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. If you enjoy Gloomhaven as much as I do, its natural to want to upgrade it to improve your gaming experience. Not only do you get to remove any normal monster instantly without even standing next to them, but you get to hit all their friends nearby too! You can view the terms & can opt-out of email-based ad targetting here. That means, we dont need to move all that often, but when we do, we want to move a decent distance. Doomstalker (Angry Face): With a healthy hand size of 12 and medium health pool the Doomstalker is a durable mercenary that is a reliable contributor to a scenario. 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. But the Doomstalker operates at Range 4-5, with very little movement, almost always being the furthest back character in the game. The Mindthief is the melee glass cannon of the Gloomhaven starting characters. Adding Jump to the Move of this makes it even cooler. The bad guys will definitely know you have arrived! After those, I took the Ignore negative scenario effects perk because I cant stand adding bad cards into my deck! Sure, we have chosen some different paths in few areas. The Push on the top does help with that though! 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. 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. Feedback Loop! mykindofmeeple.com participates in the Amazon Associates Program. Wahoo! Every Doom is a bottom half action, and the top half of every card with a bottom Doom action is a loss action. The 52 initiative isnt great either. Our chain reaction Loss combo with Detonation was fine at lower levels to get out some AoE damage. The 51 initiative is about as bad as you can get. 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. This additional +1 range will come in so useful, youll wonder how anyone copes with a measly Range 2. Doom tokens are removed according to their ability instructions. Orchid Male This Doom doesnt help us deal more damage so its not really aligned with the primary focus of this build. Thanks! Were looking for high initiative cards and low initiative cards to help us with our run and hit/hit and run strategy. Gloomhaven Beast Tyrant level 1 and X cards Gloomhaven Beast Tyrant cards level 2-5 Beast Tyrant cards level 6-9 Concentrated Rage and Patch Fur are level 1 cards that will likely stay with you right up to level 9. EmilyHi, Im Emily, the tabletop gamer behind My Kind of Meeple. Its a no-brainer to get one of these! The linchpin which holds this build together! Solid card. Fresh Kill. 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. Im here to deal damage, not get other people to do it for me! You mark your enemies with that and you just see them die rather sooner then later With Angry Face you could reach even the farthest monsters, as Doom works without range limitations, often without regard for shields and greatly complements the standard abilities of that character. Applying the hunters mark style Dooms to monsters never got old, and I loved seeing all the little extra bits of damage add up! The cards have a good mix of ranged abilities, summons, and Dooms which can deal damage, crowd control or support. Instead, I dropped Multi-Pronged Assault. I like to save this until the last room and grab whatever loot I can and get the 1 Experience before the scenario ends. 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. This +1 turns this ability into a reliable 6 damage we can do over and over again. Despite all that, the Doomstalker plays fine; his core gameplay loop of "Doom then hit; repeat every round if possible" is fun and interesting, and the abundant losses don't cause problems outside of very low levels. Remember every standard top ability is also a melee 4 for us whenever The Minds Weakness is in play. Im a big fan of this ability. I took +1 Wound after Poison. Plus, we have to wait for that damage to be realized because it only happens when a Doomed monster is defeated. 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. Youll notice that this build starts off being a very melee damage heavy playstyle dodging in and out of range. With a Move of 1, it simply cant keep up with you otherwise! Lovely jubbly. The Gloomhaven Doomstalker (aka Angry Face) is a ranger class from the unlockable classes. This is my favorite character in the game. Sorry for the delay on getting this one up. He never misses a shot.". Expose for everyone! The amount of Loot you can sweep up with a 2 hex range is pretty amazing! 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. So you need to make sure the Augment that you choose has an awesome other ability to use in the meantime. It means that you dont need to throw yourself at two monsters at once to make the most of this card. Naomi Klein. Portions of the materials used are property of Wizards of the Coast. Expose of course! We get better AoE damage than the top trap ability offers and its reusable! I love the image that comes with this ability. 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. With the stronger (+2) attack power potion and the bow that ignores shields, Redthorn would just lay waste to entire rooms of baddies, including those with shields. The best thing about this card for us is the very high initiative that would guarantee us going late in the round. The 20 initiative is just ok. Just hitting one monster for 3 damage wouldnt be very good value! You have no idea if youll go early or late in the round. An awesome ranged ability with Stun and Ice on the bottom and a hard-hitting top ability Loss for the final room. mykindofmeeple.com contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. 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! They cant damage you or your allies until the end of their next turn (if they survive that long!). Love it! Our first ranged damage ability! Now, this is far better than the Shield offered by the Feedback Loop Augment. You could play as a melee damage build dodging around on the front lines leaving monsters stunned and unable to get you back. I've had a lot of requests for this one and finally managed to get it put together. 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. No worries! This Doom doesnt play nicely with our build. This can be totally epic! In some groups, that may be exactly what you want, you may need that versatility. So I kept it a bit longer. Use the bottom of Corrupting Embrace to run through your target (and other bad guys if you can) to inflict Poison on them as you move out of melee range. A glorious high damage ability with other bonuses that this build loves Disarm and Create Ice. To do that, we need to make sure we have large Move abilities. Abilities like this in the top slot are exactly what we want to pair with the bottom Dooms or Moves. If you use a link and buy something, I may get a commission at no extra cost to you. Type I really wanted to drop Felling Swoop here! A fantastic Augment for playing a support build Mindthief. Even if were playing with an ally that has summons, their summon needs to be adjacent for us to use this. Awesome! 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. When this class has retired for the first time, add city and road event cards #55. Cranium Overload is the winner for us. You know what that means? Its awesome how the additional damage points from having advantage of return add up throughout a scenario. A core element of this class is persistent debuffing effects known as Dooms that linger on enemies while you continuously attack them from range beyond most other Gloomhaven classes . Target the Doomed monster with the top of Fresh Kill to gain the +2 undamaged monster bonus. Our lack of reusable abilities at level 1 makes this card a good choice. Every time you hit a monster it cant hit you back. One in a 2p campaign, one in a 4p campaign, and two in solo 3p campaigns. All rights reserved. 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. We dont need dark right now, but we will do soon. On perks: Not approved/endorsed by Wizards. With another build not using a persistent loss already, Inescapable Fate is a great card to pick up! If this article helped you, Id be honoured if youd say, Thanks! with a 3 coffee on Ko-fi. At level 1 this chunky boar will last 2, maybe 3 hits before its done. Accept card : Display a button to add a card from another class to your hand; Sort modifiers : Display a button to sort the first X modifiers of your . Meh. Mega killer . Yes, please. Our meat shield summon. As far as perks are concerned, my preferred ones will be: Later on you should add +1 cards (rolling) and then according to preference STUN/WOUND or IMMOBILIZE. Move 3 is quite a low movement to have a Jump ability on. Use Stun and Immobilize to prevent the closest monsters from doing any damage on their turn. Although Detonation is damage-focused and Crashing Wave is negation-focused, the benefit for the party of monsters drawing Curses is huge. 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. Finally, we can get rid of this card! Board games, TTRPGs, TCGs everything tabletop games! Otherwise, its a way to shift an ally out of the way if they are about to get squished. 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. The Retaliate isnt a good fit for our build we arent near the monsters for them to hit us in the first place. Id suggest adding Poison rather than +1 damage because it will give everyone in your party a +1 to their damage and will help everyone deal with shielded monsters. A glorious high damage ability with other bonuses that this build throw yourself at two monsters at to! Im Emily, the tabletop gamer behind my Kind of Meeple of Meeple awesome ranged ability Stun! Top ability loss for the delay on getting this one and finally managed to get.. Ability instructions if youll go early or late in the game, TCGs tabletop! A ranger class from the unlockable classes will definitely know you have arrived whatever loot I can and get 1. 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