FROSTHAVEN - Trap Guide

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sup glimmers so this is a heavily requested guide I know a lot of people love the class guides but trap has been especially requested after my video on the board game geek character strength poll where I was surprised that trap was the lowest rank saying that it was at the very least middling there's definitely a bit of a response about that of people arguing and or asking so how do I play it correctly so the goal of this video is to teach you that and it couldn't be better timed because I just completed a retirement for this class so it's actually really fresh in my mind and it's also nice because this has actually been one of my more favorite classes to play so I'm going to talk about it at length unlike other guides where I'd kind of jump right into the cards and the concept we're actually going to be covering a lot of trap and ways to optimize how to play the class in conceptual before we get into the cards without further Ado let's dig in [Applause] as per usual uh it always helps to hit like and be sure to subscribe we'll have all sorts of frost Haven content releasing every month and if you really want to support us check out our patreon it really does help and I do have a GoFundMe if you want to contribute it to my surgery fund directly so the Trap is a low Health low hand size character which I think was initial turn off for some people and it requires a lot of uh setup to play correctly and some understanding of that so with a nine a Nine Star hand size and a starting help of six I think some people naturally found classes like that a little bit more difficult if you don't immediately have the weapons available you to you to use it so I'm going to talk first off about zoning and we're going to talk about how you can use that effectively as a Trapper I'm going to derail just for a little bit to talk about Warhammer 40K Warhammer 40K is something I played for a significant amount of my life and one of the more recent additions I was playing an Eldar Army and the biggest thing was everyone dropping deep strike where you could pull people out of Reserve don't even set them up and then we need to play this forces you had to be a certain amount of inches away from all enemies nine inches to be specific so if you were able to cover up and Patch all these holes you're able to kind of zone out this whole thing so a lot of the times when I did setup for these uh tournaments I would just set up in a way that it was impossible I actually specifically remembered one guy and he spent so long during this her first turn trying to figure out where to and just resigned just deployed basically in his own deployment Zone he basically just kind of gave up his big first strategy and did not kind of denied him that first turn Advantage if anything he probably would have been better if he would have placed him on the board so he could move up so I almost allowed him to skip a turn and that's the same concept we're going to be using here in Frost Haven denying enemies because they just don't have the space to operate with their ability to either operate effectively by almost stunning them but for more we'll be talking we'll be talking about effective disarms which is usually how you're going to be working with traps it's kind of the same way the Crag heart operated in gloomhaven so if you like cry cart play the Trapper play will definitely be up your alley so here's an example where we just placed one trap as you can see the corpse would normally get to the Trapper with its uh Behavior Card here but since the Trap has now been placed here you can clearly see that the path requires an additional turn to get to the Trapper effectively losing its turn this time uh it's still going to get closer obviously but at the same time it's no longer going to be performing that attack and the more you elaborate you make it the more turns you can potentially delay them of course you have longer moving enemies like chaos demons that will be harder to zone out and that's okay A lot of times you can potentially block some areas off entirely and force them to even step onto traps or you have the ability to very easily come up with for example here as you can see on other sides using obstacles and other pieces of terrain we've now made it to where this normal thing with just three traps now has turned from a move one to a move six to get to the Trapper so of course this is definitely more effective on those slower enemies like those frozen corpses because those frozen corpses you can like Drop traps dance around them and effectively negate their ability to even deal hits so faster enemies are kind of a harder matchup and the bigger matchup is clearly enemies with like flying but like the biggest thing is you don't necessarily want to wall off everything for example here uh We've now walled it off entirely the enemy has nowhere to go he has to step into a trap so he just steps into it and hits uh hits the blank blade right here could could work you're gonna damage it but at the same time if you placed it here um you're going to be able to avoid it and then eventually if you block another trap you're going to potentially just force them to step into it anyway preventing damage versus dealing damage sometimes you want them to step into the Trap so this is the cases if you want them to step on the Trap maybe there's someone help and it's going to finish them off this would be a good deployment if you actually just want them to deny the turn maybe the blank Plate's low in health this is the way to do it also what type of traps is pretty critical so let's say a wallet off here like this and the enemy is going to move around this way towards the blank blade but not quite get there the blink blade can now step on this healing trap healing them for depending on you have access to four healing traps at level one so heal them for four and then allow them to attack the enemy after they've gone especially if the blink Blade's gone slow they can now move onto the trap with their slow movement after the enemy's gone go in there get a heal and hit the enemy this allows you to effectively use traps as those effective disarms while also using those same traps to heal your allies also take note if there are really good choke points where you can have another path around for example what you see here the this path is insane because if you wall off this entire side they're like well let's just try to go over this way and they'll try to funnel because they'll eventually be able to have paths where they're going to eventually get to some of these spots on this side however uh they could have easily just gone through the Trap and start all attacking you but this is effectively multiple disarms multiple stuns this is rarer but I've seen this in some scenarios and it becomes incredibly powerful and Incredibly effective if you can pull things like these off so be aware of these choke points and scenarios and use them so like I said like in the chaos demon for example uh it's gonna move too fast however sometimes chaos demons have attacks that'll multi-attack plenty of people have abilities that multi-attack or abilities where you don't want it to hit a specific person for example yourself maybe you can direct it towards your tougher Ally for example the the Trapper who's now redirected with traps to move it towards The Drifter let's say The Drifter has a retaliate thing in place he wants the demon to move towards it so now you can kind of redirect traffic towards him and kind of pile enemies up around it so at the very least now there's fewer enemies able to fit into that tight area additionally if they do have like especially melee multi-attacks it's harder to do in a confined area especially if you shut off the routes because they if they can add targets by moving into a trap they're not going to which is huge also something to note I know in another video I talked about doors and how doors can be one of the deadliest parts of frost Haven or gloomhaven traps is actually incredibly important because you can kind of drop traps on doors unlike the Crag heart if you literally like hey I'm gonna open this door if you guys are long resting we'll like funnel them through and at the very least they're gonna have to step on a trap immediately especially if you can are able to drop like or move a high damage trap onto the door you could potentially like kill an enemy on their way in to fight you uh just immediately which is huge we've had that happen only once but a lot of times it's just been very interesting to use the Trapper's toolkit of the amount of positive and negative trouts to effectively deal with enemies so the obviously positive traps have a positive effect for example healing strengthen or bless and damage traps usually are you know damaging but they also sometimes will have negative effects like just wound for example this level two card drops of zero damage wound trap so the biggest thing is use the terrain in the scenario build around it because if you're just building a trap like a wall in the middle of like avoid space here it's harder to get the benefit of that whereas we're here using some of the obstacles in the scenario is so much more effective so keep that in mind just a general core concept of the Trapper sometimes weaker numeric values aren't actually weaker for example there is a trap that creates one damage traps which sound very bad but it's creating two traps instead of one sometimes the volume is more important than the actual damage value so that trap becomes incredibly powerful being able to drop traps as your bottom action and top action allows you to more readily fill up effectively a trap path or a trap wall or some way to force enemies to navigate in the way that you dictate this is why the classes control is so high with that amount of control and defense you can effectively control so many enemies how they go so these are just a few scenarios in which uh should be able to help you figure out how to either wall off enemies reduce number of attacks just stop attacks altogether or funnel enemies into one area in order to just reduce the number of attacks coming in because reducing the number of attacks coming in is the way to effectively that's effective disarms that's how it works that's where the control comes from that's where the healing comes from although you clearly have your own healing as well that's the best way to play it then you have other stuff on top of it but now we're actually going to get into the concepts of the class so the Trapper actually has a pretty good arsenal of damage and healing traps uh clearly leaning a little bit more heavily towards the damage traps but the damage traps um one of the big best parts about them though is they have several abilities and feel like extra teeth or dismantle and other abilities where you can effectively start stacking and merging traps together dismantle is kind of where it all starts where you can destroy a trap and then move it on top of another and combine the two of them which is fantastic the part that I like most about this is that um you can like hold off on a trap and then it turns out they don't uh trigger it and then you can kind of build it up and you're just like using it to wall off enemies and then either Force an enemy to step into a larger damage trap or you can Chuck that trap with the top of dismantle to force them to take damage so effectively you're kind of like holding off on using it for a while and just building up the damage until you actually need to unleash it now sometimes you're not able to hold it build it up for very long like when I was playing it very early I got one up to like an attack 15 but there are some scenarios where I couldn't even get them up to Beyond 10 before I needed to use them so um your mileage may vary I think the highest I've ever done in a round with traps is 40 some damage uh using I think at that point I needed levels there's a level six card as well so uh you can actually get to some pretty incredible numbers but it does require some setup and some other stuff in play so uh you won't reliably always be able to and it of course depends on the scenario in that case the scenarios to defeat a boss so trying to build up the biggest trap possible and trying to knock it through it is clearly the strategy of how to deal with a boss that's constantly spawning demons so I'm gonna go over the mechanics of some types of traps so um damage traps make sense they're just damaged we're kind of just going to go through that pretty blandly damage and wound traps although I love wound traps when traps are far less effective because they step onto it get wounded they don't take damage till the next turn if you do force them into that trap or whatever or if you trigger knock them into it that's still pretty good I'm not knocking them they're pretty good but there's clearly better options uh depending on what you have like the snake pit the immobilized trap is one of the best things you'll have because if you force an enemy to step through this then they could they'll stop in the middle of their move and if that stops if they don't have the ability to finish their turn because their focus is no longer in range or not out of range by the time that movement finishes they stop and then they're going to be immobilized on their next turn this can allow you to hold off enemies for two turns effectively so snake pit is one of the best traps for that of course its bottom is a little bit harder to use its initiatives not great and the damage is lower than some of the other traps but it does give you some of your greatest amount of control but this of course does require you to either a knock them into that trap or B set up a wall that forces an enemy to to walk into it eventually so it has a little bit more limited use but you do have the ability to have stun and immobilize traps stunt traps don't come along until well you do have some lost ones at level one and that's actually it's it's it's very very good uh because it's a loss with your hand size it's not something you're going to readily do but anything that stuns I don't think there's any disarm traps but there's stuns and immobilize uh those kind of traps will absolutely be critical strength and traps are really really really good I want to talk about them because I remember and when I was talking about enhancements back in claimhaven where I was talking about specifically strength and bottoms were just too good and we had to change how the enhancement system worked just because of that a strength and traps basically work like a strengthened bottom which is going to be honest a strong bottom trap just the problem with enhancements being so good where you had strengthened adding that to certain actions on the bottom like move to heal two and then strengthen to that heel too and then boom all of a sudden that card becomes another effect you don't even care about the healing you just care that you strengthen for that top action you're going to do that turn and then for your entire next turn the strength and traps effectively operate that same way which is huge and it's wonderful so that's a big deal so strength and traps use them like that of course it does depend on your team in my most recent playthrough of using the Trapper had a problem where my team actually wasn't making a lot of attacks or we had like a lot of summons so it didn't end up being as effective but it's really good if you have like a hard-hitting people especially if you have like uh Drifters and uh blink blades so on so forth like things that actually we're going to use a lot of their attack modifiers and uh so strength and traps and healing traps both have the same benefit where you can weld it off and make an enemy take a long path and then your allies realize that this trap the enemies will think that this trap is dangerous it looks like a trap it talks like a trap it's dangerous except it's not dangerous it'll actually help them so you can have your allies effectively treat those traps as phrase spaces if anything beneficial spaces where they can use to attack enemies but enemies are going to try to walk around them so I know the damage traps sound great you're going to get all the damage you're going to stack it up and you're going to be like aha I am a god of damage or goddess of damage that's cool and it is great and I love it it's fun but the support traps are just so good too so don't rest on them as a matter of fact one of my favorite traps I kept using was a two healing trap all the time it's basically one of the best cards on the whole class but um uh just because of the other things an initiative on it but ultimately um use those to Zone them out but also allow your allies because your allies are going to be like Yay the enemies aren't attacking but at some point in time they might get annoyed at the amount of traps they're dropping so if you if you especially if you're playing in four player uh do include an assortment of positive traps I personally use the blast trap a lot because our initial group had plenty of use for it and that was just easier to stack up than uh strength and traps which do need to be timed in an effective way so I'm going to kind of focus a little bit into three separate builds if you're familiar with my other guides we're going to be talking effectively using fourth edition Dungeons and Dragons terms because fourth edition is the greatest dungeons of dragons uh so we're going to be talking about they're all going to be controllers so this is going to be closer to controller build but you're either going to be full controller or you're going to go into Striker or leader build so you can call leader or support build if you want but later leader controller full controller or striker controller depending on how you deal so we'll have a list of what cards to pick but I do want to go over when we do start about talking about the cards the best way to play the Trapper is to use every card in Your Arsenal there are sometimes over time where some cards will get deprecated because you no longer have functions for them but you still bring the same function so you need to build the ability to deal with people with flying you need the ability to Zone people out with multiple tramps so on so forth you're going to bring everything to fit the scenario and if you sometimes you don't need to be have the ability to stack up 30 damage traps maybe you do for a boss but maybe the end this scenario doesn't need those bring what best fits the scenario I know I say that for every class but it's especially important to the Trapper look at what you're playing and what you're going to need to bring so let's talk about the cards the first card we're going to talk about is caltrops caltrops is your basic first off move 5 is fantastic initiative 25 is okay it's pretty good but it's not the undercut you want as a matter of fact uh the Trapper is going to suffer from the fact that it doesn't have good undercuts it does have one at the initial start but it's too conditional to use as it in my opinion uh fortunately you do have some decent initiatives along the way as well as two very good cards with very reliable bottoms that are solid but those are higher level cards 25 is not great but this is one of your initial zoning cards caltrops is your bread and butter zoning trap it gives you two traps within uh weight range two yeah it gives you two traps within range two even though they're only one damage uh primarily what you're going to be using for caltrops is not to get the one damage but more so to get enemies to start having those long paths especially if you compare this with either a trap blade from last turn or a move and then drop a [ __ ] you can now effectively drop three traps in one turn at level one very easily and this is the best way to start creating those long paths towards enemies and if you have the initiative to go before them you might be able to create this path to effectively control enemies on the first turn and reduce the number of attacks immediately with the amount of classes in Frost Haven that have setup turns this might be huge for you because this might be something you will need to do immediately to reduce the hampering that your party is going on especially if you've got like a death Walker he's going to drop call to the abyss into play and a Drifter is going to do a setup turn and you're like what guys what are you doing like give us one turn and you watch us all the enemies close in on you you can say no I got this fam the cow chops is one of the best for that also move five you don't have a non-loss move five actually I don't think there's like lost movements um and you don't have a move five until much higher level five and even then the top on that's really good so it's something you're going to be using that often so just as an added note the bottom is going to be really useful regardless so this but remember two traps is the bread and butter for zoning enemies the next cardboard catcher is definitely more of your damage trap first off the initiative 20 is better undercut than most uh it's going to be used for that yes this card is going to be a basically in your hand almost every scenario even once you get to the mid levels uh four damage trap is really hard to complain about range two it's just got everything you want uh it's hard to complain about it's there's not much to talk about if you need to force an enemy to walk through a trap because you want to deal damage to them this is the one you're going to start with and the bottom is a jump four which is really strong so as I said this is it's really hard to elaborate more on this jump four is you're going to need it for that mobility and I you're going to need to bring at least a couple cards for Mobility every scenario so even if you start to think like hey I'm going to use some other damaging traps or whatever for the top at the jump four is hard to turn down regardless and the last of the damage traps uh nonetheless damage traps at level one is Spike pit Spike pick has the three damage trap Spike damage is a three damage trap within range two so it does less damage than the bore catcher and more damage than the caltrops but you only get one but it does immobilize this is the one that if you want enemies to screw up their turns because you want them to step onto it this is the one you want to use the initiative 47 is the one of the worst ones you'll have out of your whole toolkit so unlike Caltrop and board catcher which have better initiatives this top is harder to use because you're going to want to either if you want to go late you're going to have to pick a later initiative if you want to go early you're going to have to use some bottom to go with it and the bottom is harder to use it's not good this bottom is great by the way allows you to rearrange traps specifically you can pick two traps within range two and move them out to Range four of you you can move them around as you wish especially after enemies have been doing annoying paths you can use this to kind of move traps around and effectively kind of disarm them for longer or change the path to force them to now step onto a trap um but unfortunately since that's got a little bit more of a condition to it because you're not always going to want to do that and the fact that the top is a kind of a hybrid useful role because not always are you going to need immobilize this card is definitely one that is going to be like kind of rotated out a little bit more often than the other others but in some scenarios it's going to it's the one damage lower than the boar catcher is going to it's going to beat outboard catcher in so many scenarios especially if you're like dealing with those algocs because those algocs are they're big they're beefy and uh they hit really hard but if you can make them do nothing for two turns that is so much value and this is one of the ways to do that but if you're in an area That's Heavy with snow imps this is probably a cart that you're just not gonna bring unless there's other parts of the scenario that demand it so let's get more to the healing traps here although I know there is another damage trap it's a replaced we're going to get to that later so enticing bait is the first one a four healing trap it plucks a lot like boar catcher the only problem is where the four catcher's bottom is universally useful and the initiative is great uh enticing Bates initiative is slightly worse set 30 and the bottom is harder to use however a healing four trap with one experience on top is very good for healing Zone an enemy out and get an experience I mean it's just the spiral here that's that's a very good trap especially if you have a group that can use that healing um this is a good way to kind of zone out enemies and provide support for your group especially if your group lacks healing this can go a long way to either help build up your trap wall while also healing the Allies as they finally get to take care of enemies the bottom is a loss it's something you might use later uh it allows you to muddle a bunch of enemies which is great everything within range 3 which is huge but also you can force them to move too so if you have a crap ton of traps set up you can make them step into it or if there's like hazards and other stuff down it's a good loss but it requires quite a bit of setup the biggest thing is here is I don't think the top of this as universal and I think the bottom is conditional so I do think it's a slightly weaker card just because I I am just not as a big fan of it but again if your party needs healing this suddenly goes from um only a decent card to a very good card um also that that bottom can actually win rooms if it's set up correctly so not knocking it there but um you're definitely going to have a lot of setup and um and especially if you look at like a scenario if it's like designed by Marcel and there's like 50 million things in it maybe the bottom is going to be useful anyway without even set up Honeypot it's gonna be good just ignore everything initiative 18. congratulations that's really what you want to see initiative 18 and look at the bottom of three that's that's already a good start the rest of the text and the cards really really really good but that's just a good start because getting a move that's be above two an initiative below 20 is a just a very good start however at the bottom of Honeypot you get to create a heel two trap after the move the heal 2 trap is huge because first off move three great initiative 18 great getting a heel trap great bottom trap great so that you compare this with like caltrops to drop two move three and then just drop a healing trap or drop move three drop a healing trap then to Caltrop another area ultimately this is one of those ways that you can start setting up your big thing that also this will allow you to in the middle of your little trap while you're setting up allow little points where your allies can move through and they're like thanks fam and you'll be like no problem it's just wonderful the top is a loot which is fantastic and then you can potentially drop traps on top of loot if you don't loot them um I am greedy as hell I've actually never used that functionality because I just always want the loot but um it has its uses I'm sure like just pick everything up just pick up the electrified net the bottom is the strengthen trap that's all it is it's adjacent you don't have no range on it the initiative sucks at 48. this this is there's a lot about this car that's really hard to use the top is a loss so is this card good yes yes it is um because you get a strengthen trap adjacent to you it's fantastic however it depends on your group if your group has fewer people that are relies a lot on summons because summons like look at strength and traps and go no fam not for me uh and sometimes you do have some characters that to draw fewer attack modifier cards uh including yourself you don't actually use it as often but if if that's kind of your group this card's actually probably not going to be that awesome however if you do have a group that uses those being able to Zone off a little bit by dropping an extra trap with the bottom action I know it doesn't have a move built into it but just to having a strengthened trap on it is significant when set up correctly this can be another one of those giving an ally strength and for two turns and advantage on all those attacks I think it's definitely been paired best with the blink blade so far but I'm sure it would go well with a lot of other classes some of them are locked and I don't want to talk about other locked classes in this video but safe to say strength and traps have a lot of value throughout the whole campaign the top of it stun traps uh it's very good just to drop three stun traps uh stunt traps are great but it is a loss however if you really need to wall off um part of a room this is this is the way to do it because you can potentially screw over multiple enemies but as they step through traps and three stuns sound fantastic but you're going to need to constantly patch the wall to get them to do that or like knock them into it it's harder to use than it sounds but you have a so although I love strength and traps and although I love stun traps the fact that the bottom has no movement on it the fact that the top is a loss means that this is far more of a conditional card than anticipated the middling initiative just doesn't save it so this is a card where in the right group is insane with the right scenario is wonderful but just be wary to bring this when it will be most useful the card's just not that versatile and then the last of the traps which is kind of a hybrid of everything we talked about is improvised Improvement the top is your highest damage strap but you do need to destroy a trap so it doesn't allow you to further wall off enemies you replace a trap with a five damage wound trap which is very good don't get me wrong but you can like turn those Caltrop traps or something one damage congratulations it's five damage one now and the bottom is a move and then drop a bless trap I really loved doing this because um just be able to move reposition drop a blessed trap ended up being really good and then as I started to replace traps like some of the lower like the one or two damage traps I'd flip them over to the five damage wound ones and then start working with that um depending on what was available this is I think one of your stronger cards to start off with because moving to bless is always good even though it's only a move two the initiative does suck on it 58 on the initiative is not very good but move two and bless is hard to argue with uh especially because you can zone out people and then your allies can just go through it's another one of those you can build this into your trap wall and then allow enemies to um not move through it and allow the Allies will uh meanwhile the top is good at accelerating but it's not as good for control so for damage it's good but for control it's it it doesn't help with it so it really depends on how much setup a regardless despite that I did use it a lot so I I don't want to seem like I'm down on the card it's very good so that's all the traps but you have a lot of utility so let's get into the two attacks first you have flurry of nails flurry of nails um this is a card I really wanted to love 68 initiative isn't really great uh jump three seems really good and every time you move through a trap during this movement uh improve the value of the Trap by one which it sounded so good and attack three with a push um this one ended up over my experience and maybe this is just my experience uh get it got rotated out fairly reliably and I think part of the reason is I did get a level two card that effectively did what it did but better there was a path of pain I think really deprecates this very hard at level two uh so that possibly was it but it's not like this card is bad it gives you a an attack which is something you don't have much of gives you some push which with traps is very useful and it gives you a jump which is always good so it's got some uses but just keep in mind if like you're trying to fit a card in the value of this really diminishes in my opinion fairly quickly on the other hand exploding decoy is something I used significantly more often and attack two so it's got a lower attack but for the range at Range four to attack two at Range four is very strong but then a pull two I found that poles have been way easier to deal with to getting people through traps than pushes uh just because they can be far away you can set some stuff up and then just rake them through it and that's great the bottom allows you to move three and then you leave a two hex trap in the hex you left provided that the hex can have a spot like you can't just stand on a trap and then drop another trap on top of it that would be cool but it does have to be empty uh that that part ended up being pretty useful especially as we started to get to proficient Hunter at level five where I'm starting to drop four damage traps I'll leave that behind that ended up being super fun so um no I this this card I used I got way more mileage out of than flurry of nails but both have their uses clearly because flurry of nails um clearly has some jump on it where this doesn't fry facade so this is one of those useful cards where in some scenarios I ended up getting rid of it really early because it wasn't as useful but in some scenarios it one scenario I'm actually looking at scenario 14 scenario 14 people complain about I've heard a lot of people upset over it this card won the scenario just just this card alone so if the scenario requires like hold hold the line stay alive survive for x amount of like this scenario will win this one this card will win you those um if you need to distract enemies dropping the and dropping the summon and allowing them to pull enemies are like um distracting them forcing them to like kill that thing uh can play a huge role um but I found the top to be significantly more useful especially for breaching so if you want to like open a door go invisible or drop it then drop some traps or just long rest obviously invisible and then long rest is like the most obvious combo that anyone's ever done I think um even like the the blank blade has some similar play at level one with the experimental adjustment so there's there's similar play you have here although this one typically you want to do an early initiative with this and this initiative sucks for that but it's a good initiative because if you do need to go late this gives you that option so um ultimately the top is super useful for those scenarios but you're actually going to find out that this is not going to be as great in every scenario bring it when you need it it will win new scenarios but it's not going to be useful universally dismantle this is actually one of my favorite cards uh so the initiatives later which is good because you have quite a few middling and then a couple early initiatives so this gives you the ability to go late first off Chuck a trap just kill a trap near you and Chuck it equal to the attack value this can be really powerful especially if you're trying to deal with flying enemies because this doesn't have any restriction on it of like hey the enemy like trigger a track or spring a trap against an enemy or anything like that it's just attack now one of the best parts about dealing with the enemies via trap is you can usually bypass Shields and this turns it into an attack which kind of brings the shield thing back and so if you're fighting High Shield enemies find other ways to deal with it than dismantle uh but this is going to be your bread and butter for like trying to like give yourself Advantage with a thing and then toss a big Mega trap onto like a boss or something like this this this this is going to be primarily how you do it either that or toss like big things on enemies or if you don't have enough if you have the ability to ramp up a lot of damage traps but not as much zoning or like congratulations they've now gotten past the whole wall now what do you do just start chucking traps at them directly and that can be a really good way to do them the bottom on the other hand is one of your big way of stacking traps and one of the early ways for it until you get to level three uh this allows you to destroy a trap move three and then you put everything on that trap onto the next trap which is huge especially if you're like just trying to combine like hey uh I have this experiment the improvised Improvement so attack five with a wound and I've had the spike pit over here I'm just going to put them on top of each other and now you have an eight damage immobilized wound trap which um I used that a couple times to deal with like lurkers and elcocks um as I like I'm gonna wall this off with some cow traps and they're like well I need to step through one trap in the step through the absolute worst one and then after the wounds are like down to like one or two health and all the other people just need to like punch it once just gently for them to die it was just one of my favorite things so uh just dismantle for both tops is this is basically a core card I don't consider it an X but um yeah I brought it so many scenarios uh yeah and plus it allowed me to like uh show off at that big energy last but not least spring loaded um the biggest conditional card I know it's like hey look initiative 15. that's the undercut we want but the card's way too conditional to use it like that um which sucks because you don't have a reliable undercut and that actually backfired a few times um if you need to get one of the scenarios where you need to GTFO that top trap is actually really good if you're like I'm gonna put this into play and then like hey there's a healing trap here and like uh use Honeypot and Tyson bait or um uh electrified net to drop um good traps for them and watch as they're able to shoot across the map especially for those like I need to escape we need to get out we need to move those scenarios are huge and this will allow you to kind of help those allies out I haven't used it's good in those scenarios but it's incredibly um useless outside I'm gonna be honest it's not that great outside of that but against those scenarios it can be huge especially scenarios that are filled with water that require you to get to a certain point I'm looking at one specific scenario the bottom on the other hand is something you're going to be using quite often because they're like well no there's flying enemies here's how you do it pick an enemy within three they don't have flying it lasts forever until you get rid of this card or until they die that's it you just pick an enemy and they don't fly anymore so boom they don't flying and this is great for like ice rates which are they take a lot of the scenario weight out of it uh because they they take a lot out of the room so once you take flying away from them which is one of their biggest things especially if they're in melee form watch as they become notably more easier just an added note about this class is that's something I've noticed so spring-loaded is going to be super useful it's going to be your one way of dealing with those at low levels so now we've gone over level one uh primarily you're going to be using these cards um I don't think it really matters if you're going to be going you're going to be dealing with these healing and support traps a little bit more if you're going to go leader you're clearly going to go all in on the damage and uh wound stuff if you're going towards the damage build but ideally you're probably going to be using the same nine cards core and you're going to rotate through these three which I consider uh the actual X cards so a couple of adjustments here on my hand but I'm sorry Isaac I'm just going to change the X and one on a couple cards but this is primarily what you're going to use as we start to level up the card changes are going to be a little different though so level 2 is path of pain and unavoidable outcome unavoidable outcome is something if you want reliability or if you just hate dealing with flying enemies I know spring-loaded is like your solution for it but if you don't like I mean it's annoying I'm going to be honest I don't like using spring loaded but you have to it's you you feel compelled to whereas unavoidable outcome can make it to where you can control that certain enemies will trigger certain traps especially if you're using Spike pick more often and you can use the top to add a little bit of damage and force traps onto enemies especially if you want to like execute them before they start taking actions or if they are like hey I'm not even going to move I'm going to be doing this like uh spawning thing I'm going to create a summon and they're like well I need to kill it go right next to a big trap hit them with it and this is a good thing so although this this Pro this reduces variance its ceiling is worse it doesn't provide as much value but it really helps with your biggest enemy of flying or enemies that have jump that might screw you over and like while I was counting on them to do that but they drew the trump card I know that can be super annoying so that can mitigate that so not knocking that especially if you're dealing with wind demons um well when demons flame demons although flame demons are gonna possibly retaliate onto you the range is pretty good on this so you'll possibly be able to avoid it regardless the initiative does suck on it but um it adds some reliability on the other hand path of pain is one of the best way to get one of your masteries um I'm gonna go into masteries at the end of the video but path of pain is you'll remember both saying about how um flurry of claws got like deprecated this is it so instead of attack three push one it's attack three push two and then you add another push two every time they hit a trap with no maximum so despite the fact I I know I always wanted to get the big biggest thing set up on that the highest I've ever gotten was before they died as a push eight which uh they died at the fourth trap sadly which was a boss so that was fun um combining with persistent pitfalls at level six so we'll talk about that when we get there but um path of pain is one of your best ways to knock enemies through traps especially if you have several lined up uh just knock them through the whole line and you can do a craft on a damn which not only that because you can get it's very easy for this to turn into a push four and push fours is usually when you start to get into effective disarmed territory too so even if you're only like knocking one enemy through one trap it's very easy to unless they have a move forward to get back to you they'll probably spend their next turn just moving not attacking and then you've got a lot of capacity to move from there plus you move them through a trap and did three damage to them so by the time they cut back they're going to be hurt the bottom on the other hand gives you two traps to work with which is very good for zoning that's one of the main reasons I use this was not necessarily the top which I used plenty of times by the way but the zoning drop a wound trap and then move to drop a wound trap the funny part by the way if you pair this with caltrops you dropped four traps and then if you leave just one little thing off you can start to make enemies take a long way around I know there was one scenario in particular where we had a couple people do a couple setup turns where we try to get some stuff into play um and then we're like let's let's go to town and we're just creating four traps immediately um we only actually had to deal with like one monster hit hitting our face and then we dealt with them and then we only dealt with one at a time so this is one of the best ways to get those out plus one is actually still pretty strong I know it's just only wounded in the middle of an enemy turn SNS strong but you can also use this for those like replace tramps options although there's only one at level one you'll get a couple options later that and this ends up being useful for but primarily for zoning off enemies this is the way to go I'm very biased because I do like the card I say that if you're going from more of a support build that maybe you might lean towards unavoidable outcome just to make sure you're able to get those but I think almost any build is going to just lean towards path of pain unless you absolutely hate flyers or maybe your group doesn't have the ability to deal with it very well I think this is more of a feeling but I I I don't I always like path of pain more than unavoidable outcome and I think every build if played effectively I think every build could probably benefit from path of pain more if not because the bottom provides more zoning which reduce is more damage and the top is kind of a far more effective finisher than the top of unavoidable outcome although the top of unavoidable outcome clearly is a much better better way of dealing with Flyers pyrotechnics so pyrotechnics is one of your better support traps at level three the only difference is pyrotechnics when you the top is used to its fullest extent is incredible uh if you give an ally strength then you heal them for three and then they draw that blast sometime the the value from that and let's say also in the process before that you this trap caused an enemy to miss their turn because they had to move around to disarm so a disarm heal three a crit and a strengthen which at usually averages to almost one it's under one I forget the exactly but it's it's effectively almost a damage um that's that's significant that's so much the problem is usually you're not going to get all that to line up sometimes you're going to shuffle some blesses into the Allies deck and they're not going to get drawn sometimes they want the advantage now but they're actually at full health sometimes they need the healing but they're not going to be attacking so and sometimes you're going to drop it but you just need to put it in a place that's easily accessible and you're not going to be able to disarm or wall off an enemy I'm not calling you a bad card it's actually an incredible card with a huge ceiling of what it can do but more reliably will just be a good card but the best part about this is even though I love the top the bottom is really good too okay so this is this is definitely one of the cards where both sides of it are super powerful because the bottom is move three which is good but then the next time you drop a trap this turn increase the damage or healing of it by three so if you're like hey I'm gonna move up and drop a seven damage boar catcher yeah do it that's fun or I'm gonna drop a seven damage enticing bait hey someone walk into it or it's just so good I I personally am a huge fan cocaine I'm I'm a huge fan of this and I think it's a very good card I do think it's sad that it's opposite extra teeth because that's the one I end up leaning towards but pyrotechnics is also very good extra teeth is a I mean boar strap better um not only is the damage better yeah but the range is better oh it's a range three range three is one of the best ways you can the best ranges you're going to be able to toss traps out too um although the five damage trap I use plenty of times I used extra teeth plenty of times more often just to start stacking traps so move two then pick every trap adjacent to you destroy them all and put them all the effects from all destroyed traps this way onto one trap within range two so effectively after you've like walled off a bunch of stuff like well what do I do with this cram it all down put it ahead like double it and pass it on to the next guy that's that's really what this is in trap form watch as you just take all the stuff put it on one move it forward so if you're like oh we cleared all this room hold on let me pack all my things and move on like this this is great for that I I love it especially because you can like toss another trap later and then dismantle and move that newly big Mega trap on top of your new trap with the bottom of dismantle and just keep like hockey pucking one trap forward until you got a big Mega trap so I love the top of it it is good but I I both halves of this end up getting useful because you're going to want to drop some five damage traps you're gonna you're gonna eventually need to drop a large volume of traps anyway but you're also going to want to merge them to begin with however even then like five damage trap sounds great it's only one damage better than your level one card and the level three bottom for the extra teeth is just harder to find other Replacements that do as much value as it so um what I'm trying to say is both sides are really good the leader build clearly goes for pirate Technics because that's one of the best support traps in the game I think control you can go for either extra teeth although gut does give you another trap a lot of times you're going to be dismantling the traps you up for control but sometimes if you built up a big wall and you haven't used all of them you're going to want to move them into the next room so they're going to use that however pyrotechnics for the control build is also really good because it gives you another good trap to work with so I'd say feel what you want the damage build is obviously going to pick extra teeth I don't think I need to elaborate why level four so Stocker spoilers is going to be the default card for Miss builds uh guess what you have the undercut you want and like so one of the things like the spring loaded was the undercut that you wanted right except it was too hard to use so the start for spoils ecds the answer is yes ignore everything about the card except at the bottom move two nice heal self nice loot one so not only do you get to move and loot everything next to you but you heal one which is great if you'll just need to knock off some stuff you don't need big Mega heels for yourself but they also heal one for everything you looted during that loot action so this can quickly um heal off some stuff and not only that but it gives you the initiative 10 undercut on a good thing so the Bottom's Universal but what about the top this is super good for zoning three two heal three traps that's super good not only does it give you two traps but they're easier especially if you have a large group of people where you need to wall off an area but now your enemies your allies are like well that's annoying the whole the whole area is now dangerous no they're dangerous for enemies but not you so uh watches you have a great initiative and your allies are going to be thanking you for Walling off those things so this is one of the best ways to have damage mitigation at all because not only can you create two traps because of this but then once your allies can get into the fight by where you toss these two traps they'll be able to step through it or step through it later and just heal through it or you can just step through it during later turns and heal yourself if you took a couple hits on the way there Dangerous Ground you're gonna be wanting to use the top way more often so although the bottom is very tempting but very tempting I think I've used it four times ever but when it does trigger God it's so good there are certain scenarios where that's incredible the bottom is super powerful and it's going to be one of those where you're in the final room you've got a lot of traps laid out drop it in the interim though gives you two three damage traps especially when you pair this like extra teeth like let's say you did drop that bore catcher and then you're like hey Dangerous Ground and then extra teeth that's just a two damage turn where you've now turned that into a 10 damage trap and then you can just uh very easily Chuck at an enemy the next turn or use it for whatever purposes you want it's your 10 damage trap figure out what you want to do with that trap but this is definitely one of those cards where it's you can very easily use um the stacking of things also if you need it to wall off things this clearly is a much better version of caltrops because it's almost two boar catchers so it clearly um deprecates caltrop's top here the cow drops the bottom obviously the move five is still kind of hard to [ __ ] about I think anyone could take stalker spoilers even the damage built um it's just a really good card however if you are like want to do the extra teeth toss a damage strap Dangerous Ground is the way to go so I'd say most Striker bells are going to be going for Dangerous Ground I think any build should take any other build should go for Starker spoils anything if you are going the striker to build um stalker spoilers is not a bad pick regardless level five lure the snare and proficient Hunter this is one where nolor the snare looks good and it is good and it's a good way of like dealing with another way to Spring traps reliably but this one is just I I feel like it's a crutch card I think Laura the snare is very good if you like the cool flying enemies and especially if you took unavoidable outcome don't take this but it's it feels like a crutch to me I feel like I don't know the initiative is not great um it does rely on like hey you do it's like explosive decoy but the numbers are higher like pulse rate is great don't get me wrong and the bottom is like uh you get to jump three and then trigger a trap congratulations but I don't know I'm just not a big fan of Laura the snare um I'm sure some belts can take it I'm gonna just suggest every Bill to take proficient Hunter because it's just more fun um so proficient Hunter move five drop a red gen trap we're going to talk about the top more often but first off I don't care what build you're going move five drop a regen trap deprecates almost all your Mobility and gives you zoning so if you're going for control the only problem is if you're going for damage the move 5 for Gen is not the way to go but if you're going for damage the top of professional Hunter just wins anyway so uh I every build should take it uh unless you really want to use lower the snare or maybe you're struggling a bit I think lower the snare will make it the class easier if you are having a little bit of a hard time with it so I'd say if if you're you're struggling a little bit with flying enemies or certain types of enemies are bringing the right card scenario go with the lord of the snare let's talk about the Top-Up profession Hunter so the Top-Up provision Hunter says the first one trap you place every turn gets plus two to it now this is one trap only one but this quickly adds up so I know some people are cool the first turn set up no play a bottom like explosive decoy or Honeypot with the first turn so drop it immediately and that honey pump becomes a four healing trap move three drop a four healing trap or like I'm gonna move out of the way and drop a four damage trap at my wake then drop some other traps and then extra teeth them all together that the the the the ability to stack stuff up becomes so much more rampant this ramp this quickly adds up to over the course of a scenario I'd say easily 20 or more points of effort for a loss I know it's like well your hand size is small yeah it is because you're a small rat but this there's no reason for this to not add up to more effort than any other card you have um and this this is the way to go for damage builds additionally any of the like replace builds like um improvised improvements or when you get to persistent pitfalls at the top and bottom later and um extra teeth once you merge everything you add this value to it because uh whenever you destroy and create a trap uh the Creator this actually still counts so um any like the the improvised Improvement says five damage wound no this is a seven damage wound if you like replaced a crappy trap with a good trap especially since it's only once a turn so you could be like well let me create this weaker trap and this will add the plus two it's a good trap destroy the weaker trap and replace it with this and then add the two on top of it you can start to see the best ways to move forward with it like I said I suggest every Bill take proficient Hunter level six uh persistent pitfalls let's talk about that um so persistent pitfalls I love this card the bottom is basically now my boss color uh so I just uh Zerg a trap together love to tap it up combine it and then um I had uh an item that allows me to just pull an enemy it doesn't do any damage just pull an enemy but like I'll place a trap in front of me and I'll pull them into it and then drop it behind him and then I'll path of pain with persistent pitfalls and the 13 is a good undercut so it's it's I've never had a buster I'll screw this up because I think the boss's earliest initiative is a 13. I think they have like a 13 to 14 and 17 or something like that anyway whole point is is uh knock them into the Trap then create a a half of it plus two uh behind them then punch them through it and then make them step through that repeatedly because it says immediately after a trap with value within uh immediately for the rest of the turn when a trap is sprung um as long as the value is two or more create a new trap with half the value uh damage trap like so you can just with path of pain just create this Corridor of death like a path of pain with some persistent pitfalls is amazing however if um you're not in the scenario for that or like the it's going to fall off after like a couple ticks or you don't have a setup that's okay too uh the top is incredible um so with extra teeth and path of Pain by the way you can drop a wound trap Moon trap replace one with a six uh damaged six damage stunt trap which with proficient Hunter becomes an eight damage stunt trap extra teeth that together rip to turn that into a 10 damage stun wound trap and use the top of dismantle the lava 10 damage stun wound trap at them that requires no setup you just one turn to set up to drop two traps which is good for zoning off stuff anyway then Chuck it for 10 damage stun you can do this every rest cycle um get that with like a spy glass or which is very easy to craft from your level one Craftsman and then be able to tack 10 stun wound with disadvantage every rest congrats uh that one doesn't even record that one even gets past flying so if you're struggling with flying this is the way to go so that's that's one thing you can do with it so then the other side is cage of thorns which I'm sure is a great card and honestly the bottom is actually really incredible the three of them pick two traps within range four and then you can now move them so this is really good for um picking where you want to relocate stuff but then the top gives you a nice attack three at range and then you trap you put a one damage trap and everything next to them which is huge for zoning especially for other enemies they might start as they start to step through traps paths could potentially make and since you get to pick the pick the path you could potentially turn this into something huge for zoning purposes and blocks so much off so I'm going to be honest I think most belts should just take persistent pitfalls I think control if you do really really like zoning things out cage of thorns probably the way to go but the sun trap gives you a lot of control anyway support pills is gonna want the stun trap anyway and obviously the damage build the bottom and the top doesn't matter is going to be good for that so persistent pitfalls is generally my go-to for this level level seven Foxhole is dismantle but you can Target Two enemies um because like I said you're going to be doing like 10 damage traps pretty easily turning it into 10 that 10 into 9 isn't a big deal or like like oh no I stacked a 15 damage trap so I can do a one attack 15 or two attack 14s now they need to be right next to each other um but you know yeah also unlike the um uh um dismantle this has an experience tied to it um Foxhole basically everything I was talking about dismantle and like tossing traps of things this is toss a Champa two things it's just really good plus it gives you an ID initiative which allows you to go very late which you don't really have the capacity to the bottom is a summon defense grid which High Health drops a trap every turn what's there not to like it doesn't have movement it does arranged attack the range summons should be good um when I've tried this it just was I'm less than a big fan sorry um but the top is really good on it um the I think the Bottom's kind of a trap okay uh it's the top it makes it worth picking that's all I'll say grasping hazards first off uh that trap does do a lot um especially the proficient hunter that two becomes a four so it becomes far more deadly but if you need to snack a bunch of debuffs on an enemy especially if you have a group that can take advantage of that poison or like um just the curse is so good uh that that that goes a long way but I think at this level instead of like dealing with a bunch of status effects you can usually just do a lot of damage this is a good card don't get me wrong but that that top is super Universal the initiative eight undercut is huge also the bottom is really cool if you can like just Zone off enemies and maybe enemies like like you pick where they go and maybe they'll you can get them like on top of like traps just make them step into them the bottom is really good because at the very least you can this is a universal top that's good for a lot of things and the bottom allows you to effectively deal with those flying enemies so if you don't like spring-loaded honestly don't take all the crotch so if you're like well I took on a volleyball just just pick one if you really get frustrated with dealing with flying enemies because this is one good way to do it and then also in the unlike spring-loaded um this one has a move too built into it as well so uh Foxhole clearly for the damage built uh Striker's absolutely gonna like it um for the controller probably ALS now you're going to want to go for the grasping hazards both of them pick procrasting hazards level eight magnetic shards uh so attack two on Reigns three Target three with a push um so what what what's kind of hard to use about this and it seems really good at first but ranged attacks that push are not nearly as good as range of Texas pole for the Trapper it's harder to get I mean I know Target three is really strong but it's just harder to get the most use out of this but depending on the scenario you might be able to utilize some stuff that's already on the scenario especially if there's like a lot of ice hazards or other stuff this has some really good uses for it but the bottom on the other hand is create two healing one uh Ward red gen traps that's super powerful uh that that can remitigate a lot of damage as well as recover a lot so don't sleep on the bottom the bottom is very powerful so although I'm iffy on the top the Bottom's so useful that I I think this is just a good pick regardless Spike strip is such a fun card I just want to say that this is although I I personally love persistent pitfalls the spike strip is probably a competitor for one that brings some more fun to the class um persistent Pitfall Square really being the queen of fun here but pick a hex within range four yay and then on a path to it a direct path to it create a two damage trap so also with um uh so that's that could be potentially a crap you can you can pick four traps with this and at damage two which is great and the bottom on the other hand is move three and then leave a path of immobilized traps so remember when I was talking about Spike pets this is kind of another way of creating immobilized trap so even if you were like just doing your other combos to build up stacking traps you can just move a little bit drop some immobilized traps and screw with enemies even further here so this doesn't like scale with like level where it's like doing a huge volume of damage but as enemies get more powerful being able to immobilize them just becomes also equally more powerful Spike strip provides enough damage I don't think the damage build honestly the the striker build doesn't get a lot out of either of these cards as much so the spike trips probably going to be where you want to go anyway because it provides that utility level nine ah these cards are fun so dangerous cargo every time it's a loss but once whenever you leave a hex during your turn drop the three damage trap behind you um which adds up to more damage overall than um proficient Hunter ultimately um this is cool um not as big a fan of it as but the bottom of it super good uh pickle traps within range three just just designate them then move four hey move four is great and then regardless of anything relocate anything to adjacent hexes so if you have a crap ton of hacks if you have a crap ton of traps dropped move four and pick a crap ton of the traps and move them adjacent to you now you have a bunch of stuff to get ready to go especially if you have like an extra teeth lined up for next turn this is something to do with them so um yeah that makes us super valuable because like I said you you're going to seem like you're going to want to drop all these traps and use them all you will be leaving traps behind and this is the best way of combining them into something useful then you have mother of all traps and she's a doozy so you have to destroy three traps yikes uh to create a nine damage wound poison stun trap and an empty hex within three you have so many ways of just making a lot of these dead traps or small traps that's destroying tray 3 traps isn't actually a problem huh and then the bottom is move three and then every time you move through this uh if you would spring a trap you get to pick not you but a separate Target within uh adjacent to that trap and pick them instead you can actually step through support traps and spring them on allies and you can move through those damage traps at the end and force them onto including flying enemies so this is another way to deal with Annoying flying stuff so uh mother of all traps is a really fun pick I personally think that like I said remember what it's talking about the bottom of dangerous cargo though it's too useful a mother of all traps you have to be end up like adjacent to enemies so you have to be in pretty tight quarters for the bottom to pay off and it will pay off um it's actually but the top is super good for just being able to reduce incoming damage so I think mother of all traps probably for the support build but I think anyone regardless of what you pick should pick dangerous cargo again if you want to pick mother of all traps it's a good pick it's not a bad pick but I'd probably say any build could benefit from dangerous cargo with no problem whatsoever especially if you drop those healing traps for the leader build who um and didn't use them yet because something happened you can just move all of them to the next room and see if you can use them there so I think everyone likes dangerous cargo but you could always go for a mother of all traps and even then the damage build if you're going for like more of a striker effect I don't know if you'd use both proficient Hunter and the top of dangerous cargo that could add up to a lot but I think you could potentially use this in place of it because once you start merging stuff with extra teeth and whatnot this adds up to one more damage around um I think regardless the bottom is going to be useful so you got that um so I want to talk about the masteries so the healing 20 Mastery is pretty easy to figure out how to do you use Honeypot enticing bait and potentially pyrotechnics uh if you really need to use flurry of claws to get the numbers up you've got that as your option proficient Hunter makes it easier to pull off but ultimately you're just gonna want to slap together a 20-point healing trap using dismantle extra teeth and whatever you've got um the stalker spoils also makes it significantly easier to kind of Stack that's healing up pretty quickly I'd say this is not as useful a Mastery this is a scenario if you think I got this because you're gonna have to use these healing traps to like zone out enemies and then just constantly merge them together without using the heel and then create a 20-point heal the thing is it's very very very rare that a 20-point hill gets used so this doesn't usually usually is more of a show-off mastery whereas the um the other one where spring seven traps is something you're probably going to want to be doing using some of the easy paths like setting up the bottom of path of pain to create some Moon traps cow traps and other things um that's one way but I'm going to be honest I found very few scenarios where I was actually able to line up seven but using uh like a battle X or equivalent items or it allows you to turn one damage attack into two turning two a path of pains attack three into two uh two Targets that's usually been the way to get the Mastery but keep surviving that's an easy way to get the Mastery those are perks speaking of perks let's get to those so I know for a lot of classes I try to like improve your modifier deck um the non then if it should make sense uh scenario effects are super annoying because some of them um make you like get like immobilized or other stuff like that or you have to like deal with some annoying like curses or stuff like that and some of there's more variety of stuff you'll want to ignore scenario effects but the first one you're going to take is careful footing careful footing is basically mandatory because you're going to be dropping lots of traps sometimes if you want to like move through the other side you could play like can't hit me can't hit me by moving through your own traps but not springing them careful footing is clearly what you pick I do think that the um be prepared is also super powerful because it gives you some acceleration and some instant zoning so getting a free two damage trap is also super strong uh however also getting a one damage trap especially if you have persistent Hunter if you're a proficient Hunter if you have proficient Hunter turn your long rest into heal to self drop a three damage trap is super powerful because that means that literally means it's normally somebody oh I've got a dead turn nah man you've got a good turn you're dropping a three damage trap on your dead turn on your long rest and you're going to want to Long rest more because in my opinion because your hand size you're probably not going to um want to plus since so many cards are part of a toolkit you're not going to want to randomly lose cards so it's I think you want more control so you're going to be long resting more than other classes so that's a perk that you take otherwise you're going to just want to optimize to get rid of the minus twos to make sure that when you do use Foxhole and dismantle you're going to want to be getting rid of the negatives because for obvious reasons Additionally the turning the pluses into a mobilize is obviously super powerful because if you are like put if you have to paint someone and hit that into a mobilize not only have they taken all that but by the end of it they're immobilized and they're basically not going to be able to walk back on their next turn they're going to take another turn so that's a huge measure of control for the perks as well so I know that was a lot and I hope that was super helpful so out of all this builds which do you like the most the leader the controller or the striker um are you going to try the Trap class now I know a lot of people are like I don't want to play the Trap or it's weak uh hopefully I've convinced you that it's worth playing and giving you some ideas on how to play it I know that personally that there's a lot of setup you can do with like proficient Hunter a couple of the ideas like when I was talking about persistent pitfalls the path of pain and extra teeth and dismantle which is something you can use at level six to get a very reliable attack 10 uh Sun wound non-loss stun wound at level six I know that's level six but um that was really fun by the way but um just some of the things that you can do if um you've had some of your own fun effects let us know uh if you had a really cool path of pain that actually triggered seven traps without having to add another Target well I'd love to hear about that as well so I hope this is super helpful if this is if it did help let us know in the comments and uh if you actually want to hear what class we want to do next I'd love to hear that as well so um so thank you all for watching it's obviously wonderful to have you here so also uh thank you to our patrons uh I know this was heavily requested from you guys too so hopefully this you enjoy this I always appreciate appreciate all of you you guys are wonderful our Inox is here patrons here um are great uh they do get early access to all of the guides including this one so if you want Early Access and the ability to vote when I do put polls back up there I kind of have been kind of crappy all the past few months but uh it does at least give you early access as well as access to the patrons only channel in my Discord so if you do want to join the Discord I'll have a link in the description as well so thank you patrons for supporting the Channel all wonderful and thank you all for watching thank you
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Channel: Rage Badger
Views: 14,965
Rating: undefined out of 5
Keywords: frosthaven, gloomhaven, class guide, tier list, trap, trapper, trap class guide, trapper guide, frosthaven guide, how to play
Id: WJ7EZ8XKYrI
Channel Id: undefined
Length: 67min 3sec (4023 seconds)
Published: Thu Apr 20 2023
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