Now instead of doing up to 14 unmodified damage when you line up the ability with Smoke Bomb, you can do 18! With this single target Poison build, it doesn’t really matter what Burning Oil has on it because we’re all about the other card on offer…. The good news is that at least we can get out of there before anything happens to us! She moves quickly, hits hard and scoops up the loot. So, the best bet is to put a Strengthen enhancement on it for 50 gold. Having two useful repeatable abilities helps our stamina too. Hi! The high initiative on Single Out is actually a good thing. If we do, we’ll become exhausted really quickly. Gloomhaven on Steam is based on the tabletop board game of the same name and mixes tactical RPG elements with dungeon crawling.Here are tips and tricks for beginners starting their adventures in the game. If you see lots of traps coming up, it may be worth taking along. 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. Thief’s Knack. We need more high initiatives so we can move into the perfect position after everyone else has taken their turn. And of course it helps your allies too, we’re not completely selfish. You are all about positioning. You can add damage or condition/curse on top action and add jump on bottom action. The Scoundrel is the rogue of the Gloomhaven starting characters. If this doesn’t bother you, move right onto the next perk.After that, it really depends on what your primary focus is within your group. Or, the Move 2 can be added to your Move 6 from Backstab for a Move 8! The first ability is such a good indicator of how the Scoundrel plays. Then take the ignore negative scenario effects perk if you haven’t already taken it. none +1 gold +2 gold +3 gold +4 gold +5 gold. Then add two Muddle cards. If you enjoy Gloomhaven as much as I do, it’s natural to want to upgrade it to improve your gaming experience. From my 2P/3P experience playing Scoundrel with Visage of the Inevitable at 5, that card makes Sinister Opportunity way better. That 90 initiative would be useful though…. This is exactly the same ability as the top of Flanking Strike. 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. This Scoundrel guide focuses on playing like a ninja who dashes into melee range, hits monsters, ideally deals poison, then dashes out again. Well, I know something that will create Dark for us – Smoke Bomb! For the core cards in our deck we’re looking for high initiative cards and low initiative cards to help us with our run and hit/hit and run strategy. The Heal 3 isn’t essential and the Poison is only single target instead of the multi-target Poison we get on Visage of the Inevitable. That’s right up our street. With Spring the Trap, you have to make sure everyone is in the perfect position to get the double damage. I hope that helps. It’s not going to be the initiative you lead with because it won’t guarantee you’ll go first in the round. Instead, to get within melee range of far away monsters, use a bottom Move action and then the top of Quick Hands to add an additional 2 Move and jab the bad guy. That’s the one that really matters. It’s far more flexible than Flintlock and we aren’t building a klepto Scoundrel. I’ve created guides for all the Gloomhaven starting characters. They don’t really align with our build. And I also have a second pair of boots I wear in certain situations as well. You know my thoughts on these by now. You’ll have Venom Shiv for the whole game so you may as well enhance this high movement. Then take Gruesome Advantage! Want to take down bosses with one hit? Filter Slot: all. There are so many cool Scoundrel combos. It’s a great ability to have up your sleeve for bosses in the final room! It’s expensive to upgrade a card at the start of the game when you don’t have much gold. Since then we’ve retired our Tinkerer, and now retired our Scoundrel as well. Especially because traps increase in strength as you level, so this could be worth up to 9 damage. Gloomhaven mixes dungeon crawling and tabletop mechanics with tactical RPG elements.This guide will help players figure out who the best characters are. Similarly, if the healing class in your group retires, you may want to take along some healing abilities and rely more on invisibility. The Scoundrel is the rogue of the Gloomhaven starting characters. 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. While the existence of Gloomhaven enhancements is not a spoiler, how and when you get access to them is. But then again, we mostly protect ourselves by not being there when monsters have their turn, so do we really need another invisibility ability when we already have Smoke Bomb? It’s not worth it. Thief's Knack is a great card, I've farmed so much exp from it, it's a little concerning. The bottom ability gives us some flexibility but the 23 initiative makes it less flexible. Everything is about positioning. 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. Plus, you can use the damage on flying creatures. I love this ability. Both are situational cards and I can see either of them working depending on your playstyle and group. That +2 is in addition to the standard +1 bonus that Poison gives. Minor spoilers ahead!! We’re picking up a Move so we can replace one of those bottom moves. Warning This page contains lore related to the Gloomhaven universe, including information that can or should be unveiled during the original campaign mode of the Gloomhaven boardgame and that could not be collapsed for editing purposes. The sweet spot is to use this on a monster that’s next to an ally and also away from the other bad guys. It’s because a lot of her experience points are on repeatable abilities as opposed to Loss cards like the other classes. Even though ranged abilities are not hugely aligned with this build, this one is worth considering. The earlier in a scenario you play a card, the greater the impact it has on your stamina. Wow! Take that boss! Press question mark to learn the rest of the keyboard shortcuts. I hope you have a lot of fun with this Scoundrel build! EmilyHi, I’m Emily, the tabletop gamer behind My Kind of Meeple. In my group, I levelled up really quickly with the Scoundrel, second only to the Brute in the party. We won’t have that bonus until level 6, so there’s no rush for this item, but the dagger is pretty cheap. See pages 42-43. Attack and jump are both fine choices here, though I'd get the latter first. Then you can carry on dishing out Poison to other monsters giving everyone bonuses on their damage against those monsters too. Instant monster removal ability! So next, remove the four +0 cards. Conveniently, there are 9 starting cards for the Scoundrel in Gloomhaven so if you’re starting at level 1 you can just take this starting hand and go. So it’s a handy one to have so long as you can set it up correctly. Lovely! This would be worth 6. Upgrade duelists advance, both top move and top attack. This ability is amazing. So we’re not going to see this bonus very often unless we have an ally who is creating Dark but doesn’t want it for themselves. I find Swift Bow a bit underwhelming for what we’re looking for. Personally, I’d rather just get bonuses to my other abilities to get through the Shields. Check your inbox to confirm your subscription! Hit the monster, Poison them, and leave them Immobilized while you run off. No Scoundrel deck would be complete without one of these. Great and reliable card, just a bit more expensive as it's level 2. Another instant monster removal ability, but when you look at it more closely, it’s not actually that powerful. Then I’d get the -1s out and then replace the final -1 with a +2. That’d be the flavour text I’d write for this card! There is an enhancement slot on the Retaliate buff though, so if we’re feeling rich we can always apply Strengthen to it to gain Advantage. 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! Use the Move 2, Poison target all monsters action to get into the middle of everyone and Poison them. You’ll need to play it reasonably early in a scenario to make sure you have four opportunities to use it. As we have some pulls / pushes it was not uncommon to trigger multiple traps with un-expecting enemies; … Mind control is not something I’d associate with a rogue, so I like to think of this ability as you tricking them to move instead. And 30 gold is pretty cheap! 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 … The goal of the this guide is to provide some guidance and options on selecting your enhancements. It’s quite situational because you need the trap and a monster within range 3, but it can happen fairly often. Gloomhaven. So we’re getting a +3 on all our hits against Poisoned bad guys. And that Poison spamming bottom ability is awesome! Pretty unlikely! gloomhaven scoundrel enhancements. Poison is a nice option to use on bosses with high health points to help take them down more easily. Flurry of Blades would be another prime candidate for a +1 move but of course with it being level 4, 105 gold might be a bit pricey here. I have some recommendations towards the end of this guide. 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. Gruesome Advantage is a straight upgrade. That 10 initiative is lovely. Do you regret any decisions? Move 5 is high enough to be useful too if we want to use the move rather than the hit. This combo turns the Move 6 from Backstab into a Move 8 by adding the Move 2 from the top of Quick Hands.
You then use the Minor Stamina Potion, to pick the combo back up, and next turn use it again against another adjacent enemy. To put it bluntly, it’s an absolute behemoth! It’ll give all our allies and ourselves a +1 to all hits and the monster will take damage at the start of each turn. It’ll only take down a normal monster but there are plenty of irritating normal bad guys. For other upgrade ideas, check out my 15 Awesome Gloomhaven Accessories & Upgrades article. 2nd action – Move – Get the heck out of there before they take their turn! Especially when they have Shields! Then use a low initiative card to go early on your next turn and hit a monster for double damage. S exactly what you want to go early in a 4 on Open Wound will give us 4 with. You flip a decent modifier is what gets us our bad reputation for.... Like there are no good or bad cards in the perfect position after everyone else is... 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