FROSTHAVEN - Geminate Class Guide!

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what's up gloomers so we have at the final starter guide for frost Haven I know I put off doing the Gemini for a while but you know it's a high complexity bug being thing uh but it is pretty cool thanks patrons for voting for this I know it was heavily requested and I did finally get around to doing it but I don't think it's ultimately that difficult to play um I know there's a lot of things that you have to do to juggle with it but ultimately once you kind of get the tempo I don't think it's that bad and um the dynamic of the different like play Styles can be appealing to many characters also the aesthetic of like shape-shifting someone I'm obviously quite fond of so if I don't think I said difficult what's the deal then well we'll dig into it I'll tell you a few builds build ideas that I've come up with if you want more glimp Haven Frost Haven guides we'll be bombarding you with a bunch of gloomhaven second edition guides starting next year and obviously we'll be finishing off the frost Haven stuff as well so if you like those be sure to subscribe and if you want to support us be sure to like and uh also join patreon and we have a Discord patreon gives you access to like early access to guides and stuff and discords we sometimes talk about Gloom Haven it's mostly [ __ ] posting but School the Gemini is a medium Health gigantic hand size or like small two hand sizes hands size yeah it's the whole point is you have a lot of cards to work with is really what it comes down to and normally I kind of just like brush over that a little bit to talk a little bit about like why they might have like a certain hand size like the blank blade has a hand size of 10 but it's fairly contingent on you playing some losses for cool effects or persistent effects so it kind of plays more like a nine but the geminet the chairman we're going to talk about the hand size a bit because it really affects how you play entirely so seven and seven and these numbers seem pretty small Until you realize like you could play three plays in one hand three plays in the other hand and then assuming no losses which is not the optimal play we're down to 13 cards left after starting the seventh or eighth round if you long rested that's just too much stamina with two hands you have a lot of room to like burn a card it's not only that but um let's say that there's a particularly annoying attack that's going to land and you've just revealed it just got revealed and you're like hey I can bail you out move forward and like you couldn't like burn a card to lose it for uh to take a hit because you will have enough cards that it's not that big a deal not only that but your loss effects although are still pretty cool are not really like ahead of the curve of like other classes like some classes have really powerful loss effects it's not really that big a deal for you to lose a card so you almost want to build that into your strategy that you can bail people out on like on the Fly just being able to lose cards more regularly not only that but you have a lot of Versatility because you have a lot of variety of actions and some of some of the like minimal like heart control hard crowd control we get in Frost Haven comes at the hands of the gem in it so being able to effectively bail out your allies with your high hand size your high versatility and being able to bring whatever it is that needs to be done you have a lot of that now you don't have everything like hi I have a bunch of cards and they can do everything you can't and obviously uh the the tool kit is narrowed into these two forms so I'm going to go over the two forms for a second but you have effectively the melee form where a lot of your melee attacks come in but you'll have other effects like there's a lot more of the The Upfront like status effects you'll get more um like stuns and disarms there's a non-loss disarmament level one on this form and you have like retaliate and you'll often be able to poison enemies in this form as well this is just a really good way to just bring enemies down and punch them um you of course have the range form which obviously has ranged attacks which is its own benefit but it has a little bit more of like healing and other stuff definitely has some jump stuff too it's some there's there's some good stuff in the form as well as uh the ability to punch out stuff as well as uh there's a lot of move forced movement and pushes and pulls as well Into My Embrace being one of my favorite of the cards in the range form but some parts of the range form are a little bit particular specifically Precision range and I'm going to talk about that like you have to have very precise range on some cards now um the thing is some people will be like hey I have this bow that says plus one range when I use it doesn't do anything if it says that you must only target enemies at range three or four you could only target enemies range three or four this goes for anything that has an attack pattern like Firefly swarm this you could drop this this little pattern and within range three or four but like let's say that you put it in range three and pull it a little close to you and now one Enemy Within ranges in range two even though you can put the pattern atop them you can still only target the enemies that arranged three or four white it's very specific so there is no benefit to increasing or downsides to decreasing range as they can only target things at that range now some people find this frustrating and that's understandable but um in general I'd like to point out that there's a little bit more I don't know reliant on the fact that your range form must shoot things at range but you do have other abilities that you can do if like you get a mobilizer what not so you've got like healing and other effects so um it's all is not lost in these scenarios plus I think the range form have some of the more powerful cards is it so uh I don't think the Precision range thing is necessarily as big a downside as it comes off outside of like you know the hand size and the Precision rage I do think burning losses is something you want to build into your strategy just in general you should be proactive in burning losses at like finding out which losses are going to have their like full effect sooner rather than later and applying those full effects sooner now I know a lot of your losses rely on elements so we'll get to like element leaching here in a second you don't have as much Elemental generation which is a bit of a problem but you have a couple ways of generating or stealing elements or bouncing elements back up until you need it but um the big thing about the Gemini is you have so much so many losses and some of them are situational but if you see like hey I can see a loss that's going to be really this is going to be a good effect for it just go for it you have 14 cards is effectively in your hand if you find a really good use for a loss that's going to put it like ahead of the curve just just do that like blow up the room have fun you have a couple ways here to steal elements or turn elements that you've already created into others or you know what not one of the cool Parts about these things is when like an enemy that's completely reliant on a specific element and you're like no this is the element I want that's pretty cool so you have a couple cards that can do that but other than that you have a lot of losses that rely on having specific elements in play and not really any way to generate them this is kind of one of your ways like changeling Boom for example which should be able to give you like light or fire and on topic of elements fire definitely if you've not gone through the cards fire is basically only usable in your range form um it has some effect on some improving some of your power but it does also improve some of your heels usually often allowing you to Target additional things or adding other effects like regenerate on top of them and ice is basically only used in your melee form which can usually be used as either to increase Shields or add other effects to stuff or even just hitting things harder and it doesn't matter both forms use light so you're going to probably be using light somewhat often just in general so that's not one that's bad to keep up anyway so using some of these cards like this to turn elements into something you need then every time you end your turn bounce like if you're like oh I needed light but I don't need this turn Just Bounce the light back up until you need it so uh there's kind of other ways you can play around with it but ultimately keep in mind that your if you want elements in order to get those bonus experience or to get the high effects of these you're going to have to come up with creative ways to get them and this could possibly be from items as well and form swapping Tempo pick a lot on one thing that's pretty critical about this class if it wasn't incredibly obvious is that you have to bring enough cards that'll allow you to swap to the other form and don't burn those cards that will allow you to effectively bail yourself out and get to the other form obviously you can long rest to get to the other form but if you have no way to like render the other hand effective at all then you're to have a problem if you like well I have to just effectively stay in this form until I like long rest and you're forcing yourself to always end in that form with no way to bounce back so you have many cards that are able to I mean again eighth out of your first 18 cards have form swaps on them be sure to not burn them so fast that once you get to like the end you're like well I have cards on my other hand and no way to get to it uh that's kind of part of the strategy we'll be talking about those once we get to the individual cards but always save one um like you can bounce like say like from melee arranged me later range you don't have to like say I'm all melee and then all range and now I'm good don't burn the cards until you like don't have another way to get out of it and last of course you've exhausted all your plays in one form and you don't have any other way to get to it in the other form but if you just go into a rest anyway you don't necessarily need to form swap on rests in the first place unless you're going for the Mastery so we're gonna get to the cards but before I do that I'm going to talk about a few builds and I know in one video some people are like hey can we show the builds like starting hands I don't generally like doing starting hands and especially not for the Gemini just because you should use the full array of cards available to you based off of your group based off of the scenario and based off of like so many factors that you should not have one hand every scenario I will say something like is a core card or like hey as you level up if this is the build you're going for pick this but that's kind of the general just so like I'm gonna talk about specifically Striker controller and later because I'm a big fan of 4th edition and I'm a nerd like that but we're going to talk about those so Striker build which is kind of like the basic damage build um this should be the default build if you're not sure how to play the to geminate a striker gives you enough of crowd control and like damage and stuff to enough that you should be pretty fine I just recommend people who um aren't sure how to play to go for this but if you want just more of a leader role we have a little bit more of like a half tank half healer for the later form we're going to be taking a little bit more defensive cards in melee form and a little bit more Healy for ranged form and then we of course have the controller which is going to be focusing much more on being able to put status effects on enemies and being able to effectively reduce their you're still going to do a decent bit of damage and area effect stuff but you're also going to be focusing a little bit more on disabling enemies disabling enemies is also pretty important because there's a lot of enemies that are super annoying in the city of disarms and stuns that can potentially make it a lot easier for a group so being able to like punch out damage while also being able to do these some people might lean towards more of a controller build this is all right we're going to start with the melee form first um mostly because the start card 151 and on we're just going to be doing them in the numerical order like I do the other videos I spam coils this is a really interesting card first off initiative 14 is a good undercut so you're going to want this for purely initiative purposes anyway for most builds but also the bottom is pretty nice because it works really well because you want defensive effects on low initiatives so initiative 14 with a shield and retaliate is really good that's that's just a good start right there so the idea is to get into position to where you're going to be fighting this enemy go before them and then you might bounce some damage back and you'll probably reduce some of your incoming damage um the bottom ends up being a pretty uh pretty strong just because first off the initiative alone but also the effects pair well with it also the loss effect on top if you do have access to eyes that actually can punch a lot of piercing damage through but even then uh attack five Pierce one a one experience is a really strong start for one of your biggest punches now your your largest punch is at level one and it takes until level three I probably look it up if it's not level three Stephanie correct me in the comments and make fun of me she's great at editing uh but no this is this is your biggest punch attack five potentially six on being able to not only that but ignore some Shields too not only that but like um given that you have a lot of like um weaker attacks it's this it's good to have one powerful attack or Shield to deal with those annoying sheltered enemies so um but also in general I personally think that if you do our fighting shielded enemies the bottom is actually pretty good tool for that as well because retaliate will bounce past that ultimately though this is something that most builds are going to take if only for the initiative and the fact that you do need to undercut stuff because initiative 14 move 2 isn't great but like Craig Hart did an initiative 13 move too for how long and it worked out great so um it's definitely a good card and the situational punch on top also really good for like bosses or if you have the way to brittle enemies this is a one good very good way to spend like hey you're going to build a bicycle let me punch them draining pincers so this is a really this is one of your core things just because of 72 is late enough on the initiative that you can kind of effectively go behind most enemies I know there's some like really annoying ones especially at like 74 but um ultimately draining pencils jump 3 switch forms jump three switch forms is just a fantastic bottom non-loss jump 3 switch forms this is going to be one of your big abilities to bail yourself out but and the cool part about this is the loss on top is very situational you're not going to want to reliably do it all the time but it is tied to a bottom that you're going to need to hold on to anyway to be able to swap forms so because of that this is pretty much a very easy must take anyway um if anything it's a core card just because of the bottom so um obviously this is something you're going to use but um keep in mind that if you are in my life form this is one good way to jump out to get yourself into ranged form because you have Precision range you can't just be like oh I was in melee form cool swap after like charging in you might put yourself into bad positions so use this as a way to back out swap to range and then go from there rather than charge in because like you'll want to jump to getting melee punch an enemy but then you end up in range form and possibly out of position the top on the other hand is an attack three in this big spiky line in front of you and if you have light you get to have advantage on all those attacks which is cool um but attack three on all of them and one experience is fine I personally am not as big of on this because I think attack three with a very specific formation is harder to do as a matter of fact you got some normal stuff on the pattern spare that can do similar things to this but um it's not a bad attack but the bottom is obviously super core and the thing is you're like well the top could potentially be situational but because it's got such a reliable bottom you can potentially hold on until that perfect moment and use this when it indeed pays off the most so it's obviously going to be a core card for the bottom alone but so another form swap but the cool part about this is um the 23 isn't great but it's usually early enough that if you compare it well pretty decently we're going to talk about the bottom for a second move three and then all attacks targeting you have disadvantage 23 is generally quick enough to undercut most of those but you have a couple other ways to get but under 23 but not by much um I I think the bottoms are generally perfectly fine disadvantage usually pays off pretty decently too so also it could potentially a way to make yourself crit immune for a round as well so that's pretty solid but the top is one of my favorites just because you have five axes that's it's not even that hard to pull off but it's um because I hate the amount of crappy attacks you have that are like the twos and threes being able to pierce three on all these um you're able to break through all these shields so even weak enemies that have um High Shields one damage could potentially be a lot but also it leaves all of them poisoned and it does also after you do this allows you to form swap the problem is usually um at this position if you're trying to surround yourself by enemies or get it next to two or three you're probably not in the position you want to be in range for so that's the only drawback but being able to hammer out a lot of like attacks and then poison everything in the area including your allies you do poison allies in the area but that's been relatively small I do think this one has um one of your uh I guess it's one of your bigger bigger impact cards I'd say um but you know bottoms Bottom's pretty solid I think ultimately I like you know icebound quills a little bit better but um brain stopped in general I find the top of hornet Stingers to be better in larger players because if you can get a poison a larger number because there's just more monsters in four player slapping poison on all of them and allowing like more players to pile on them it just pays off more so this might not be as important if you're playing like in two player for example changeling spoon I know it's very sad that though if we change the enhancement system to I mean it's not that sad but like the the fact that the top is a square and not a diamond because you could just put it please it on that and then follow it up immediately uh I know that's probably what they talked about during you know testing but alas uh the initiative 40 isn't great it's not it's not terrible but it is I would consider unreliable but um this is one of your cool cards that if you can set it up right like if we previously talked about Hornet singers if you can poison things uh the problem is with Hornet Stingers you're probably going to be swapping to the range form so you have to find a way to swap back to this just poison enemies but then um to attack two so if you're attacking us on um poisoned enemies this is two attack threes and pays off notably more however also if you're fighting against enemies of retaliate this is one way to just kill yourself so don't do that that's generally not advised um but in general I'd say that the the top of it is pretty solid you've got plenty of status effects poison enemies and then lap on them like this and you'll get the payoff is pretty good the bottom on the other hand is pretty nice because first off allows you to shape shift into the range form and it does Shuffle another blast into your deck which is great but also then for the rest of the scenario you can convert elements any at the any time you end your turn into fire or light and this is pretty strong because you have no real way to generate elements reliably so being able to convert any elements like especially if you're like allies generated a thing and they're like well I'm not using that like Cabana spare might not be using air but they might be using Javelin to generate it you could say hey I'm going to turn the air into light and I need it for um this F attack I'm going to do to get an advantage on all those attacks so boom this is one way you can do it and this lasts for the whole scenario and even then if you see like oh this enemies created ice and it's going to use it to brittle us potentially no just turn the ice into like fire light and just like give them the middle finger I'm not actually the middle finger I'm not that mean but um uh personally I think the um the bottom is actually pretty strong especially if you are going to be using some of those cards reliably that need fire or light especially once we get start cards that start adding plus one target if you have the correct element um that's it really starts to pay off more than that this is still a strong card it might not be as strong at level one then Reckless jab um so I love this um so this is an attack two which is just a default action the initiative 38 is okay but um uh specifically if you don't have wound yourself and you can add disarm and wounding yourself isn't so bad because you do have some heal selfs which we'll get to those here in a bit but uh just having the ability to potentially disarm enemies at the cost of wounding yourself isn't so bad but then you can also poison yourself um to make this an attack four so this can effectively turn into an attack four disarm non-loss and all you have to do is give yourself two status effects two status effects that you can easily just do the move to heal too which will get to that card in a second to bump both of them off the heel obviously the poison will soak up the heel but just it's pretty easy not only that but um the one we get to the items I'm going to talk about this card Amulet of life it's just one easy way to like toss on like your bad effects off like brittle poison oil and crap like just and every long rest you can get it back so um that's probably uh the whole point is is an attack for disarm and with the ability to control the ability to like get the drawbacks off is very valuable I personally think this is one of your best melee form cards just use this and knock enemies around make prevent them from attacking while you're just like you know slap them in there which is great um now the bottom is an attack four attack four on bottom is nice of course it is a loss but if you have ice or light and play you also stun the enemy so this is pretty big about like obviously we talked about changing boom being able to convert anything into light you'll be able to dim that into light and turn this attack into an Attack Force stun which is honestly pretty good for a level one I mean especially with the amount of losses you can play just being able to burst out some damage um the funny part is I actually saw and it wasn't me it was another player I was playing alongside and um we had we had this poisoned enemy and like a poison boss and we're like we need to drop this guy real fast and icebound quills and Reckless jab they use the ice for the quilts not the jab part but um just being able to do an attack seven attack four and I don't know how they got strengthened but they're strengthened or maybe that I forget but attack seven attack four the geminent was actually disabled to with two losses just drop it's a significant amount of the boss's health so bottom attacks are just valuable to begin with so um yeah but a stun built in with it as well um personally I think this one the stun is very valuable for like those enemies with like large Health pools that aren't like non-bossed enemies of large Health poles so of which um in Frost Haven you start off fighting alcocks which have increased Health pools compared to like their Inox friends so just keep that in mind especially because you start fighting them at the beginning and guess what Gemma that's a starter so might actually pay off instantly so uh food for thought there I personally think that it doesn't matter the top of the cart's worth bringing in the first place drag down uh fantastic card um you have like the thing can be rotated one way or the other way ultimately I actually think that this is one of your best attacks not only that but um attack two with immobilize on them and then you can like just move away it doesn't matter if you can get like it's very easy in my opinion to get like two enemies in this so attack two on two enemies potentially three I don't think I've gotten three extra can if I've ever done three in this anyway it doesn't matter whole point is is you can reliably immobilize enemies move away and then watch as they like hey I can't do anything because I'm immobilized and not near anything use that but not only that but allows you to this is really good to set up range because you can say hey I'm going to mobilize you I'm going to back out so now I'm in range form but you're immobilized over there so now I can help you with range attacks on the next turn uh works really well probably one of the core cards you're going to be bringing for a while the initiative 34 is not great but you can play around that uh I'm not a big fan of most of the geminet's cards initiatives but they have a cute like I spout quills is obviously really strong so it's pretty random but this one probably is too good to have a great initiative anyway on the other hand the bottom is a jump four oh it's a loss but then disarm two enemies next to you uh that's so good um you get an experience too but all the losses I think have one experience built into them potentially too if you have the right elements But ultimately jump for disarm it's really good it's a really good way to like have immediate impact to say like hey I'm going to get into melee and I've I've prepared for this before but then like realized oh the enemies aren't attacking and just use a move too you can kind of like bail out get closer but if you can see like these enemies this room's gonna be annoying jump in soften up like to stop two attacks while still being able to bring your uh top um card as well that this is a really good it's a really good situational bottom that can pay off a lot tied to a top that you're going to reliably want to bring anyway which makes it a really good card horn beetle carapa so um initiative 20 is good um move one Shield oneself or Shield two self is the bottom if you have ice you Shield yourself and hey experience on a non-moss card that's pretty great so it's more likely to move one Shield oneself but when you do a vice it's nice to have that Shield too if you are going for more of a like later controller kind of thing the bottom of this is actually pretty strong however the top is very strong for uh damage it just says I know like I don't like the icons not gonna lie it's just not that cool but the um uh for the next four attacks in melee form through those four attacks get plus one but they're plus two in ranged form so if you do reliably do this with like an AOE you can like turn like I'm gonna attack these three guys with attack three it's like attack these three of tech five it comes notably different so yeah and you get two experience from this as well so I personally think that this is a very easy card to pick um it's on average will add up to about eight damage but it's still pretty strong as is the initiative is good enough to if you don't want to burst out the damage instantly you can use the bottom to effectively set yourself up to have a little bit of damage reduction or you can play around the initiative ultimately though this is um this is pretty this is a pretty solid card in my opinion so um I I'd consider it one of the mandatory cards for whatever build because it doesn't matter which style of play you're going for one half of the card brings something in eight plus it's got a good initiative flowing tentrals I know the first time I saw this I was like what's going on you have to model all your allies in the area which isn't that bad but it's kind of annoying but it is on a weak attack one uh the cool part about flailing tendrils is of course that lovely initiative 12. which we like that's great I know when I was complaining about a bunch of things the Gemini just has so many cards that you can [ __ ] about some initiatives and then say this is really good um but it is only a weak Attack One muddle on all enemies in the area that's a very weird area and it's kind of hard to set up with light it's a tech too um not as big a fan of this uh but yeah I I mean although I like the initiative it's hard to use the top um it does get notably better with the light generation so if you have an ally who can help you with that or if you have like changed the balloons to get that into play obviously that's one way because changing attack ones to two is pretty significant but it's like a lot that requires a bit of setup for like something with a drawback that's not necessarily that great and then the bottom is a loss but you wound all all enemies in the range too all allies within range two and it does give you fire which is great but like obviously you have to use fire in your um ranged form and this is a melee form card so you have to pair it with another swap to do swap to the range form this round while also setting up these wounds which you could potentially wound your allies in the end I've played this card a couple times and I um I just don't bring it anymore um it has a TS has obviously wound is useful against enemies that do like if you do like fight living Spirits for example this is very effective against them or flame you know flame demons so it has its uses but just be wary that this is probably not going to necessarily be the um the best card the only really great things going for it is the initiative Feeding Frenzy so um interesting card um the loot is I mean actually I swear I might I need to like check early versions I swear the first one had the loot and then the damage which I thought was like really dumb anyway the bottom at least is like damage everything next to you and then loot which is fine but like it's hard to like want a bottom load I don't I'm not a fan of bottomless but like bottom Loops that also have like hurting your allies built into them I guess if like if you have enemies that are like at one Health you can kill them and loot them instantly like it's a situational but 62 is not very reliable to trigger that and you have a persistent effect that does give you light and experience but uh whenever you kill an enemy during your turn you can either choose to switch forms or ignore the switch forms on things now um that can be useful if you want to go for the Mastery But ultimately I've just found that it's easier to just kind of play the class using your normal form switches um this certainly has some effects obviously if you do need to like there's some scenarios where it says like you need to loot this item and the this can't be looted with end of turn loading obviously this is the card to bring because you do have um it's one of your only loot cards or is it your only loot card edit and post is it the only loot card um but no um I don't think the top effect like you can potentially control what form you're in based off of killing enemies is necessarily worth it and I think the Bottom's perfectly um I think it's perfectly fine uh the Bottom's fine the top is hard to use and I'm not a big fan all right we're gonna get into the range form now and I've been talking for a long time um selfless offering um heal three range three um this is a very basic level one action except for one very specific two very specific things number one this can only target an ally like this is if this was heal 3 range three that was it that would be a little bit stronger but it can only target allies boom however you can consume fire to also give those allies regen and uh not gonna lie I think richen's pretty strong especially if you like you know with a bone shaper who might be hurting themselves a lot you could potentially get a little bit more mileage out of it so personally I think this is a really strong the initiative 27 is fine but um I I think that's the effect on it is perfectly fine also it's experience on a non-loss card so I'm giving the Gemini kind of struggles with experience and unless cards if you have fire you can kind of turn this into playing a little bit more of a support role here um move three and shift to melee form is still pretty strong at this level but um keep in mind also by the way there's some like really annoying status effects and some effects like you know Frozen corpses that'll move forward and like immobilize and brittle that regenerate can often like knock off effects like that so just keep in mind it personally this is a pretty good card but um I I just keep in mind it's definitely more of a it's not going to be the thing for every group but even then the bottom is going to be useful for a Gemini anyway if you're not really into the whole healing bit into My Embrace initiative 36 honestly the initiative could be anything love this card attack three at range three or four specifically and then pull them two now there's a lot of really annoying stuff in Frost Haven there's ice spikes that do damage there's a lot of traps and stuff there's enemies that create traps obviously Glenn Haven had those as well but needing a ranged pull is just a really good tool anyway but not only that but it's an attack three at range that also pulls really good card um but the cool part is the Thematic bit of like hey I'm gonna take you at range pull them now you're in melee but now I'm going to swap form to the melee form it just sets itself up so well so this is definitely one of the cards you're going to be bringing if only because there is that big payoff for um either like the Synergy between melee going into ranged or range form going into melee and or being able to scroll with whatever's on the map and make the enemies suffer those rather than trying to deal with it yourself the bottom on the other hand is a nice heel for self that also regenerates herself I know it's a loss but this is a really a nice heel and also if you do have fire or lights you can also strengthen yourself as well this is a bottom strengthen so you can pair this with of course a top of thing like we're going to talk about what Firefly form here in a second where if you are able to um strengthen yourself as part of it you can do a lot more damage I know there's like a lot of uh actions well there's a lot of losses if you're kind of horn a beetle carapace and Into My Embrace and then Firefly that's like three losses yeah and that puts you down to 11 if you burn three losses so calm down but that's a lot of damage that would be with that specific combo that'd be what three attack Fox was an advantage that's not bad um but ultimately though it's a very very reliable top and then the bottom is something you put can potentially use as an oh crap button everyone brings this card speaking of firefly swarm here it is um initiative 76 good enough to go late move forward um if it wasn't pretty obvious for my other guys especially on Gemini who has some kind of interestingly tuned cards a very boring move for is kind of a refreshing change of pace but also I love move fours that are late or early so the fact that this move 4 is at least 76 I would have like maybe 86 but you know can't have everything but also it's a really strong AOE because it's an attack 3 on everything but if you have fire it's an attack four on everything in this little um triangle formation the enemies must be three or four away so you can't have enemies that are like two away but or put this like at Range four and then not get enemies at five it's very specific but even then it's still pretty strong you get one or two experience if you had fire that's a very strong AOE that's I don't think it's that hard to use and it's tied to a bottom of the move four basically most builts are going to be bringing this Scarab flight initiative 30 which is fine but it does give you another forced move ability at range which is pretty nice the whole thing is that line This usually what ends up people acting at this is what I've heard people ask more questions about because they think you can place the line at range free four and then do a bunch of attack tees in it but you create a template and then attack all enemies that are at range three or four within that template which is kind of annoying to use but hey this could be worse but it's a potentially a couple of attack twos I mean it could be three attack twos but that's hard to do but this does at least allow you to like knock enemies away potential into hazards or traps or if you need them into formations such as you know the fire fireflies form that we just previously talked about though so um it's it's pretty solid but the bottom is definitely the more tanky version of it where it's um a you'll get Shield one on the next four attacks against you unless you're in melee form let's just Shield two combined with stuff like icebound quills you can potentially like Shield three retaliate one yourself which is pretty strong so um uh it definitely has its uses but you clearly have to like put this into range form swap to melee to be able to get the best use out of it personally I think the um it's definitely conditional it's something that's probably a bit more rotational but if you are going for more of those aoes and need to knock enemies into specific paths this is one way you can do it mine Spike initiative initiating is good um so the bottom is pretty cool it is a ranged attack a range hey it's a ranged bottom attack that's what we want okay so attack two at range three or four and swap form which is great tattoo range three four swap form wonderful uh the top on the other hand is also like first off um if you do like let's say you swapped from melee form to range form and now you have this or like let's say you're using this as an opener um this is pretty strong this is however I do think the general thing is um it doesn't allow you to reposition yourself very well because you're gonna you're gonna swap to melee form with this um and uh you don't have a bottom to potentially move in a position but maybe you're going early enough with that initiate teen that um that that's going to potentially pay off a little bit more like I'm going to blast them at range now I'm swapping the melee form and it doesn't matter because they're going to get closer so hopefully that's the payoff in general I don't like the the anti-synergy of some of the cards like into my Embraces really well but this one's kind of like the opposite of that where you can't move into position and get this but it is a non-loss bottom ranged attack so hard to complain about that mind Spike on the other hand pick three enemies or four if you have light and a mobilize them um this is really good for hard crowd control especially if you're fighting enemies that are basically strictly melee attacking and then all enemies that you did this way just suffer one damage so you can immobilize enemies and make them suffer one which is perfectly fine it's also pretty strong against enemies of Shield that are kind of annoying like that but I think a lot of like really annoying shielded enemies also have ranged attacks so it ends up being a little bit worse there but you still have some things like you know Frozen corpses which can be really annoying but they're um Can Say Hey I know you've been taking a couple turns to get to us but now you you three are immobilized you're gonna suffer one damage and ignore through one Shield which is pretty great so uh it has two says it's a conditional top and tying to a bottom that's really reliable so it's a good card harvest the essence kind of like a swap of changeling spoon where um it does it does Ward yourself and it says every time you end your turns you can consume any element to turn it into light or ice this is another card that you can use to get light but this one also gives you ice which is only usable in melee form but it does swap you into melee form when you do this so that's a thing um I tend to like changing Boone a little bit better mostly because I lean more on the fire expending things but some of the ice expanding things are still really strong too especially if you are like getting more of a leader build so um that's still a pretty decent card the bottom on the other hand is super useful so I know I was like felt like it might be a little bit down on the card but it doesn't matter because the bottom heel move to heal to yourself everyone was talking about how like well empathetic assault on the Mind Thief is too strong like yeah honestly move to heal two is a really good vile assault from The Drifter as well and not only that but it's um but given that you have some heels that are like allies only you don't have a lot of self-heal that are not tied to losses so bring this hail of thorns so um initi88 is very late I like that on the bottoms of move three with no other effect which is boring but you can burn light to wound in adjacent enemy after that um with no experience but just like turning light in something that's hard to get and to wound is something I'm not super sold on it's it's not bad that I'm not I'm not a big fan of this but on the other hand I do like the top the top is a attack two on everything within range too not even Precision range this is just a tattoo on everything within range two and then also muddle all those enemies give yourself ice without having to leech it at the cost of muddling your allies that were in range too this is definitely one of your better like door kickers obviously Into My Embrace is your best breaching tactic because being able to like hey I'm going into this next room you you're coming to the door and now it's a little bit blocked and you can kind of like pick your battles there but hail of thorns is another way to potentially like go very late after like some someone kicked into the room use one of your long moves like um you know Firefly swarm and then move in there blow up everything then use um swap to um pick one of your early initiative cards and because it's kind of like double tap there um personally I think that's one of the stronger things but um uh yeah I'm it's it's a potentially an okay card especially if you're fighting those there's some like really annoying enemies like uh snow amps and um I guess black hymps too but uh like lightning eels and stuff or you can AOE large groups of them and this is just one way to deal with them also the lightning eels are stupid uh Sun attack um just being able to get them out of the way is potentially really useful but um if you do need an AOE this is kind of your thing so bring those to scenarios bring this obviously to those scenarios smoldering hatred I remember the first version of this it's changed it used to be notably better because I think it was like plus one target unless I'm remembering it wrong I probably am but um it's an attack too at Range four five which obviously sucks so you have gonna have to like dunk some status effects on yourself muddle self which happens sadly instantly you can turn this into an attack four and curse self you can turn this into two attack fours provided the enemies are next to each other or two attack twos if you don't want to muddle yourself but um what you can do is put at the cost of modeling and cursing yourself you could get two ranged attack fours on an unless card so this still has some value there the the fact that this one at least gets you potentially two like good multi-attack not lost stuff is still a pretty strong car at the initiative 32 is fine um but two two attack fours is really strong I know it's muddle and curse but the cool part that you can do to mitigate this is to potentially on the next round uh focus a little bit more on like healing or defensive things to um mitigate the fact that or maybe I don't know kill the enemies but um modeling them is obviously going to be a little bit of a problem you can potentially bring some of the starting items like a spy class or something to counteract the model but I personally would break spy class because that takes the same slot as like Amulet of life but it's still a pretty strong card bottom is a little bit more weird um it's good for like the fact that you're in ranged form like immobilized enemies and jump out but um it requires a very specific setup like enemies have to have moved near you and then you go early enough that you can immobilize them to reduce the threat and then jump away so you can use some attack I don't know um it always sounds like on paper it sounds like this will be really good but then uh and it hasn't played out for me maybe I'm just bad but um I don't think it's super impressive there the Top's still usable though and reshape the guys because reshaping guys is pretty fun this is the better loot guard I know you're talking I was gonna say I thought there was a second one um this is your better loot card loot rich on self um not only that but the the regen itself is just really good if you do have like wound and poison from like Reckless jab this is one way to um getting that also it does like it's the opposite of what fading Frenzy yeah yeah it's the opposite of feeding frenzy because free feeding frenzies on the the have it hasn't flipped too um but top top Loops are notably better because you can move into position and then scoop some stuff up and you know the regen itself pays off pretty well in my opinion and the bottom persistent kind of allows you to have more control when you short rest first off it says that when you short run normally when you play the geminent you can only choose which form you leave uh long rests in and so uh and if you have to short rest you have to continue in the form you're in but if you have reshaped the guys on a short rest you can choose to swap forms and on the short rest you can actually choose instead of shuffling all your cards randomly you can choose to pick which card it is and then it also gives you light and one experience I personally think that Feeding Frenzy is harder to use and I personally think that this is my much a much better toolkit because I'm not a much better addition to your tool kit because since you have like 14 cars to work with um being able to like pick the one you lose during short rest also means that if you do have to shortlist you don't have to um like you don't have to lose a card that you didn't want to lose like let's say you have like lose Into My Embrace and you're like I want to reshuffle this but I could potentially like lose one of my other cards that I've been like saving no you don't need to worry about that you can control which cards you want to lose the one that's least impactful of the scenario or the one like well I don't need this anymore Etc and not only that but it also allows you to convert short rusts into being able to form Swap this also kind of makes the masteries a little bit easier to get I personally think reshape the guys is um one of those potential ways because usually when it comes to the the Gemini asteries it's resting there or like actions around resting or losing cards during rest that ends up making the class the mastering is harder to get so personally I'm a big fan of shaping guys unlike a Feeding Frenzy so those are the first 18 cards that you have to deal with and I know that that's a lot so for the level one starting like core cards that you're going to want to use at least at least a level one and leveling up um I do think in general Reckless jab for the melee form is going to be a core card it just does too much damage as hard crowd control and you can undo the downside for it um horn beetle carapace just does too much damage for your range form that I think I consider it mandatory and to drag down and draining pincers for the um either for forms for very easy form shifting as well as her other purposes but just for form control those two are the way to go for range form into My Embrace is your one of your core cards that you're going to be bringing for a long time Firefly swarm is a very usable like non-loss move for as well as a tie to a good bottom and you have selfless offering and mind Spike the Mind spikes bottom attack at range is too good and selfless offering gives you um form Swap and um healing which you need as well but I'd also for the melee form consider ice bound quills until you have another form another initiative undercut for it range form you don't really have any undercut except for flailing tendrils which is uh not a great card to pick anyway but like it's still usable but I spent goals as one of your undercuts so um consider bringing cards to make sure you have enough ability to um when needed to go before the enemies when they do so just food for thought there but I think those eight cards are probably the core but nine if you include ice bound quills so um we're gonna leave it there and let's get into the level two cards I picked that though no matter what build it is these are things you're going to need to bring just for their utility and the other cards are going to build up depending on your play style and obviously a level two and higher you're going to be picking different cards depending on your play style and I'll let you know which builds should pick what but um personally I'm a big fan of you know the striker build so we're going to be defaulting on that but uh let's just get into the level two cards we have venomous barbs um retaliate two at range two obviously pretty cool range retaliates are obviously better than melee you can get close and at least the range enemies will back up or the melee anime is old you know still attack you at melee obviously you get oh you also get one experience for every time you retaliate this round so this is one way to get a handful of uh experience but the cool part about this is you can pair the initiative 17 obviously works really well with a retaliate but you can pair this with some of your Shields or get like scarabs light and play to like well and melee form to reduce your incoming damage potentially ice bound quills and stack this up a bunch but obviously you can also disarm yourself if you disarm yourself instead of a retaliate to a range to it's retaliate three range three which becomes pretty significant um this is a very high impact loss I personally think you can pair it up with like a defensive turn help save your friends potentially like with like your Shield effects can reduce a lot of incoming damage while bouncing a lot back I personally then think that this is one of the better losses you can kind of play around but even then if it is a loss the bottom is something that's really strong it's a it's just a bottom attack but a bottom attack too with poison built in and on a good initiative too so um obviously I'm pretty high on venomous barbs it doesn't mean that you can like pair like um this works really well with for example changelung spoon where you can attack two poison on bottom go early usually before enemies go then attack three attack three effectively your average damage at this point is without on a basic modifier attack eight damage going at initiative 17 which is really strong so personally um Venom's barbs is obviously a winner and this is just a pretty strong card but not only that but since you do have a lot of like multi-attacks or things like that obviously they'll change a little bit in the combo right there but um it's just a really good card um it just pairs really well with itself I don't want to seem like I'm down on Locust host because like Locust house is fine but um anyway we're gonna get into that card uh initiative 23 um it's a loss on top but it's uh you can attack up to five hexes the and the enemies can be arranged too this time which is nice but and attack all enemies at range two or three within this five hex pattern and that's pretty great but you can curse yourself and potentially do a gigantic line which is I don't know it's hard to set that up but it's possible but you do get to experience for it to experience for a loss pretty great but the bottom is move one and then push all enemies that are exactly two away boom this is very good just like getting enemies into range to be able to attack them get them into formations or knock them into potentially obstacles that said um uh the pushing effect can have some pretty cool effects but um the AOE there is just I'm I found Locust has notably more um situational than say using that on the Sparks which is pretty easy to use I know that there's like a disarm on the loss but the top is the bottom is really good and the top has I think some pretty good effects so I generally consider all geminent builds to go for venomous barbs but um if you are going for more like you know the controller or leader builds I don't necessarily think that the push effect is bad or that the AOE effect is off but I do think that that's something you can play around with but um if you're really concerned like I'm not sure which one's better or how to use it venomous barbs is very easy to play and although the payoff for um uh Locust host can potentially be significant I think it requires a little bit more thought and you have to like have enemies specifically at specific ranges and then a little bit more forced movement is it might not be something you want in your toolkit but for those especially some of those really annoying scenarios um looking at you Marcel also he designed this class so who knows maybe that was spell Libra but um where there's a lot of stuff on the board this is potentially some way to abuse that and that's really strong level three mandible storm versus dragonfly surge mandible storm is um really strong because first off um you model yourself which is the problem but it's potentially a lot of attack threes that immobilize and form swap giving yourself another good um form swap for melee form is never a bad thing and um that's it's an interesting like um opposite side thing that reminds me of credit cards of opposing strike I think but um the immobilized built in is fine if provided that you've already set yourself into position uh to use this thing and use the bottom to move out you can potentially use this as hard crowd control uh the bottom is a little bit weirder move three Shield to self and or Shield three if you have ice or light and you have one experience or two experience if you burn the elements obviously a loss move three Shield three would be too good on a non-mus every class that want that on a none loss I I think that there are some uses for the bottom but I think that the the the top has enough power in itself and I'm not a big fan of the muddling yourself going into range but again you could use the range form to you have a support action or like maybe use some of your Force movement things to like relying on pushing your enemies into traps instead of like doing the raw damage for it but that's an option um but mandible storm is a pretty strong card initiative 30's fine but dragonfly search initiative 50 is trash it's like my least favorite edition of ever um yeah I don't know initiative 51s probably I'm gonna say 51 is my least favorite initiative on cards so this one's pretty [ __ ] on initiative but I love the card I like dragonfly search um so let's the top is pretty basic it's just an attack six at Range four five so the enemy must be very far away and you just dunk a big attack on them but if you have light or fire uh the attack has advantage in wounds as well and gives you one experience or two experiences set of one attack six with advantage and wood is just really good to just dunk on enemies um that's very strong huge fan of this uh for a loss um you don't have a lot of those big bursts things that are easy to set up so dragonfly storage is very welcome uh not only that but you don't have a lot of like you have a lot of um AOE in your arranged form so giving yourself a single big hit is pretty strong the bottom on the other hand makes you poison yourself which is not great but then you have advantage and Pierce to what all your attacks has started which is really good and even if you do just one attack turning like hey I'm gonna turn this attack three into um attack three PS2 with advantage I mean come on that's really good but not only that but um keep in mind since this form does have a lot of your aoes um a custom alien one does too but since they're you do have a lot of aoes getting um Pierce to and advantage on all your attacks this round pays off significantly more then you swap to the melee form um this one's the Bottom's pretty easy to use again I think that there's plenty of ways for you to clear debuffs and another reason why I suggest Amulet of life I think I mentioned that earlier but um one of the biggest things is um it's just a very strong thing I I would definitely try to pair this with ranged attacks that have earlier initiatives so you don't have this whole thing like ruin you so um just just a heads up that that's something to worry about because you don't want to just have attacks that are um supposed to be a very specific set of hexes away and then just have them get ruined alternatively you could just immobilize the enemies and then move away like with drag down which will allow you to swap your inform and then do this and you'll know that the enemies are immobilized because you immobilize them so but a really really big fan of the bottom um Strikers go for a dragonfly surge without thinking about it I think if you're going for a controller or a leader builds mandible storm is not a bad pick um just in general I don't think that if you're going specifically for um control or support that you're probably not going to be leaning into just big surge of damage but I think a controller could lean into uh dragonfly surge if only because if you do bring a lot of aoes that the bottom of that could pay off pretty well so but the mandible Storm's pretty good for either of those builds just to be able to like the controller probably wants to immobilize things move out and the leader can use it well for damage prevention it's just it's a pretty solid pick for both even though I like dragonfly search level four thresh and flail and luminous descent thresh and flail is Tech four attack three attack two light loss very nice um hopefully the enemy doesn't have retaliate um this would be the perfect fun time for a don't know if I want to get into spoiler items but this would be really cool with strengthen I actually have the ability to strengthen yourself but yeah use the bottom strength and then use this so it's intact four with Advantage Attack 3 with Advantage Attack 2 with Advantage get light please that's a really strong card I think that this is one of your best ways to burn through enemies but um uh if you do need to go at an early initiative this is really pairs really very well with venomous barbs to attack two poison to turn this into 543 instead um if you fight High Health enemies or a boss that's not immuno poison Venom sparps plus threshing flails one way to just burn through that stuff we love it um the bottom is dumb see the problem is I love thresh and foil for like it's a good loss but then the bottom is harder to use it's a pull through at Range four which is you do want pulls on your melee form because you could potentially like hammer away enemies that are like far away but uh it is nice because with light first off you get an experience non-loss but you can pull two enemies pull three which is still pretty strong um pulling two enemies is great but I'm not a big fan of the bottom is this so I guess what I'm trying to say is it has ts's and I love the top but I wish the bottom was a little bit more usable luminous descent on the other hand is a yeah is a he it kind of reminds me of like the mirror of itself and there's a lot of these like mirrored effects like where the um there's light generation on the top of one and bottom of the other and there's like a plus one Target on either so this is a I'm just gonna get to it heel four one Ally within range three but if you uh consume light I guess Direction flail also creates an element I literally forgot to say that um going back to the bottom of thresh and flail but if you do consume the light you can create fire or ice now if you swap form you can use that fire immediately or if you stay in melee form depending on what top you're bringing um you can use the ice for a really cool effect so um being able to turn light into whatever element you need is still pretty strong but again two poles is not as strong as some other effects whereas Loomis luminous descent has a heel four range three Target one Ally but if you consume light you can first off um very similar to thresh and foil you can turn that light into fire or ice as you need it but you can Target Two allies instead so heal four on two allies I think is significantly more that's that that's a good effect the bottom on the other hand is a very strong effect uh jump five stun two adjacent enemies and then create light that's that's good um move there's there's a lot of these um cards that Jonah has that kind of has a hybrid effect where instead of having like a super powerful like bottom it's got movement built into them so like like a move create an element and do some cool effect so jump five stun two enemies and create light is still pretty strong um but anyway stuns are stuns are really good it doesn't matter if it's non-loss or not so obviously Strikers want thresh and flail and um that leaders want luminous descent I think it's pretty obvious but I do think in general that um controller could go both ways being able to pull enemies towards you is definitely pretty strong and obviously some burst damage is never going to be turned down but the ability to have an on-command jumps done and give yourself an element that you need while also having some light could potentially go for the controller build as well so I do think that the controller Bell probably leans towards thresh and flail and it also depends on player cam if you're playing like two player you're probably not going for luminous descent just because I think it's you know fewer enemies might be more difficult to set up a tooth stun when you need it it's probably not but um in general um two an enemies that were in melee range that you need on demand to worthy enough of burning your level four and then also healing two allies might just not be it just may not but you could just bring it for the jump 5 stun convert an element or and gain an element that could just be worth it for you because in general for the Gemini you may not even get through uh like two plays on a card anyway so you could just use it for its bottom effect so there's that level five which we have a formless grapes and kindness hard so let's as we've been doing let's start with the melee form First formless Grace uh heel two all allies that are adjacent to you which is fine a formless Grace and kindness horde are another one of those mirrors on the top and bottom have another effect so heal everything all allies next to you great and then once during your turns you can uh suffer two damage to infuse fire or light keep in mind that you have to put this into play during your melee form and fire is really only usable during your range form so but it's okay because you immediately swapped your range form and gain an experience being able to heal all your allies that are next to you still pretty decent and then for the rest of the scenario it might be able to more reliably generate those elements to do those powerful attacks especially for your range form especially for like dragonfly surge so this isn't bad but the bottom is a jump four jump foreign 75 which is pretty good and potentially you can turn ice into Ward's self um very good level five card I think that no matter which way you you lean on it the um the top effect is going to be very good if you do want to more reliably use elements depends on if you have the ability to you know get through those that suffer too damage whenever you need an element but the bottom at the very least is a jump for none loss which is still pretty strong kindness horde on the other hand um the bottom being like Grant and Ally Shield 2 which is still pretty strong but also if you have fire you can strengthen them as well it is a top though so it's kind of like burning your top for almost you for a defensive effect and it is initiative 15 which is a good undercut um that's 15 is kind of like my threshold of where I like to cut off although technically 14 but that's okay but um ultimately this is something you can use to help an ally burst some damage out while also reducing their damage taken obviously very leader effect indeed bottom is all the chase an enemies suffer too damage which is great uh it is on a loss and it is uh does swap you to melee form but um during once during each of your turns you can have an ally and allies suffer two damage and if you do you get ice or light which is good for your melee form um so this can be pretty strong if you do want to use some of those strong melee form effects so Strikers might want to pick up formless Greg's formless Grace but it wouldn't be bad to go back to pick up luminous descent for the jump 5 infused light stun um anyway because uh you might need that but formless Grace at least allows you to um just damage yourself to potentially get the ranged elements that you need to potentially blast I need some more um but Striker probably goes for formless Grace or luminous descent I do think that obviously the um the leader goes for kindness horde it's a very easy pick that top ability is very um helpful for that but I think controller can go for either I think the jump and wardself is still pretty strong the um being able to generate whatever elements you need I'd say lean whichever way you want probably controller might lead towards kindness horde but formless Grace obviously the jump floor is super Universal and you do have some ice generation there so uh being able to jump forward itself is a way to get get in the thick of things take some hit send potentially take some heat off of your friends as well as well as giving giving some good Mobility level six uh corrosive acids versus heroda therapy corrosive acid first attack two and a cone and a like a sweeping Arc a three three Arc it's not a comb it's a three hex cleave it does have an enhancement dot for a fourth one but yeah but um so you can brittle yourself to brittle all the enemies of the area it's the niche 28 so you don't want to like brittle yourself too early but um you could potentially put this light effect if you don't want to die and you can impair yourself which is hard to uh Pop um all you to use your Amulet of life but if you have like regenerate you might be able to like snag all this off but you can impair yourself to poison all the enemies in there but watching enemies that have poison and brittle on them they melt so fast so even though this is a kind of tattoo and then putting some nasty effects on them just having a good follow-up from your allies is huge here because they might be able to just melt the enemies before they can even take the fact that you just riddled and impaired yourself on the spot um I love this so much this is this is like this is my favorite Gemini card I think but um just being able to do that just say hey guys jump on them just watch them like melt these enemies the Orca shatter them because I just usually say melts as a way to like just watch enemies fall over very quickly whole point is it's a good card um oh yeah it's got a bottom too by the way um move three and all enemies adjacent to you have all right move three and all figures adjacent to you have two reduced Shields this in this round and then you swap to your range form at the end of it um it does say figures so it's not enemies it's allies and enemies next to you so um uh at the very least if you do have some very annoying shielded enemies and you have like some weak attack ones or like you know change on the spoon or you're gonna do in attack two you can say like hi you know you're shielded but I'm gonna get through your annoying uh Shields with this so that's pretty helpful move Three swap form and potentially ignore Shields still pretty strong on bottom that's very universally useful I heard a therapy pick exactly two enemies at exactly range two or three and they suffer two damage then you heal self equal to the amount of damage they suffered now some people go if they're suffering damage yeah you can brittle them it's a penitentially and do more damage and heal more that's like one of the other effects of it but yeah they suffer two damage two damage and you heal equal to the amount of damage suffered so also if the enemies are at one Health you'll only heal one instead and then you swap to the melee form so it's potentially a way to draw like steel life you heal yourself which is still strong and you can potentially finish off weak enemies or like I wouldn't drop a suffer too damage on a brittle enemy I'd wait for an ally to actually punch through them but you can effectively leech reliably leech off anything that has low health and just because one of the worst things like oh that guy's a too Health don't worry and then draw like a negative two or something I know I always like to filter out the negative too because that's me but yeah anyway at the bottom initiative 92 is really good because you need some late initiatives and you frankly don't have a lot but the bottom on the other hand is a move three attack two at range so it's not only that move three attack two at range so you can like move out and attack but attack two at range three four is still pretty strong but you can immobilize yourself to um add immobilize to this range to mobilize is great you can curse yourself to Target Two enemies with this but I wouldn't say the curse yourself is even remotely worth it to just do uh us to do two attack twos I mean this probably is but to do two attack two immobilizes yes so if you do need to immobilize them this is one easy way to non-loss hard crowd control to get some other attacks out so uh notice that this level is very interesting because this is the only level where there are no loss effects on either side controllers are obviously going to take her to therapy the um immobilization at range especially multi-target's just too good to pass up and corrosive acids is obviously going to be picked up by the strikers and I think the leader can go either way but probably towards her therapy although again I don't think that the the leader honestly the leader probably should take corrosive acids if only the fact that they can hit enemies and follow have allies follow up on it so it's a very good enabling thing to make your allies attack better so I could see either way though but um it's mostly up to you a striker obviously takes corrosive acids and use it as often as possible because it's so good ah level seven two-pronged entrapment or alluring pheromones pheromones I wonder false thought two-pronged entrapment is um so attack for first off initiative 21 is pretty strong I would for a shield effect but you know it's got the other things baked into it but um I prefer it to be a little bit earlier but tack 4 Shield oneself which is already pretty strong as is um not for necessarily for a level seven card but then you can turn any element to get ice and light keep in mind now you're in melee form and you don't swap on this so isomized is what you need for your melee form so this is one thing you can do to turn any element at all into the two elements you need for a melee form not only that by putting an okay attack in and shielding yourself it's a pretty decent card um the attack on bottom though is um you you pick this little weird formation and then push to and brittle all the enemies in the formulation which is we love that uh but um also if you have ice available after the push they're immobilized and if you have light available uh they get to get um disarmed so this is one way to just toss all the negative effects on the thing you need to obviously ice and light and you're like hey it would be really cool if I had both congratulations the top of this gives you both it's hard to I mean what are you gonna do you could just short rest after like doing the top and then use the bottom it's it's doable but um uh the funny part is the Topham one's a good generator the bottom one's a good spender so it balances itself pretty well but being able to like multi-target potent even with lights just disarm and brittle just screws over enemies entirely I'm learning pheromones on the other hand is attack three in this strange kind of weird formation of semi line um and it pulls them for two but attack three on all of them pull two is perfectly fine it's kind of like Into My Embrace plus plus um but this one doesn't have the um Synergy of swapping to the melee form after however it does have the Synergy of um consuming elements and create fire and light obviously as a mirror or two um two-pronged entrapment so um the problem is um what the polls on this um and staying in a ranged form they might be too close now so it might just be some attacks attack threes that then eventually pulls into uh fire and Light which is fine on the other hand um the bottom of this is kind of like the again the opposite of which I I love the bottom of this anyway is you create a a bless regen wave targeting all your friends in the area um but if you have fire you also strengthen them which is great and if you like have light you bless them twice instead of once um this is really great if you have a bone shape right you're just gonna like shower the whole field in um buses because you're going to shuffle all the blesses into their deck and they're gonna be like thank you so much so Striker goes for two-pronged entrapments um but I could see you going for a learning pheromones if you wanted to AOE more but probably goes for I I'd lean for a two-pronger treatment and so does controller controller just for that bottom that's too many debuffs to pick leader goes for alluring pheromones regardless because that big bottom uh the bottom of that is too profoundly powerful as a support action for it to turn down Plus at the very least the top action gives you a good amount of AOE as is which no matter what build you are never going to turn that down level eight we have accelerated metabolism versus oscillating entity and both of these are another mirror effect so again with the melee you can fire or ice and this is the only fire spender in the melee form uh and coincidentally the other card is the only fire spender in the ice uh the only ice spender in the ranged form but you can strengthen yourself which is that's that's good to start off that way and then you can attack three targeting two adjacent enemies with pierce three I know Italia it's pretty annoying for this but like even then just being able to attack three PS3 um you can melt those super annoying enemies especially strength and built in you can melt those super annoying enemies like living spirits and Flame demons this is the go-to card for that which is great the initiative 85 is good enough to go late but not sure I like an attack on it but you could at least jump in use this to melt enemies after the effect the bottom is a nice loss effect move six move six built in a loss move six and then you at the end of your turn you swap to ranged form but here's the thing now move six and swap the range form is not a very good um like level eight loss but then it allows you to um kind of like ring of haste or ring of power ring of brutality getting my items mixed up um I guess it could be ring Heist the whole point is is you pick a card in your hand from the melee form although I know you're in ranged form when this happens you can now use the range form the cool part to sets up like really cool effects for like uh the melee form for cards that you wanted to use while in melee form that are while in range form but couldn't this kind of enables that but I preferably like for an oscillating entity which will get into two seconds the reason why this could the opposite could potentially be better but this gets you into position and you can potentially use a melee action on the uh from this and then you lose this card so um you don't lose the card you played unless it's a loss but anyway oscillating entity on the other hand is a attack four but you can only target enemies that are ranked two or three away and then at the start you lose it but you switch to melee form but then you can play one card from the range form the cool part about this is is this is one way to cool setup like a dragonfly surge while in uh while it is Forbes so you can say like hey I'm going to play dragonfly search the bottom of it I'm going to poison myself but I have a advantage in PS2 on all my attacks's turn then use venomous barbs so it's it's now an attack two poison Piers too with advantage and then thresh and foil on top just yeah super good um that's one way to burst out damage personally I think oscillating entity is the way to go there the bottom is at the very least move forward blessed self but if you have ice or fire you strengthen yourself as well that gets up which is really strong that's a good bottom initiative 55 sucks though personally it depends on like what kind of combos you want to go for but I think either of them can be useful I do think the AOE on both of them can be used like the the meleeve Pierce is still pretty strong the ability to lose a card and be able to play one of your range cards instantly into the melee form is great obviously the combo but like dragonfly surge on the using oscillating entity is still pretty strong so it really depends on what your build's going for I lean towards an oscillating entity myself but there's really no wrong pick here but if you're confused go oscillating entity because I'm never wrong level nine we're finally here we have harbinger of Ruin and voice of Salvation Harbinger ruin gives us the delicious initiative 11 though so that's pretty cool harbinger of Ruin is kind of like the ultimate like almost tanky thing on the next four sources of melee attacks targeting you so you have to be take a melee um you gain um Ward which can reduce the damage in half and then the attacking enemy suffers five damage so it's a loss but they take five damage five damage like you couldn't really burst out damage while also reducing your incoming damage by giving yourself four Wards over four attacks that's a significant that's literally having like the damage you take over your next four attacks on you which is great and it's bouncing up to 20 damage back to enemies um that's solid the bottom on the other hand is a nice attack for immobilize and retaliate to retaliate 2 is obviously really good on the um 11 initiative um but immobilize and retaliate are not necessarily super productive but you could potentially immobilize a ranged enemy and then force them to attack you at melee with disadvantage and then take the retaliate which is pretty strong this reminds me of the um hero of our enemies with like all their like sources of you know retaliate and um immobilize so it's kind of feels like you're channeling your inner harrower and fester here so um still pretty that's a that's a good level nine bottom but um it's not like overwhelmingly strong but it's still pretty I mean level attack four mobilizing bottoms really hard to complain about though so there's that voice of Salvation on the other hand initiative 39 is garbage but um all allies within range three add plus two on all their attacks and all enemies have minus one on all their attacks now this only lasts for one round but giving allies plus two to all of their attacks and enemies minus one to all theirs is such a big swing that this can pay off in significant amounts and the bottom the bottom is so interesting so you lose a card and it's effectively going to replace four cards but the next four times that an ally would elect to say I'm going to lose a card to prevent the damage they don't lose any card instead they just don't lose a card you basically can block the next four sources of damage which is a huge amount of damage prevention it is indeed the voice of Salvation shittering scritchy blah level 9 is pretty pretty fun is this but um leaders obviously go for a voice of Salvation Strikers go for harbing or ruin and I do think controllers probably also go for Harbinger ruin but I could see picking boys of salvation for the um theaters for the um uh the debuffing enemies of minus one and helping your allies but I think Harbins are ruined it's just a little bit easier to use the network guard but voice of Salvation is really good bailing out your allies it's harder to lose a scenario when you can get four gimme uh lose a card to uh to damage to help buffer your guys all right so it's part time so the very easy things get that minus one or get rid of the minus two replace it with a plus zero I'm gonna be honest there's a lot of like you have a lot of you don't have a lot of those big attacks like you I spent quills in dragonfly surge but um and dragonfly surge could potentially Advantage your way out of but you have a lot of like attack ones in a group of tattoos in a group and some attack threes that the minus two basically could be the equivalent of nulls so get that out of there get it out of there but then you can replace the minus ones that can replace the minus one so plus zeros that also turn whatever element into what you need you can kind of use this to set up you have a lot of element Spenders that you might that are a little bit wild um that that you could potentially say oh well I accidentally created fire ISO light and then change your next turn based off of something new true it's a little bit more reliable for your class than other classes but um yeah I'd say so but also even after you get that replacing the zeros with poisons or wounds with plus ones are also still pretty strong effects as well as ignoring scenario effects because the scenario effects and frost Haven are a little bit more rapid there tend to be not as bad as the glue Maven scenario effects but they're like twice as often so like you're gonna be protecting yourself notably like it's less randomly it's definitely less swingy but it's worth picking also I missed all these Replacements there's that add one crit there with a brittle built in yeah brittle self uh totally pick it it's too fun not to pick and not only that but adding another crit to your deck actually does it does a lot for your damage I know and you have a little bit more control over the losing the brittle self and speaking of the um once person area will need to give yourself a negative condition prevent that condition take that because you have a couple cards that can like disarm or curse yourself into worse situations or model yourself where you want to like give yourself Advantage like disadvantage on a multi-attack you can potentially like turn off the effects once per scenario and it's only one check so usually when you do like have these cards um over the course of scenario with the rate you draw usually you'll only trigger them once a scenario anyway so a lot of value only ends up being like worth two overall but um I think in general this is this can pay off way more than two if you like hey I'm not disarming myself on my venomous barbs so I can follow up on the next turn hey I just drew that crit but I don't want to riddle myself because I'm about to get like slapped so and so forth but um I I personally think that those two are very easily to pick very easy to pick ones but I think after that you just kind of want to like Smooth out your deck i i as much as I want to replace the two like plus zero with rolling pierces um it just makes the deck more consistent and it ends up and the rolling pierces are harder to use but that's definitely something that's worth worthwhile after you've replaced like some of the more other zeros with like plus one wounds or plus one poisons and that get the other times two in there the um cleanse like the and the removative I've come an ally on short rest I just not a fan of that at all something on item so um you're going to want to pick since you have the ability to debuff yourself a lot with all these you're going to come up with what ways to either remove effects or prevent conditions from Landing so um like you have a shield that can uh you have shields that can potentially prevent uh conditions from Landing you have Amulet of life that can clear all the poison wounded model you do you have other effects that you can use to get Advantage if you have ways to get strengthened do that as well there is a potion that can do it later well we're not going to spoil her how to unlock it but um this kind of is a ways to like counteract muddle or other other effects that you can use to mitigate because if you put the the debuff self stuff is usually like ahead of the curve like there's no condition you're just going to attack forward disarm which is too good of a level one card but you have some drawbacks there so just tap emulate of life and undo it like that's that's very strong so being able to undo the effects of the powerful things that give you negative conditions is probably the way to go for in terms of items as well as the fact that you're probably going to be suffering some damage in the way so you're going to want to bring some self-healing anyway or giving enemies disadvantage also if you have the ability to more reliably generate stuff with like elements consider that as well that's going to get you you a lot more experience and a lot more effect if you can more reliably get the elements you need without like having to burn those losses so for the geminet what you want kind of want to do is even as you like develop and pick cards you level up you want to have a certain amount of form swaps you want to have a certain amount of element generators or the ability to use them if you're going to as well as some Spenders we have plenty of Spenders you don't need to like worry about bringing them it doesn't matter which cards you bring are going to be bringing suspenders anyway but you if you you'll want some reliable way to get the elements you want which may end up being something like changeling spin or later levels you'll be able to do that or bring the items that you need to get the elements that you need um but um the general strategy is to being able to play those losses at early impact this is why like I know unlike some other classes I've been kind of like down on like um high level losses like congratulations you lose this like instantly like is it even worth it and like a lot of times I'm gonna be leaning more into the higher effects of that but because your hand size and rust cycle you're not going to be able to like play the high level cards necessarily as often so that's why like for like luminous descent jump five stun two enemies give yourself the element you need is not something I like frown down on because honestly being able to like turn around into like hey I'm into position I'm stunning these guys I'm getting an element to set up a thing can potentially be a good enough action as is um even though like I know it's not necessarily 100 the way it is but sometimes over the course of a scenario you may play a card only once especially because like you have 14 cards um you're gonna play six play six and then um you're gonna like have two left over uh potentially those leftover cards don't necessarily need to be the greatest things in the world or they could be very conditional that you are holding on to it for a specific purpose so um food for them out there but in general bring enough form swapping that you'll be able to bail yourself out at the KC where you keep going also the form swapping just basically never hurts to have enough of that in as is and of course um get the negative perks out of the way because you have a lot of like weak number attacks that just add up over time so don't kill yourself on retaliate like melty little enemies brittle them have fun with corrosive acids so I do hope this guide was helpful I do think that Gemini has a lot going on so um but there's like a lot of freedom in it so if it wasn't obvious from the way I've talked about like which Bill to pick what you have a lot of freedom in terms of which cards to pick but which ones to use in specific order I think is um vitally important and ways to mitigate the effects of that like ways to like oh no I'm brittling myself and whatnot like that there's a lot of potential drawbacks but there's ways to either mitigate those effects or being able to pair those into other fun combos like you know um door kicking with them into My Embrace for example is another very viable strategy so um if you have some of your own um geminist strategies or fun stuff that you did especially with um some of those cards the two cards that allow you to play stuff from other form let us know in the comments I'd love to hear it um so as per usual though if you've gotten this far in the video please hit like uh really helps the channel if you really want to support us consider joining patreon um speaking of patrons thank you for Inox to your patrons I really appreciate everything you do we're going to be putting another poll up actually I think I'm going to take the second result I'm taking the second result of the uh pull but we'll um I'll updo updates to make sure you have access to the next guide early as well and um we'll take another idea on what the I mean like I'll thank you to patrons for suggesting the masteries video idea if you have other ideas I'm going to be asking you as well to see which suggestions you have and we'll put that turn that into a video for you guys so thank you so much patrons and thanks all of you for watching [Music] foreign
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Channel: Rage Badger
Views: 6,683
Rating: undefined out of 5
Keywords: frosthaven, geminate, mandatoryquest, class guide, mercenary guide, guide, board game guide, how to play frosthaven, gloomhaven
Id: O4A0DQlTqYg
Channel Id: undefined
Length: 89min 23sec (5363 seconds)
Published: Tue Sep 19 2023
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