I talk more about this in my 9 Essential Tips New Players Must Know Video. Be very careful about always gambling on initiatives like this as it can get you into trouble. The initiative at 38 is also ok for us, even though it’s getting a bit slow. We actually have a pretty tough time getting experience so cards like this and Crater are quite helpful to allow us to level up. Once in a while this may even allow you to pin a ranged monster where they stand stopping them from attacking as well. 5 range is very helpful in hitting monsters before they can get close and if you consume earth you can use this to immobilize the monster which could potentially stop a melee monster from moving into range to attack. There is some really neat math and insights on when you play loss cards that I cover off in this Ultimate Stamina Guide video so make sure to watch it!Įarthen Clod – The top of this card is not overly powerful but it is quite useful. Using your loss cards when they are most effective is generally preferred, even though it may cost you longevity. Try to keep this card around for a decent chunk of the scenario so you can rely on that 13 initiative, however if you can hit 3+ enemies at any time with the top go ahead and use it. The bottom, another loss can be situationally powerful but really you will only use it when things go terribly and you are trying to save the life of an ally or maybe even your own. 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! 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.
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