Doom cards. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. 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. 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. 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! Taking damage to deal damage is not how we roll. But thats highly unlikely. 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! As for the bottom ability, well, mind control is cool, but it seems like we arent very good at it! The top ability will make you feel epic, and the Move 5 is so, so useful. If you are a summoner and your summons get a hit in, thats even more Curses going in. I first did it on Hard. It can be helpful or it can cause problems, depending on the situation. This Move 4 is good for getting your rat swarm summon to catch up if you summoned it too early and its fallen behind. Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. 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. The +2 damage for every negative condition is hugely alluring. (1986).pdf. Simple. Wizards of the Coast LLC. A solid reusable card with a decent top and bottom that we can always find a use for. Hi, As I am still waiting for the game I wanted to look through all the ability cards of the starting classes and I know I saw a link here in the forum couple of weeks back but can't find it anymore. I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. The top loss trap isnt great value, but the bottom Doom is pretty good. Combined with the top of Frightening Curse, the Doom then jumps onto the next monster and causes another Area of Effect splash when it goes. You can play it safe. If you actually want a melee ability, no worries. 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. But the Heal 2 Self is always going to come in handy especially when you enhance it. Where we are taking cards that consume Ice, we need to make sure we have enough cards to create it. As a damage build that generates Ice, youll be able to consume Ice for extra Stun actions as you level. I hope you have as much fun playing the Mindthief as I did! Given that we want to make sure our targets always have a Doom token on them, an ability that automatically moves a Doom token onto another monster when our target is removed is awesome! 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. This Gloomhaven Sawbones guide focuses on building and playing a versatile Saw character as a melee crowd controller with . The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. All classes are sorted by class number, which can be found here.. 01 - Brute | Tank Build 02 - Tinkerer 03 - Spellweaver.Alternative Build.. 04 - Scoundrel 05 - Cragheart - Standard/ranged build. Target the Doomed monster with the top of Fresh Kill to gain the +2 undamaged monster bonus. That means there are lots of bad guys around in every scenario! Unlock Events Might as well rest. Like the bottom of A Moments Peace but with an extra Move 1 and an extra 2 healing. Many believe that the increased presence of Orchids in Gloomhavenn in recent years is evidence of an approaching catastrophe. Move and hit! So the last thing we want on the bottom of the card is another Loss ability. Stamina Doomstalker play-mat CLASS 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. While our main focus will be on Ice bonuses for Stun, well keep an eye out for Dark abilities that lend themselves to our damage and Stun build. The 47 initiative isnt great but the card is still a solid choice. We dont often need healing as we keep ourselves well away from monsters so a heal 4 when a monster is done isnt really needed. The top Augment is an interesting idea, but it doesnt support our damage build. 39 means youll go in the middle of the round which doesnt play to our strengths. Great if you want to force a monster face first into a trap or move it towards a different ally. Plus, like all traps, you need to wait until its triggered to actually do anything and it comes with additional requirements to use it. Id prefer to see that 8 damage on a single target though. Unfortunately, none of the other Augments can compare to The Minds Weakness for this build. Choose your equipment in the Gear section ! I really like the Mindthief Augments, because they allow you to build the character according to how you want to play. As soon as he takes a hit, he gets weaker. Its not always going to possible to use the hit and run strategy. This Doom asks us to reduce our distance from the monsters to gain additional damage. The top ability overall is consistently useful and the bottom is best saved for the final room. Most of the time, well just be consuming Ice to make it a 6 damage but thats still pretty good for a repeatable ability. But in reality, were playing Expose as a persistent loss early in every scenario. I wasnt that rich! Its reusable so it doesnt need to work as hard as a loss trap would to justify itself. The top ability is a cracking Loss for the final room and the bottom ability is highly useful until we get there. 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. If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. Always good to see Jump on a high movement ability because we can skip through a room unimpeded! 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. Ahh, nice! Less versatile than the Boots of Striding and less necessary because we already have Jump on the bottom of Feedback Loop, but the Winged Shoes are super helpful at making the most of your movement. Cranium Overload is the winner for us. 5 damage for a loss is really expensive, even with the 5 range. During the game I worked out multiple combos which worked pretty well. 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. We get that on any card. Heres our level 1 workhorse Doom! A ranged snakey friend that can hang out with us out of monster range and deal 3 extra damage plus Poison each turn. Hi! The 82 initiative is nice and late for when we want to go last. This is an example of a typical opening sequence I used. All the cards in Gloomhaven can be considered good or bad depending on loads of factors such as: party composition, build type, and situation. The level 2 Expose card top ability gives us Advantage every turn when we target a Doomed monster. They really shine at handing out negative conditions to monsters! The Doomstalker is a bit of an oddity as far as mechanics go. We pick up loot fairly easily anyway because we scurry around the room so much we often land on loot hexes as we go! Change), You are commenting using your Twitter account. If theres a monster in our face, we can stick them in place and scoot away! The Doomstalker has the most bizarre assortment of level 1 cards, with 10 loss-doom pairings but only 3 non-loss attacks. My friends all picked their characters too. The 2 damage across to monsters is ok, especially because we may gain damage bonuses from Dooms on those monsters. 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. 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. There are 8 Augments in the Mindthief deck. The reusable Stun is great, Crate Ice is great, the 1 Experience is great. 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. 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. Thus, the summons typically take 1-2 turns to get up to the fight and his traps almost always go unused. Lets see what they have to offer! We can transfer the Doom token 3 times. The super-low initiative of 09 is super awesome! 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. No problem! The Doomstalker has so many losses and Dooms at level 1! City & Road Event Decks He never misses a shot. So they need to be worth your investment in playing them. It passes the Doom onto another monster. 38 They dont stay around very long anyway! For more upgrade ideas, check out my article15 Awesome Gloomhaven Accessories and Upgrades. The bottom ability adds a much needed damage dealer in the lower card slot and we get another Move which we also want. It means that you need to be on the ball as Mindthief because theres no room for error. I prefer to enhance only cards that stay with my until level 9 and apply the enhancements to reusable abilities so I see the benefit multiple times per scenario. [ ] Add one +1 POISON card As a summons go, the hawk wont last very long with a hp of only 3 and melee-based damage. 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When we get where were going, but not amazing for a turn Mindthief as I loved. Bonus to everyones damage this round in my group, the 1 experience before the ends... Top, I will also discard Frightening Curse Ice is great, Crate Ice is great the! To build the character according to how you want to Move all that often, but we.