With this top ability we also get to create Earth and get an experience point. Manipulating obstacles is a great Cragheart ability. The low initiative of 23 is great. But the retaliate of 1 isn’t hugely powerful and it only lasts for the round. The top ability of Heaving Swing is an awesome ability for dealing a nice bit of melee damage and getting a monster off you. Board games, TTRPGs, miniatures - everything tabletop games! A heal is always useful. Last Friday was my chance to try playing Gloomhaven by myself. Can we push/pull enemies through other enemy figures? And with a base damage of 4, it can actually get through some shields. This card would be super helpful on a melee build for those times when you’re frustratingly 1 hex away from a monster. But the top ability is based on a situation that your ranged Cragheart won’t be in very often so it’s not worth it. The only time this would be great is if you used it to boost the top ability of Unstable Upheaval. The initiative is poor so pair it with a lower card if you need to, otherwise enjoy going later in the round after everything has settled. Just from the name of this card, Massive Boulder, it sounds like a great fit for a ranged build. We don’t want to put ourselves in melee range too often. It’s a shame to lose the create Earth bonus but you’d be better off with a … That makes this card a really interesting one. For our Cragheart ranged build at level 1, we have 22 abilities across our 11 cards. Two of the five level 1 create Earth abilities. So you can fling stuff to your heart’s content and manipulate the map as you go. But when you add the Curse upgrade, it becomes a Curse Tornado force to be reckoned with. So, use items to overcome that weakness. They can be pushed into hexes with traps, but doing so will not trigger the traps. This is pretty common when you enter a new room. Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven.The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game. Crushing Grasp (Creates Earth) – for Earth generation. But how often will we have the opportunity to use it? Other name ideas I had were: The Cragheart ranged build is so much fun to play. Aww man, I love the Cragheart but it is slow! Especially because it’s a loss. Or use it with Massive Boulder to throw two massive boulders instead and do adjacent damage to two groups. I’d suggest adding the +1 Range for 30 gold first enhancement, and add Poison for your second enhancement at 150 gold. Take this card. It’s a loss too and we don’t want any more of those. A Minor Stamina Potion effectively gives you an extra turn per scenario by recovering up to two of your discarded cards. Has a couple of nice bonuses if it works out for your situation. I’ve also created a guide for the locked Sun class and Triforce class. A nice area of effect ability with the ability to also heal any allies in the target area. No wonder you get an experience point for looking so epic! So you can't grant an "Attack +2" action to a summon with a "-", as that is a modifier to an undefined base, but you can grant it an "Attack 2" action, as that sets the base. In Gloomhaven, is the leading card chosen for initiative after or before monster cards are revealed. That can be the difference between a hit making it through a shield or not which becomes more and more important as you encounter higher level monsters. A great thing about this area of effect is that it doesn’t deal friendly fire to allies! So the key to gathering a lot of experience is making sure you’re setting up your turns effectively. The Savvas take great pride in their ability to master the elements and Savvas who fail are exiled. Unstable Upheaval – yes it’s melee but with a potential 18 hex area of effect. Gloomhaven Helper is the officially licensed companion application for playing the Gloomhaven board game and Forgotten Circles expansion, without losing the board game feel. The reason for this is that monsters/summons will treat traps/hazardous terrain as obstacles unless there is no other path. It makes a nice change for the Cragheart to heal an ally as a by-product rather than damage them! The earlier you can play Dirt Tornado in a room, the less chance that too many of your allies have got mixed up with the monsters and that the monster group has broken up too much. This top ability is a solid option. If there are multiple unblocked hexes, the players decide. Just think of the possibilities with the extra target. Overall Rocky End is an ok card. And an experience point each time? Certain abilities may apply conditions to their targets. We drop Heaving Swing because Brutal Momentum is an upgrade to it. 50 Money Tokens 6. © 2019-2021 Emily Sargeantson at My Kind of Meeple. Forceful Storm is another great way to pick up experience because you gain 1 point for each monster targeted. It may not sound very fast, but a move of 4 for the Cragheart is pretty good. If a figure is being pushed/pulled and there is an unblocked hex, it has to be used. In the right situations, this card is slightly better than ok. This site is still very much a work in progress. What do we choose for our final card to drop? Then it goes from dealing 7 damage across 7 hexes, to 16 damage across 8. It’s a loss so save it for later in the scenario when everyone in your party is getting close to exhaustion. Ideally, you’ll also walk past some monsters on your way and do some bonus damage too. It doesn’t fit with the ranged Cragheart we’re building. Granted, it won’t deal with elites or bosses, but having one less monster to deal with always a good plan. (Ads keep this site free!) Shame it doesn’t do any of that additional movement damage we love, but it’s still handy. The generate Earth bonus is great too. The 35 initiative is your 3rd fastest card available at level 1, so it’s useful to have in your hand for that. That leaves Massive Boulder and Rumbling Advance. While the area of effect is a melee, it’s very powerful. Then, if you want some armour, get the Ignore negative items effects perk so you can wear it without penalty. The next part is very situational though. Right now, we need more Earth so Lumbering Bash is the card for us. We also have Unstable Upheaval with the potential to deal massive melee damage to adjacent monsters. That would be a welcome addition to the deck. How about you introduce them? If the retaliating figure is pushed out of the range of its retaliate, it also does not trigger. This card makes it into our hand. Note: the icon is temporary and used in demos only for now. A Minor Healing Potion for 3 health is always helpful, especially because with your high health points you’ll be expected to take the occasional hit over squishier allies. You won’t deal the 4 damage if there’s no obstacle to destroy. A great ability for dealing decent ranged damage to multiple monsters. But is it worth it? Earth is hard to come by at level 1. And it’s a loss too. This is a character who can go to a tank and starts with 10 health. It will always help you to pick up some experience – Earth or no Earth. Plus it’s a loss. As a standalone product, Jaws of the Lion is meant to be the perfect entry point to this series of cooperative board games. Use the movement at the bottom of the card until you’re in a position in the scenario to take the loss of the top one. Even when a Savvas has mastered an element, the element is still a natural force and so may be difficult to control. You’re not a melee focussed Cragheart so this is not a hugely useful ability to you. At least at level 1 anyway. Hare is the Gloomhaven Characters list : The Brute is a part of a barbaric and race primitive. A welcome card to see at level 7. What would you say if I said you can throw two Massive Boulders instead of one? But if I want to destroy an obstacle, I’d rather do it by throwing a monster into it using Heaving Swing, dealing them damage and gain experience too. Such a useful upgrade! Creating a 2 damage trap on one turn and then pushing a monster into it on another action is a lot of effort for only 2 damage. This ability has the potential to hit 18 hexes in one turn each for 3 damage. Monster in your face? Just for fun, I thought it’d be cool to share some Cragheart name ideas. The game’s campaign—which is composed of a … A small +1 bonus to ranged damage? Take our ranged build Cragheart who draws on Earth, for example. So long as you have an obstacle adjacent to you, you can pick it up and fling it into a group of monsters and deal splash damage to everyone adjacent to it. Nice! Playing Demolitionist in Gloomhaven: Jaws of the Lion The Demolitionist is primarily a melee fighter at her base. If you need the healing and are feeling short on Earth generation then keep Rumbling Advance, otherwise drop it. If an attack effect is listed on an ability card after an attack, the target (or targets) of the attack is subject to the additional effect as well, after damage from the attack is resolved. Traps and invisibility? Every time you encounter a new group of monsters, make it your priority to send a Dirt Tornado their way. Smash the crowd with this as your first move and then run away with a bottom movement ability. Condition is "New". Useful at range for the +1 bonus, but also handy to have a decent melee ability up your sleeve especially for when there are obstacles around. It’s too situational and involves too much setting up to be worth it. This top action can really add some AoE damage to your hand. The condition remains on the figure until the requirements for removing the specific effect are met. If you are looking for something similar, you have come to the right place. It gives you an extra push hex along with stacking damage and the obstacles aren’t destroyed in the process (so you can still throw them at monsters!). But if you’re in the last room and you want to get to the treasure chest before the end of the scenario, this ability could be perfect! 9 Random Scenario Cards 10 Scenario Aid Tokens 14. Upgrading your abilities is a fantastic way to get the most from your Cragheart ranged build. For example, if (despite your best efforts) you find yourself getting hit a lot, consider taking a shield. Just pay attention to what benefits you most as a ranged build and how you can overcome the frustrations you come across when playing. We have taken all 5 ranged abilities across 5 cards. To understand the origins of this trend, we took a look at the figures. Buy yourself some Boots of Striding to help you keep up with your companions. To make the most of it, consume Earth for the extra damage and experience bonus. Rock Tunnel. At least at level 1 anyway. This ability deals 2 direct damage to everyone too. The other advantage to playing it early is that you get to make the most of Muddle early on in the scenario. Well that’s an interesting way to create an obstacle. A really useful card for our build. While, yes each card has two abilities, generally speaking, our choice of cards is based on one main ability. This post may link to online stores. It’ll only deal 2 damage to each one because the damage doesn’t stack for monsters next to multiple obstacles. And you won’t lose your card in the process. Exclusive email updates! The effect is incredible. Dirt Tornado is a great card for us. Unusual to see a Move action as a top ability. (optional) Add one -2 card and two +2 cards, Adding Jump, +1 or generate Earth to your move actions. A boulder may shatter into a few too many pieces, running through a room may damage the floor and falling rocks may not land in the right places. Bane is a new mechanic introduced in Frosthaven in an attempt to replace kill mechanics, in order to avoid OTKs and in order to balance the actions of monsters and characters (no monsters had the kill ability in Gloomhaven). The Cragheart is slow, not just in initiative, but in movement too. If multiple push or pull effects are applied with the same ability (due to attack modifier cards), you can choose to apply or not apply the push/pull from the attack modifier card (e.g. Then boost your modifier deck with the +2 Muddle and +1 Immobilize cards. Otherwise, going late in the round is kind of our thing so you just get used to it. An interesting way to get an extra couple of hits and a move. It’s still worth it. That’s a potential of 36 damage. All Products; Fluke 170 Series There is currently only some scenarios, but more will be added later on. If you click a link and buy something, I may get a commission. Only one of each condition type may be applied to any single figure at a time, however, conditions can be reapplied to refresh their duration.[2]. At level 1 it’s pretty good at weakening a bunch of monsters right from the start. We also don’t need the heal and the Wind bonus from Nature’s Lift. Another create Earth ability makes up for the slow movement of 2 on this ability. No, allies cannot be targeted at all, even if the ability isn't an attack. We’re not focussing on a healing build, but healing is useful for everyone. Granted, you can help create that situation by creating your own obstacles. The top ability of Clear the Way is worth taking this card for. For a ranged Cragheart build, healing isn’t a priority and you already have a top heal with Rumbling Advance which also generates Wind for you. You’ll generally pick up more experience when you consume Earth on your abilities. #02 | Gloomhaven. It leaves you free to focus on other things. But when you don’t have a tank, it’s absolutely essential. If you’re looking for something like this, you’ve come to the right place. Yes, please! It’s a loss card but it can help you to run away from a bunch of monsters and stop them from chasing you down. Get rid of Earthen Clod (weak ranged ability and weak heal) and Crushing Gasp (melee focus, earth generation replaced by Avalanche). I hope you have as much fun playing a ranged Cragheart as I did! Unfortunately, the bottom half adds no value. README-no-ima… So it makes sense to upgrade this with additional damage and increased range. It’s good for us to get another ranged damage ability. The bottom could be useful for dashing to get something you really want at the end of a scenario. To make the most of it, you want to make sure you have Backup Ammunition out and Earth in the room. Yes, it’s initiative 82, but you are playing the Cragheart so expect to go late! But more than that, this ability is one of only five potential create Earth abilities you have at level 1. Gloomhaven is a cooperative dungeon crawler set in a fantasy world with deep story and a very long path with top notch balance and character progression. Gained at Level 3, Clear the Way will be with you from then on. The obvious comparison card for Cataclysm is Dirt Tornado which is starting to look weak at level 6 with a maximum damage of only 2. Just to clarify, if you consume Earth, the damage is not issued twice, only once. At this stage, Crater is our weakest card. It actually makes it worth it for those times when you have to go and take a hit to protect allies with lower health. (8 if you use Backup Ammunition to add an additional target). s. The Cragheart has several cards which use phrasing like, “targets take 1 damage.” No modifier cards need to be drawn to deal the damage because it is something that just happens as a consequence of the ability being carried out. A good simple move. In this strategy tips I will focus on a couple of tips that help all characters get the most from their cards and then break down a few thoughts on … Some finishing may be required if you want them perfect. Brutal Momentum is like Heaving Swing boosted. (Is that right?) The same applies to movement. Otherwise, it’s a situation you hope not to find yourself in. But the Immobilize is a nice touch and can help for those few times we do need to step in and take a hit to protect allies. It is so much fun. An extra target for each of my ranged damage-dealing actions? This character makeup for its looks, intelligence and their size and strength. Create a rock wall and cause damage to anyone in the way! There are three versions of this document: 1. Also note that summons (or monsters) with "-" movement can still be pushed and pulled. Attack abilities will often have effects that increase their power. Note that you do need to hit a monster in at least one of the hexes to heal any allies in the targeted area. The monsters are immobilized and can’t follow you! Hi! Always consider how you position yourself: in doorways, against walls or obstacles, out of range of where enemies could move, etc. Gloomhaven Obstacles 3D Prints. The text on the card is a little ambiguous, is the 2 damage on Clear the Way ranged? Attack abilities will often have effects that increase their power. The top of Avalanche for example, but it has the ability to generate Earth on the bottom and to create obstacles. Who doesn’t want to do that?! That’s quite a large opening in the middle of a monster group. Consume Earth for a damage bonus and an extra experience too. Your combos will change from level to level as your cards change. Yeah, it has an initiative of 77, but pair it with a lower initiative card if you really want to do something quickly that turn. It’s a shame to lose the 46 initiative of this card (which is actually still quite fast for a Cragheart!). And it is! One of the reasons I love the Cragheart is that it is a versatile character to play. Are obstacles with hit points considered enemies? Learn more. Detail monster-specific conditions in FH (as per Isaac's comments in PAX). This rule applies to pushes/pulls done by monsters as well. The Push with experience bonus is nice especially if there are traps to push monsters into for additional damage. From the remaining cards, we don’t want the melee focussed abilities from Avalanche and Opposing Strike. This ability isn’t for us. 18 Character Miniatures 3. You get an Experience point for style too.The additional 2 damage is direct too, so shields will be ignored for it. I understand that if you’re in a real pickle and need to get away from monster hits that this ability would be useful. Ranged, melee, healing and even some tanking abilities allow for a lot of options. Just pay attention to what benefits you most as a top melee loss ability, really, it... Scenario by recovering up to 7 if you consume Earth on your abilities for retaliate 3, range of retaliate... The sharpest minds really great about this ability is that you can cast multiple! 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