That’ll deal an epic 7 damage. By level 8 you should be rolling some decent modifiers consistently too, so it’ll be worth even more! For example, a Scoundrel can play those 25 rounds of a Brute or MindThief if she takes 5 long rests: Long rests refresh spent items, so spent items are more useful to a Scoundrel than to a Tinkerer. What doesn't? While there was another melee class in my group, a Brute, he very rarely stayed still for very long and loved to go early in a round! Again - love the card but the cost here is crazy! The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Poison is a nice option to use on bosses with high health points to help take them down more easily. I completely agree with you on Flanking Strike. You can deal 18 damage – and that’s before you’ve drawn a decent modifier! The 90 initiative won’t help you with that though! I'd opt for +1 on the pull range. There will be occasions where you start your turn next to a monster on low health. Guides » Gloomhaven - Mindthief and Scoundrel Invisibility Guide (Useful Tips) Gloomhaven - Mindthief and Scoundrel Invisibility Guide (Useful Tips) Written by Noules / Dec 1, 2019 Taking damage is a pain. We can stay there and blend into the shadows instead. Given that we are already paying careful attention to where allies and monsters are every turn to get our bonuses, the idea of adding another unpredictable, situation-dependent bonus into that mix is not good. The Scoundrel has a hand limit of 9 cards, the smallest hand limit of all the starting characters, so we’ve not got a huge amount of cards to play with. I hope that helps. It could be great. It deals more single-target damage and has a longer range than Throwing Knives, but deals less damage overall. The Loot card is what gets us our bad reputation for kleptomania. It was developed by Flaming Fowl Studios and published by Asmodee Digital, the publisher behind … With a hand limit of 9, we need to recover cards more than any other starting class! High movement is the name of the game for us. In my group, the Brute always shoved monsters into traps before I had a chance to disarm them! You are all about positioning. They don’t really align with our build. Seriously, go check it out! Flanking Strike has served us well up till now, but it’s time for it to go. I'm trying to figure out the most optimal way of enhancing scoundrel cards. Not great for our build. From my 2P/3P experience playing Scoundrel with Visage of the Inevitable at 5, that card makes Sinister Opportunity way better. That is very irritating to draw on your low abilities and can mean you do nothing on an ability like Quick Hands or against a shielded monster. If you haven't got access to enhancements yet, I recommend you go back to your game until you eventually unlock it. I love Thief's Knack mainly due to the bottom attack, but I've been recently starting to swap it out with higher level cards so I'll probably refrain from enhancing it. It’ll be in our hand for quite a long time.

With our low damage values over a wide area Shields can mean that our weak AoEs like Crystallizing Blast just bounce right off. The Move 2 is good for a position shift but won’t help us to run out of range. It’s expensive to upgrade a card at the start of the game when you don’t have much gold. You want to fill in the gaps and boost their best abilities. It’s not going to be the initiative you lead with because it won’t guarantee you’ll go first in the round. While the existence of Gloomhaven enhancements is not a spoiler, how and when you get access to them is. © 2019-2021 Emily Sargeantson at My Kind of Meeple. That’d be the flavour text I’d write for this card! Quick Hands. Its challenges, legendary for their unforgiving nature, reward only the … Hitting any monster is enough to get it. The Scoundrel is the rogue of the Gloomhaven starting characters. Filter Slot: all. I always take the negative scenario effects Perk because I really don’t like having any negative cards added to my deck at the start! Get over here! As always, comments welcome, and hope you will … Yet one more of our characters retired and as it is customary to our Gloomhaven group, we would like to share our experiences connected to that adventurer. The Scoundrel doesn’t have the highest hit points for a melee-focused character so you can’t hit things and then stand around and hope for the best. It’s exactly what you want when you get to level 9, a card that makes all the levelling worth it! Do you regret any decisions? We already have a ranged ability. Choose your group members wisely, because in the turmoil of battle you can only rely on your wits, skills and spells to fight your way … Obviously, they change according to what cards you have available but here are some of my favourites. For a repeatable ability that’s pretty cool. Then use a low initiative card to go early on your next turn and hit a monster for double damage. It’s good to have a ranged ability for flexibility, but because our hand limit is so small and we’re looking for melee damage synergies, we just haven’t got the room for two ranged abilities. The initiative is not ideal for me. I'd go for +1 damage over any conditions here though. Open Wound. However, weak as it is, it’s always, always welcome and has saved my party members many times.I opted to swap out Daybreak. The situational top bonus makes this card unappealing. It’s a cool idea, but isn’t going to do as much damage as the top ability.

The Scoundrel is the rogue of the Gloomhaven starting characters. And if we set it up with Smoke Bomb beforehand, we can double the value to 14! If you can’t get to them, make them come to you. Swift Bow used to be a fine choice for a movement enhance but with the 2nd edition nerfs I'm really not sure about it anymore. I especially like these cards sleeves and this organizer insert on Amazon, and this incredible 3D fully painted 102 piece custom Gloomhaven scenery set on Etsy! I’ve also created a guide for the locked Sun class, Triforce class and Two Minis class. Instant monster removal ability! It’s a pretty cheap enhancement and adding Poison to the monster can give you and your party the boost you need to finish off a monster. So, realistically we’ll use this once per game on entering a room. Scooping up all the gold and treasure from the 18 hexes surrounding her is crazy. I’ve played with these character traits for the name ideas! It’s just that some will fit better with this build than others. A very small upgrade to Flanking Strike on the top and a situational Loss on the bottom. She moves quickly, hits hard and scoops up the loot. Added wound to the bottom of Thiefs Knack. Duelist’s Advance is an upgrade. How useful this ability is to you really depends on the composition of your group and your ability to get into position. It’s no Loot 2 for sure, but it is reusable. The 6 initiative basically guarantees that we can go first when we need to, the Move 6 means we can usually get into a decent position. This is exactly the same ability as the top of Flanking Strike. Having two useful repeatable abilities helps our stamina too. I’d rather have a higher Move ability on the bottom and take care of the low-level monster. A direct upgrade to Quick Hands giving us one additional move and hit. It can be useful if you’ve found yourself blocked by a wall of monsters unexpectedly, but to be honest, if you’re playing the run, hit / hit, run strategy, this won’t happen very often. Advantage on all your abilities for a round is awesome. Dashing in and out is a fun way to play. So to pull this off, it was vital that I spent one turn going late in the round, moved into position, and then used the 04 initiative on this card to go first in the next round and get the bonus damage before the Brute moved away from the monster! A big damage-dealing ability with a big range for a loss. Given the situational bonuses on several of our abilities, the Pull 2 on Smoke Bomb is surprisingly useful. We jump into the fray using one of our Moves with the Jump enhancement, smash everyone around, disarm them, then use a Stamina Potion to get this combo back! Again with you on Open Wound. Mercury Jet Drive For Sale, Don’t take Dark from an ally that’s just put in the room! I'm a bit split on Smoke Bomb since I usually try to keep it for as long as possible due to it's wonderful synergy with Visage of the Inevitable. If you haven't got access to enhancements yet, I recommend you go back to your game until you eventually unlock it. The damage dealt by Spring the Trap depends on your party’s average level and the scenario difficulty you’re playing at. It’s a great ability to have up your sleeve for bosses in the final room! Keep this card in your card pool for when you’re playing with an ally that generates Dark that they don’t want. That 11 initiative is low too so we can go early in the round. We don’t have many ranged ability options available at Level 1 but Throwing Knives is a pretty good one. However, the Poison on the bottom is nice. That is high on a single target at level 1 and will usually take them down in one go! At least that way, you do some damage to it. The +1 for all allies adjacent to the target sounds awesome, but in reality, you’ll probably have one, maybe two melee allies in your group. The ranged ability isn’t for us and the Move 4 is actually just average for us! Spend your first turn getting into position and using Smoke Bomb. mykindofmeeple.com is a participant in the Amazon Associates Program. If you click a link and buy something, I may get a commission. Every single card has to be flexible and count for us. The Move 2 isn’t amazing, but the multi-target Poison is great. I'm really torn here, I love the card, I just don't know if adding +1 attack or status effect is worth it here. And I also have a second pair of boots I wear in certain situations as well. Wounding all adjacent monsters after a move is a nice touch, but it’s not a super impressive ability for our final level. Super useful as we’re playing at close range with relatively low health and no shields. We’re also a little low on low initiative cards so you may want to swap out one or two of the higher initiatives for lower ones if you find the balance isn’t right for you. You dash into the fray, hit a monster for Poison so that your group knows which monster they need to target on their next turn. You don’t want to let a wall of monsters stop you from getting to where you need to be for your bonuses! It’s usually more useful in Gloomhaven to push a monster into a trap instead of disarming it. It's entirely free, without ads, and we hope you enjoy it. Gloomhaven digital released to Steam Early Access in July 2019.It was developed by Flaming Fowl Studios and published by Asmodee Digital, the publisher behind various … Then add two Muddle cards. Starting with removing the -2. Add One -2 Card and Two +2 Cards. A top loot is pretty cool. If there are high Shielded monsters, equip more Poison and Wound cards. Awesome! It’s the 60 initiative that I’m not crazy about. So while it’ll be epic to pull off, you’ll lose the card for it. The 1 Experience point is always a nice bonus too. In an ideal world, we’ll always use the bottom of this card and never the top. We get to loot an additional hex rather than only the one we end our turn on, but it’s not amazing. If this article helped you, I’d be honoured if you’d say, “Thanks!” with a £3 coffee on Ko-fi. The top ability can be a nice follow up to Smoke Bomb if you’ve already used Backstab, or you can’t get the bonuses from it. The 80 initiative will help us to go late in a round, and the Move 4 will be useful when we’re unable to use the top ranged ability. Level 7 is the trickiest level so far for card choice. Designer and creator of the Gloomhaven – Isaac Childres – never stops to positively surprise the community of that great game. Another ranged option. See pages 42-43. We still do a nice 4 damage and get more chances to get the Wound bonus on another turn. I’d also like to have an ability on the top that’s more useful. none +1 gold +2 gold +3 gold +4 gold +5 gold. Thief's Knack is a great card, I've farmed so much exp from it, it's a little concerning. Or you can use it first, Move to a monster, do some damage and then do some more damage or hand out some support.Super awesome for the bottom … Gloomhaven: Jaws of the Lion. Get a feel for the class and how you want to play it. It’s because a lot of her experience points are on repeatable abilities as opposed to Loss cards like the other classes. That’s not helping us with our run, hit/hit, run strategy in terms of people being in the positions we want them to be in. This is your signature non-loss ability with nice initiative and you'll not change it any time soon. Board games, TTRPGs, miniatures - everything tabletop games! Your party composition may also change before you retire your Scoundrel, so depending on the classes alongside you, you may find that you need to adapt your playstyle. To pull that off, you’ve got to be in the right place at the right time. Pull them towards you into the perfect position and finish them off all in one turn without even using a Loss. But, hey, we need the gear and enhancements more than everyone else! Another long one about your favourite sneaky looting starting character. It’s effectively a Move 3 which sometimes does up to 3 direct damage. To make sure you get all six chances to use this bonus across the scenario, you’ll need to get this card out pretty early on, and we know that isn’t good for our stamina! It’s so cool to be able to use it multiple times per scenario. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. For other upgrade ideas, check out my 15 Awesome Gloomhaven Accessories & Upgrades article. For each level, I’ll suggest a deck, however, always look at the scenario ahead of you and mix up your deck accordingly. Gloomhaven. However, the damage is low, the bottom Loss loot action is only useful in the final room, and we’re focusing on melee so we won’t be using the top action that often. If you play a Loss card before your 1st rest you can last up to 16 rounds. Strengthen to Smoke Bomb, as you mentioned. The Scoundrel is the rogue of the Gloomhaven starting characters. We won’t have that bonus until level 6, so there’s no rush for this item, but the dagger is pretty cheap. gloomhaven scoundrel enhancements. Because we need to alternate between going first and going late, the 04 initiative on Flanking Strike makes it an awesome card for our hand. Making that double attack all but a sure thing with advantage (rolling into a curse can still get you) is a killer combo. The top ability is not great, but to be honest, the Gloomhaven designers could have put anything there because it’s all about the bottom ability on this card. So it’s between Open Wound and Venom Shiv. If you have any experience with playing enhanced scoundrel cards - I'd love to hear your feedback. That will take down bosses in one hit! By using our Services or clicking I agree, you agree to our use of cookies. So we need to assess this ability assuming that it stands alone. With our Pull 2 on Smoke Bomb and our ability to control the movement of a monster for 1 with Sinister Opportunity, we can make this happen. When it comes to damage, the Scoundrel is known to be able to deal out immense damage but at an opportune moment. This has the same double damage effect that Smoke Bomb has but it’s a bottom ability. While each card is useful for both abilities, we’re often taking a card for one main ability. The top ability is too situational for me and it’s something beyond my control. This combo turns the Move 6 from Backstab into a Move 8 by adding the Move 2 from the top of Quick Hands. The ability on the top of this card is just so incredible that you’ll rarely, if ever, use this bottom ability. You can add damage or condition/curse on top action and add jump on bottom action. For this build, I looked for cards that offered: There are 28 cards in the Gloomhaven Scoundrel’s deck. The sooner in a scenario that you play a Loss ability, the more it reduces your overall stamina. For me, I went with Stick to the Shadows because there will usually be a situation where a 4 damage and a Move 2, Invisible are useful and I don’t think the Spring the Trap Loss is better than our other Loss abilities. Without the Dark and doubling bonus, Sinister Opportunity is not amazing. It should be a finisher. But we just can’t do that. None of the cards in the Scoundrel’s deck are ‘bad’. That’s a high-value at level 1 but it’ll only reach its potential against Shielded monsters and it’s a Loss. At Level 5, that’s not a huge increase to an ability. It’s a tall order but it can be done, my friends! Gloomhaven - Early Access RoadmapAbout the GameWhether you are drawn to the lands of Gloomhaven by the call of adventure or by an avid desire for gold glimmering in the dark, your fate will surely be the same.Gloomhaven, the digital adaptation of the acclaimed board game, mixes Tactical-RPG and dungeon-crawling. We’ve been waiting for it! Controlling a monster to move them is great when all the monsters have formed a wall and you can’t get through to get into the best position. You can check the source code here: Another instant monster removal ability, but when you look at it more closely, it’s not actually that powerful. It's still nice for grabbing up that extra loot on your way to the next target but at this point you're really sacrificing the few occasional coins for potential extra damage and utility. Gloomhaven mixes dungeon crawling and tabletop mechanics with tactical RPG elements.This guide will help players figure out who the best characters are. This Scoundrel guide focuses on playing like a ninja who dashes into melee range, hits monsters, ideally deals poison, then dashes out again. The 4 damage is fine, we have a 4 on Open Wound. In my first run as a Scoundrel, I really didn’t get along with the class because her effectiveness is so dependent on the position and actions of other party members. We are the ninja of the starting characters, after all. Double damage is always double damage! Add Two Rolling Push 2 Cards. I think I'll go with flanking strike! The Spellweaver is great at hitting multiple monsters at once, the Tinkerer at supporting the group and the Brute at attracting the attention of monsters. We made this website in order to play Gloomhaven during Covid-19 confinement, without having to print decks of abilities and modifiers. It means that you can go late in the round after everyone has moved. Why a Scoundrel single-target Poison build? Item List Spoiler Configuration Share. While the 62 initiative might look bad, for us, it’s not too bad. The earlier in a scenario you play a card, the greater the impact it has on your stamina. For a different Scoundrel build focussed on spreading low-level damage and debuffs across all targets, this card would be awesome. To get the best bang for your buck, you probably want to enhance mostly repeatable abilities. Having said that, if you’re heading into a scenario where everyone has Shields you may want to take this along. 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