![]() ![]() Remember that if you consume earth it is all counted as a melee attack, which means the bottom of Forceful Storm can be used with this and you can do insane damage! Normally I don’t like double losses like this but because of initiative 13 we absolutely have to take this card no matter what effects it has. Unstable Upheaval – The top of Unstable Upheaval can be quite a powerful level 1 loss, especially in 4 players. ![]() The initiative at 29 is our 2nd fastest at level 1 and helps us to go first when we need to, although we would definitely prefer something lower! The bottom move 2 and all adjacent allies and enemies suffer 1 damage is quite nice though and I frequently use it to soften up shielded enemies when I decide it’s beneficial to be in melee range. ![]() Rumbling Advance – 4 heal at level 1 is powerful but that power is offset somewhat by range 2 which is below average. I wouldn’t recommend using it unless you can get 3+ monsters as you have other powerful losses you would mostly prefer to play instead, but if you are pinned in a corner sometimes you will need to use this to escape. The bottom of this card isn’t great but can be useful at certain times to pull off a jump move and to do some extra damage. It is pretty easy for us to empower earth so the push can be used quite often and to nice effect, shoving monsters into traps or out of attack range. Remember: You cannot play obstacles in doorways! You can never completely block off part of the map.Īlso if you are more visual and would prefer to watch my guide on Youtube here is the videoĬrater – This top attack is pretty standard for power and range at level 1. The Cragheart is also great at messing with monster AI and targeting by placing obstacles and changing the nature of the battlefield, however placing obstacles and dealing with the Cragheart’s extremely poor initiative is going to take some skill and planning! You have a lot of playstyle options and with a hand size of 11 you have a very high level of flexibility. The Cragheart is a bit of a jack of all trades. Check out this video where I rank all 22 classes in Gloomhaven to see which tier your favorite classes fall into! The Cragheart is one of the best classes in the game from a balance perspective and from a fun perspective and is one of my most fun classes. Make sure you check it out for tons of great content! but the nice thing about Crackling Air is it makes even low damge attacks fairly beefy so it's not as burn heavy as it might appear.The perfect guide for beginners, and experienced players too, looking to dominate with the Cragheart! I’ve played Gloomhaven for 100’s of hours and I have a popular Youtube Channel with 100+ Gloomhaven strategy videos. Spellweaver + Brute with a Turn 1 low Init Brute with a high init Spellweaver Pulling out both an Aid from the Ether + Crackling Air is a pretty decent power move for a speedy turn 2/3 first room clearing.īut if you're going high burn usage Spellweaver, prepare to lose them to exhaustion at least for a while. The Brute has some really decent low init cards and with a simple starting pair of boots of striding that Leaping Charge will get you anywhere Turn 1 to already be attracting mob hate. but as a Spellweaver, you're not really hurting for a whole bunch of opportunities to generate XP. ![]() The reason why I explicitly point out brute is their Leaping Charge at L1.Īnd +2 to a whole bunch of attacks adds up for a single burn, and a decent amount of XP. but there isn't a huge synergy between them in terms of playing with elements. If you're planning on playing a Crackling Air heavy Spellweaver nuker with burn recursion, I really like Spellweaver and Brute. ![]()
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