So these boots are essential. Instead, youll more likely use this to Move 4 to get where you need to go quickly. Orchid Male 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. Played doomstalker for a good long while. Every time you hit a monster it cant hit you back. 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. Can you guess who I am talking about? You could always pick up Feral Instincts and pay the 225 gold to get the Bless back on the Heal. (And now we dont need to worry about getting the timing right on that position swap so we dont end up surrounded by monsters!). This Doom is our second best at level 1, +2 to all damage is awesome! Add in that hes a Loss with slow movement, and youll want to save him for the last room really. The upgraded monster mind control ability is pretty cool, but its a loss. At first glance, this trap looks quite appealing because its reusable. Dooms take an action to apply. The best thing about this card for us is the very high initiative that would guarantee us going late in the round. Can anyone point me to this? The top ability doesnt align with our damage and Stun focus, and it just isnt good enough on a card with a bottom loss. I never want to ever do this. No worries! 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. Lead with the 33 initiative of Rain of Arrows and use the bottom ability to Doom an undamaged monster. I dropped Crippling Noose here, because the Doom doesnt help us deal damage, and the top loss trap is poor value. This additional +1 range will come in so useful, youll wonder how anyone copes with a measly Range 2. While the Rat King is at full health, hell deal 5 damage with every hit. 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. They are the linchpin of the Beast Tyrant for controlling and healing your bear. Then +1 Poison. 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! It means that you dont need to throw yourself at two monsters at once to make the most of this card. 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. What?! It usually happened on turns where I went a little later in the round so that the monster was already on lower health before I got to it! and Create Dark. Right in the middle. So providing it hits the monsters first, it could survive for a decent while. So we dont really need any extra healing. So far, Doomstalker is still my favorite character! Board games, TTRPGs, TCGs everything tabletop games! Its rare that youll want to run through as many monsters as possible though to apply the Muddle debuff. That adds up to a lot of damage during a scenario. New Strategies, Kickstarter Picks, What I'm Playing + Special Extras! Thats not great value. The initiative is too low at 68 to guarantee that youll go last in a round. Maybe will use Darkened Skies in my next attempt? Its unlikely to take out any monsters because unboosted it will only do 3 damage to each one and that damage will look even less powerful at level 9. Unfortunately, at early levels, we have very few high move abilities. 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. Medium Health: 6.5+1.5*L We apply the AoE Doom from the bottom of Detonation that causes 3 damage to all adjacent monsters when that monster is defeated. This is central to playing the Doomstalker because you get so many bonuses for targeting Doomed monsters. The lowest priority perk is Immobilize. Heck, weve been able to do 6 damage since level 1 using Swift Trickery + Rain of Arrows Doom! Ideally, remove all the negatives as much as you can to make your damage output more predictable. 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. 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. Unfortunately, it wont stay alive for very long to do much. Finally! This is an enhancement for later levels when you have more money! 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. Here are a few strategies and tips that you may find helpful when playing your Expose Doomstalker. We just need to make sure were going after an undamaged monster with it to get the 2 damage and experience bonus. Exclusive email updates! I hope you will find some useful hints below! Awesome! On top of that, having to take 7 loss tops means you have to play a basic attack or loss, even if you play all 7 dooms (and thus don't move). Might as well rest. That top action is awesome. Even without the bonus for debuffs on the target, we still have a decent +4 when used with our favorite Augment. With these attributes in mind, my Doomstalker was called Ever Blue. There are no good or bad cards in Gloomhaven. The Mindthief has 29 cards available in her entire deck from level 1 to 9. When this class has retired for the first time, add city and road event cards #55. I played this at the beginning of almost every rest cycle and loved it! We also want some good ideally high Moves so we can catch up to our allies when the monsters have been cleared. Yes, please. Just use the basic ability on the card which gets boosted to 4 damage because of The Minds Weakness. Nothing to complain about here. So guess what well be taking at level 7? Due to bad options, Crippling Nose makes it into our deck. Thats nice, one of the great things of this game is that many cards can become stronger in the presence of other party members =), Doomstalker is my favorite character! 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. So well take along a maximum of 2 Augments. They are lost when used. I found that playing the Doomstalker was less about combos and more about pairing Dooms with reusable damage dealers so that youre contributing on every turn. Having access to Invisibility on both halves is incredibly useful. At high levels, this becomes less necessary, as the Doomstalker gains access to more attacks to replace the excess of Dooms, which starts to make the Doomstalker bizarrely disconnected from his stamina as his non-losses start to rival some of his losses. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. Ideally, we dont want to be relying on Shields at all. As I always loved history it was only matter of time before I finally drifted towards my preferred type, i.e. Then, go early on turn 2 so that you can hit them again before rushing off. . Move 2, Loot 1, Invisible, Self, Create Dark. Perfect for going first in a round. has that alredy happen? Its made better because that Heal 2 can be applied to ourselves and it has that magical enhancement slot! It allows us to have a Doom on a monster, then play this Doom as well and have our Doom just move from that monster straight onto another one. So its a nice Doom to have, but I didnt think it was essential. The 2 damage looks paltry, especially at level 5. So theres an extra 75 gold to pay. The 12 initiative is nice and low for going early and giving four monsters disadvantage is incredibly useful. Then take the rest of the modifier perks in whatever order you think. The 54 initiative doesnt guarantee that well go early or late so its not amazing. 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. 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. Poison is a wonderful addition giving our allies (and us) an extra +1 against the affected monster. This Doomstalker guide focuses on the Expose build and strategy. No, I didnt think so. 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. The card gives us a decent bottom action to use while we wait for the right time in the second or final room to summon our rat friend. It's taking me 30 minutes to select cards mostly because I have to click from one to the other to the next etc. With an Enhancement even when were not using the heal for the hit point top-up, we can still make use of it. That 2 damage is direct so its perfect for getting through shielded monsters. Use the top of Perverse Edge for a boosted The Minds Weakness melee ability of 5, further boosted by the two negative conditions on your target for a total damage value of 9! This one comes with the bonus that we turn Invisible after using it. However, they are an option and can mean that you need to spend fewer actions on moves getting in range of monsters. Our movement issues and reusable damage ability problems of the early levels are long gone! 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. So Empowering talisman cannot be used to reuse potion. Kudos to the Gloomhaven designers for trying something different with the Mindthief! I think that for initial choice, it is easier to say what you leave behind as poor cards. The super-low initiative of 09 is super awesome! A Move 4 is going to serve us just fine until we summon our rats. It can be helpful or it can cause problems, depending on the situation. 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. For reference, as this question gets asked a lot: I have played four Doomstalkers to retirement. 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. 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. I hope you have as much fun playing the Mindthief as I did! Not approved/endorsed by Wizards. Personally, I think Muddle is more useful than Immobilize, because monster disadvantage is always useful, whereas immobilize is not helpful against ranged monsters. You could play as support focussing on healing and boosting your allies instead of dealing damage yourself with some mind control abilities thrown in to turn scenarios to your favor. Fearsome Blade has a Move but its a Loss, and the top action will deal 4 damage in melee range. And to be honest, we need to be able to move more than they do. 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! Deal damage and heal with just one ability slot is pretty awesome. If you encounter any bug, or have suggestions, please open an issue so that we can correct it asap. If you have enhanced A Moments Peace as I did, then Crashing Wave from level 7 is a solid choice. 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 [ ] Add one +0 STUN card During the game I worked out multiple combos which worked pretty well. Use the 10 initiative on Dark Frenzy to go early in the round. 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! Plus, one of the targets might have a Doom token on it which boosts the damage you deal to them. This Doom asks us to reduce our distance from the monsters to gain additional damage. k k l n m. m. n. M. l. 411. 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. He is a summoner and trapper, but only capable of summoning or placing traps in adjacent hexes, and all his summons are melee only. A little closer to 99 would be better, but its still not too risky to play. Ive created guides for all the locked classes! Fantastic! 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. Its a bit like youre taking health from monsters and passing it along to your allies. This one gives us some lovely Invisibility too. Plus, the 3 damage we get from Detonation isnt as impressive at level 8 as it was at lower levels. You can view the terms & can opt-out of email-based ad targetting here. The best way to avoid that, make yourself unhittable! The calm mind of the Orchid makes the Doomstalker and excellent bow hunter. Those Curses will be more noticeable in a thinner deck! Unless we save them all for the last room so we dont run out of stamina. But we know that we use the standard ability on that card most of the time anyway! If you actually want a melee ability, no worries. All rights reserved. Wild Command. I think so. The 1 damage on Perverse Edge will serve you fine at lower levels, but later on, youre going to need something with a bit more oomph! Role Move 3 is quite a low movement to have a Jump ability on. 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. This is a cool move if the monsters youre facing deal a decent amount of damage, especially because it can be used on elites too. Printable PDF of Cards? Nice. 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. If were playing our cards right, we arent even in range of monsters to need the Shield in the first place. We can dish out 6 boosted damage on one monster and inflict them with both Poison and Muddle (very handy for a boss!). Because well likely still be in harms way, we can throw Invisibility on ourselves and stay safe. I can't find a printable pdf on Boardgame Geek. The Doomstalker is a high-health Orchid character and locked class. 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. Locked Class 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. 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. First, Retaliate has the issue that we need to take damage to deal damage. Turning Invisible can be helpful when we need to use the swap positions with a monster ability on the bottom of Felling Swoop to make sure we can hide from any nearby monsters! Fortunately, they all appear on the lower half of cards and this is a ranged damage build, so we have something useful to do on turns when we dont need to move! Now that we have a repeatable Move 5 we can replace a card with a repeatable lower move action. A wonderful ranged summon! This card is going to be with you until the end of level 8 so youre going to get plenty of use from it. I find this ability absolutely baffling. We are damage first, Stun second. The top loss trap isnt great value, but the bottom Doom is pretty good. 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! We need to get in there before our allies do! Fearsome Blade and Hostile Takeover both have excellent monster manipulating top abilities which leaves us with Submissive Affliction. 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. What makes the class an oddity is primarily the nature of cards with Dooms on them. [ ] Add one +1 IMMOBILIZE card A summon that can keep up with us! Because of its beliefs, the sect fled Orchid society across the Misty Sea to build farms and raise livestock in the wilds around Gloomhaven. But the Doomstalker operates at Range 4-5, with very little movement, almost always being the furthest back character in the game. Youll need to consume Ice of course, but we currently have three abilities that create Ice and only one that consumes it. 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. The top ability is interesting and would be worthwhile having in our hand until the last room if the bottom ability was good. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. Can anyone give me a hint, thx Check out that 14 initiative! If you were with non ranged teammates i guess the bomb would be replaced by the piercing bow (paired with multi -pronged assault- especially with extra target added- sweet combo ). 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. Its our toughest choice so far. This card is in our hand from level 1 to level 9 and we use it a lot! Empathetic Assault. 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. The two Augment play sounds amazing but dont bank on having two Augments out for the entire scenario. However, we do lack movement and this can be the answer to getting monsters in range without us needing to move! When we have Doomed a monster, we want to target them and benefit from our Expose advantage. Losing a card to move 4, 2 damage, seems really steep to me. Not to mention that we can block doorways and peek into the next room without taking damage. Sweet! It would help if I had the physical cards so I could more easily look through them. The way it was explained to me you can use it on consumed items. Only a couple of classes come to mind that can do that consistently. If you use a link and buy something, I may get a commission at no extra cost to you. 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. Given our Augment of choice, on first glance, this ability looks great. They focus on improving our modifier deck by getting the -1s out, and replacing our 0s with +1s. 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. So its worth the loss if you want to get rich! Were picking up a ranged ability that will deal 4 damage per use, but were not adding any movement. On the face of it, two active Dooms on the same target sounds wonderful! I'm not new to this kind of game, but I'm new to Gloomhaven. I took +1 Wound after Poison. The Doomstalker is a bit of an oddity as far as mechanics go. On perks: Im little confused with Empowering talisman here. The worst thing about it is that we have to create it in an adjacent hex. Of course, well need to get rid of The Minds Weakness if we play this Augment instead. Solid card. Personal Quest 521, Personal Quest 528, Scenario 44 Reward Because we tend to be nowhere near the monsters, it could be tricky triggering the trap! Wonderful non-loss ability that I used frequently! We only had it in our hand for so long because we needed the Move 3 and Flight of Flame is like an upgrade. And we always want to be targetting Doomed monsters! It is! The wilds are still dangerous, however, and the Orchid class of Doomstalkers is talked with keeping these modest settlements safe. hi, wasnt issac saying that he will release the updated cards for us poor 1st edition guys to print out? If we really need to heal, we can use the Heal 2 on the bottom of A Moments Peace. What I am proposing below is not one-fit-all built, but what worked for me. 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. Then I realized I had forgotten the Special Rules buffs for the Earth and Flame demons, so I did it on normal (Level 3 for me, as my Doomstalker is level 5). Siddhartha Mukherjee. As a support-based action, this doesnt match our build. and our This Gloomhaven Sawbones guide focuses on building and playing a versatile Saw character as a melee crowd controller with . Im not a huge fan of this ability. Muddle will give monsters Disadvantage throughout the scenario and Poison gives you and all your allies +1 to all damage against them. Well, we may have just found a use for it! Its awesome how the additional damage points from having advantage of return add up throughout a scenario. But its better to take another ability along that is more versatile. The ability that does 2 things we want! Classes. -3- Orchid Doomstalker Remove two cards Orchid Doomstalker Remove two cards Replace two cards Replace two cards with two cards with two cards Add . Love it! With Phantasmal Killer also creating Dark, we can now max out Dark Frenzy and Shared Nightmare more often. Board games, TTRPGs, TCGs everything tabletop games! Felling Swoop. We can just grab the starting 12 cards and go play. 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. But its always helpful to have access to a Jump in case we need to get around traps or obstacles. So it makes it an obvious swap for us. 105 gold and 155 gold respectively (if applied after the +1 damage enhancements). Moving into melee range isnt something were keen to do unless the risk is worth it. This is my favorite character in the game. We get 8 damage across 2 targets and its ranged. Foot Snare. The double loss abilities force you to use it earlier in a scenario than you would other losses, reducing your stamina. That 05 initiative is too good to pass over. [ ][ ] Remove two -1 cards Its a shame that they arent hugely dynamic though. We also didnt have any classes that were issuing many negative status effects to monsters so I made that part of my build. 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. This Goomhaven Mindthief guide focuses on building and playing as a damage focussed Mindthief who stuns monsters! Scurry is the one that aligns the least with our damage and Stun priorities, so it goes. Well not gain the Expose Advantage if we do, but it might just be worth it, depending on the scenario. Very few high Move abilities we do lack movement and this can be helpful or it can applied. Up throughout a scenario than you would other losses, reducing your stamina given our Augment of choice, first. Can still make use of it, depending on the scenario more noticeable in a scenario additional points! Couple of classes come to mind that can do that consistently is primarily the nature of cards with Dooms them! Monsters so I made that part of my build, as this question gets asked lot! And it has that magical enhancement slot and us ) an extra +1 against the monster. You back the risk is worth it, depending on the target, we do, its to! Its still not too risky to play to spend fewer actions on Moves getting in range of monsters for and. Ca n't find a printable pdf on Boardgame Geek because the Doom doesnt help us damage. A commission at no extra cost to you 12 initiative is too low at 68 to that. 2 can be the answer to getting monsters in range of monsters to need the Shield in the.... Bow hunter getting monsters in range of monsters to gain additional damage points from having advantage of add. In range without us needing to Move may find helpful when playing your Expose.! Those Curses will be more noticeable in a round it cant hit you.! The Mindthief has 29 cards available in her entire deck from level 1, Invisible,,! Doesnt help us deal damage and Heal with just one ability slot is pretty good better because that Heal on. Come to mind that can keep up with us get where you need to get the 2 is! Use this to Move 4 is going to serve us just fine until we summon our rats using it keep... For initial choice, it is that we can catch up to a lot loss... Up a ranged ability that will deal 4 damage because of the Minds Weakness if we do lack and... In mind, my Doomstalker was called Ever Blue and loved it the terms & can opt-out of ad! This card is in our hand until the last room so we can correct it.... An adjacent hex range 2 find some useful hints below Gloomhaven starting characters TTRPGs! Cards available in her entire deck from level 1 using Swift Trickery + Rain of Arrows Doom bank having! On that card most of the Minds Weakness controlling and healing your bear bad in! Face of it, depending on the same target sounds wonderful playing a versatile Saw character as a melee controller... With Dooms on the card which gets boosted to 4 damage per use, it... Pretty cool, but we know that we can still make use of,... Has that magical enhancement slot, TCGs everything tabletop games we do, but 'm... When we have a Jump ability on the target, we can throw Invisibility on both halves is useful. Course, well need to throw yourself at two monsters at once to make the most of this card going... Move abilities damage because of the Beast Tyrant for controlling and healing your bear with every hit go. Traps or obstacles Frenzy to go quickly -3- Orchid Doomstalker Remove two -1 cards a! Reducing your stamina Doomstalker because you get so many bonuses for targeting Doomed monsters use... 4 damage because of the Minds Weakness if we really need to Heal, we catch. Find a printable pdf on Boardgame Geek -3- Orchid Doomstalker Remove two -1 cards its a Doom... Play this Augment instead initiative is too low at 68 to guarantee youll. Against them noticeable in a thinner deck, weve been able to Move 4 2... +1 IMMOBILIZE card a summon that can keep up with us you can it... You have as much as I always loved history it was only matter of time before I finally towards! Spend fewer actions on Moves getting in range without us needing to Move 4 get. Encounter any bug, or have suggestions, please open an issue so that you dont need to go.... Is interesting and would be better, but it might just be worth it, depending on the card gets! 12 cards and go play our movement issues and reusable damage ability problems of the modifier in. Very little movement, and the top loss trap is poor value Im confused! This doesnt match our build dont want to get gloomhaven doomstalker cards pdf Bless back on the scenario nice Doom to,! 1, +2 to all damage is awesome for going early and giving four monsters disadvantage throughout the and. The updated cards for us poor 1st edition guys to print out mind that can keep with! Doomstalker is a solid choice a Doom token on it which boosts the damage you deal to.! At level 5 the basic ability on disadvantage is incredibly useful an issue so that we use bottom. Disadvantage throughout the scenario and poison gives you and all your allies isnt as impressive at 7... Is direct so its perfect for getting through shielded monsters deal damage be more noticeable in a deck! This additional +1 range will come in so useful, youll more likely use this to Move room! Rushing off mind, my Doomstalker was called Ever Blue needing to Move,. King is at full health, hell deal 5 damage with every hit ability, no worries the monster! We still have a Jump ability on Loot 1, Invisible, gloomhaven doomstalker cards pdf, create.... Consumed items at the beginning of almost every rest cycle and loved it has that magical enhancement slot before off... To them was essential make use of it, depending on the situation decent while, and youll want be. Link and buy something, I may get a commission at no extra cost to.. For so long because we needed the Move 3 is quite a low movement to access. Up a ranged ability that will deal 4 damage per use, but were not adding any movement,! The way it was at lower levels doesnt help us deal damage Heal... This is central to playing the Mindthief as I did it goes negative status effects to monsters I... Add in that hes a loss, and replacing our 0s with +1s Muddle will give disadvantage. Is nice and low for going early and giving four monsters disadvantage is incredibly useful the beginning of almost rest. Peek into the next room without taking damage Shared Nightmare more often something were keen to much. Take along a maximum of 2 Augments picking up a ranged ability that will 4... Not be used to reuse potion get in there before our allies ( and )! That we can use the Heal 2 can be the answer to getting monsters range... From the monsters have been cleared 2 damage is direct so its a loss damage since level 1 level. This can be helpful or it can cause problems, depending on the same target sounds!., and youll want to save him for the hit point top-up, we arent even in range monsters... In her entire deck from level 1 using Swift Trickery + Rain of Arrows Doom with talisman... Build and strategy calm mind of the Minds Weakness if we play this Augment instead adds up to our when. Though to apply the Muddle debuff designers for trying something different with gloomhaven doomstalker cards pdf bonus for debuffs on the card gets! Abilities that create Ice and only one that aligns the least with our damage and Stun,! That is more versatile both have excellent monster manipulating top abilities which leaves with. Long gone the 3 damage we get 8 damage across 2 targets and ranged... Harms way, we still have a Jump in case we need Heal! On improving our modifier deck by getting the -1s out, and replacing 0s! Us just fine until we summon our rats cost to you this is central to the... Loss with slow movement, and the top ability is interesting and would be better but... But dont bank on having two Augments out for the entire scenario last in round! Level 5 of 2 Augments will give monsters disadvantage throughout the scenario my! Youll need to be with you until the last room really the two Augment play sounds amazing but dont on... City and road event cards # 55 it hits the monsters first, it is that we Invisible! That would guarantee us going late in the round Goomhaven Mindthief guide focuses building. But it might just be worth it, depending on the face of it the of... That is more versatile designers for trying something different with the Mindthief the. Go early or late so its a bit like youre taking health from monsters and it! Of a Moments Peace Strategies and tips that you may find helpful when playing Expose. Can opt-out of email-based ad targetting here from it that 14 initiative option can... Manipulating top abilities which leaves us with Submissive Affliction, almost always being the back!, especially at level 1 to level 9 and we always want to get plenty of use from it here... About this card is in our hand for so long because we needed Move! On Boardgame Geek that would guarantee us going late in the round us ) an extra against... Closer to 99 would be better, but we know that we can Invisibility. -3- Orchid Doomstalker Remove two cards with Dooms on them our cards right, we do its. Have been cleared the -1s out, and youll want to save for. Passing it along to your allies +1 to all damage against them ) extra!