Gloomhaven Cragheart (Ultimate Build Path) - Beginner

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hey everybody it's james here from neural net games and welcome to my ultimate beginner build path this is for the craig heart it's a beginner guide and so what is this this is a guide that's going to show you exactly which cards to take level by level and not only that i'm going to show you exactly which cards to remove so that you have a nice synergized template to go off of and even if you make a few different choices you're going to have a good understanding of how the class works and how the cards interact and also i want to let you know if you like reading guides as well i have written a massive like 7 000 word guide on the credit card i'm gonna put a link to this down in the description as well so make sure and go and read it you know even though i'm doing both guides there are always going to be subtle differences right when you're talking like i am right now you kind of get a little bit free form i have notes but i don't read from a script and so there's always going to be some subtle differences so make sure you read the guide as well so what is the credit card well the craig hurt is one of the funnest classes in the entire game one of my favorite classes i actually put a video out on this so if you want to see my other favorite classes there'll be a link to that in the description as well but we can just do so much with the craig cart we're you know throwing rocks around and making obstacles messing with monster ai we've got some fun cards like backup ammunition we've got you know melee attacks ranged attacks there's a lot going on and i'm also going to show you how to manage the craigheart's initiative because that's one of the hardest parts about the kraker okay let's get started let's get the level one and x cards [Music] the first card we're going to take is crater this is just a nice solid average power attack for level one the push can be quite useful at times having a ranged attack with push is definitely better than having a melee attack with push much easier to get monsters into traps initiative well it is what it is and the bottom not that great um you've got quite a few other good powerful losses that you're going to want to play if you do play this you should be hitting at least three monsters and be consuming earth to make it even close to worthwhile although i will say that once in a while your move forward jump on this bottom it's going to be useful to get you out of a tight situation so we're taking it and we're taking it mostly for the top the next card we're taking is rumbling advance we're taking it for a few reasons the first is the top heel four heel at level one is you know above the curve range two does make it a bit painful but still reasonably useful however just remember that whenever you're playing a top heel there's an opportunity cost to that most classes only have a handful of bottom cards or bottom action attacks and so whenever you're using a top action to heal you can't do damage when you can't do damage you don't kill monsters and the number one way to you know beat scenarios easily in gloomhaven is to output damage a dead monster can't hit you back so just remember that anytime you're playing a heal this one at four though especially at early levels is is usually worth it and then another reason we're taking this card is initiative at 29 it's our second fastest at level one and that's going to be a common theme in this guide is you know making some decisions to help make playing the craig heart easier it can be very difficult depending on your card picks to you know actually go before monsters enough or actually you know figure out what's going to happen on the battlefield because we have so much poor initiative anyways the bottom of this card is what we use it for the majority of the time the move to and all adjacent allies and enemies suffer one damage this is really nice just to move into position when you want to melee attack and do a little bit of extra damage to monsters and also good for those monsters that have shields the next card we're taking is unstable upheaval and this top loss when you consume earth is very powerful and just remember that you can use the bottom of forceful storm to buff this up and so you know you can easily hit three four monsters with this doing 15 or 20 damage we really love this card for for this top but we also love it for the 13 initiative and if you can keep the card with you however if you can hit three or more monsters with this top with the bottom of forceful storm take that opportunity no matter what even if it's you know the first turn the power curve what you can do damage wise with this card is gonna outweigh any longevity costs i've actually created a stamina guide that shows you you know where the break points are how much longevity it'll cost you that sort of stuff i'll put a link down in the description so make sure you go and watch that video as well and so yeah we've got this powerful top we've got 13 initiative which is our fastest overall we're going to need that and then we've got this bottom which is very situational you're probably not going to use it for the bottom except in a life or death scenario but i have seen a handful of occasions where this bottom has saved a scenario so i mean once in a while it's going to be useful most of the time we're playing it for the initiative and a basic mover attack or we're playing it for the top to dish out some serious damage the next card we're taking is earthen clawed the top of earthen clawed is actually very useful although i wouldn't call it super powerful but it's really nice to be able to you know pin a melee monster back out of range effectively stunning them and there are not many melee monsters that can pull a card from their attack deck that you know has five range in fact i can't think of a single one right now there may be somebody let me know down in the comments if that's the case and then we've got initiative at 38. yeah it's okay for the craig cart but overall is very bad don't get caught up gambling on initiatives like this trying to go first before the monsters because it is going to ruin you um i've got a beginner video that nine essential tips for beginners i'll put a link to that in the description as well and then we've got the bottom heel two range three this is just a good solid heel a heel on the bottom is better than a heel on the top because there's less opportunity cost because you can heal and attack doing damage so heel on the bottom always prioritize that a little bit higher than a heel on the top the next card we're taking is forceful storm the top of forceful storm is just amazing i mean multi-target disarm and doing three damage to each and gaining one for each monster targeted and empowering air all very good stuff initiative at 53 is abysmal and then we've got the bottom and the bottom is what's really interesting so you know you can pair it with crushing grass you can pair it with heaving swing you compare it with avalanche but you've got to be careful because like for something with heaving swing you're gonna have very bad initiative 53 or 57 initiative is going to make your life extremely difficult and if you play those type of combos you're gonna get hit a lot more making the scenario far more difficult so that's why you know when you pair with something like unstable upheaval at 13 and the bottom of this card it's much easier to manage so just you know always be paying attention to what your card combo initiatives are and whether or not you can actually pull them off consistently you generally want to try and have a good chance at going first or you want to go last hopefully the video is helping you so far if it is please consider dropping it a like and i just want to let you know that i've started a patreon and so if you're looking for a way to support me that's the best way and i've got a twitter account now too cool board game news other fun stuff links to both of those are down in the pinned comment the next card we're taking is massive boulder massive boulder is a great card in larger parties like four players you could easily get five damage with two of it being suffer every time you play this card and with range and it empowers earth that's a fantastic level one card that is way above the curve so really really good there pairs well with backup ammunition as well so you can hit two targets and then everybody's suffering damage back and forth you can easily get up 9 10 damage per shot like that so it's pretty fantastic 87 initiative nice and late for when we want to go last there's a bunch of strategic reasons to go last so if you're not going last at least you know one out of four or one out of five times you may want to just look at you know how things are working i mean that applies generally to most classes there's a couple classes that are like i'm going first all the time talking about you scoundrel and then you know maybe one or two others and then the bottom is just a nice solid move for for when we need to move further than three what a weird thing to say but move four is good three is average four is good the next card we're taking is heaving swing and again another solid attack very often you're gonna be able to push somebody into an obstacle and then that's three damage plus two suffer you know it's great for shielded monsters and also if you can upgrade this push then you can sometimes get seven damage i don't necessarily recommend enhancing this card because we don't keep it with us at least in my build all the way through but if it's a card you're really liking it's you know a relatively cheap enhancement to up your power curve at that point in time and then the bottom though is really interesting adding plus one damage to all your ranged attacks can really start to add up especially if you're rolling something like a dirt tornado where you're hitting four or five targets that can be worth quite a bit of extra damage the next card we're taking is backup ammunition and backup ammunition is one of those cards that in the right circumstances can be extremely powerful and in others it's a trap you have to be very careful not to waste charges because if you use a ranged attack on a monster and there's only one monster left charge goes by you got to be really careful that you know what your friends are doing or that you go first so that you know they don't kill all but one monster and then you're left you know wasting a charge or doing nothing so yeah just be really careful when you're deciding what to do and make sure you've got a reasonable mix of melee attacks and ranged attacks and then you know this is insane with blind destruction i mean we'll get to that but it just it becomes ridiculous and even with massive boulder this can add a ton of extra damage with massive boulder you're probably adding 16 damage with four charges on average so definitely going to be worth it however just remember that when you play this top you're not attacking and so you have to subtract some of that damage so anytime you're making a decision whether a card is good try and math out the damage like that and then take away an action so let's say our average attack is three or four probably closer to four this is 16 with four charges goes down to 12 because we could have just chucked something instead of playing this card and so make sure that you're doing that calculation so let's say we waste one of these charges we actually do 12 damage and then opportunity cost costs us four more damage putting it down to eight is it worth it as much then it's probably not worth it at that point so very very important you don't waste a charge on this initiative at 77 is is late enough to be reasonably useful and then we've gotta move three i don't think this card gets used a lot for the move most often you're gonna be playing this reasonably early in the scenario like when you get a spot too right maybe not first turn because you tend to get rushed quite a bit in gloomhaven yeah right out of the gate but after that if you have any spare time you're gonna cast as soon as you get spare time so the move three is fine average but doesn't get used a lot the next card we're taking is dirt tornado a nice aoe that you can power up and if you enhance it which a lot of people do with curse it becomes game breaking it has its own name it's called curse nato i've got a video where i talk about enhancements and stuff like that i'll put a link down the description uh go and check that out but yeah essentially this becomes game breaking so if you like breaking the game and you want to do it fairly early on go get yourself i think it's 150 gold and ruin every monster because you're putting in four or five curses perk per use especially in higher player games in a two-player game though this card becomes much less powerful so just keep that in mind and then we've got move three on the bottom perfectly fine move the next card we're taking is crushing grasp attack three immobilize empower earth is not too bad make sure you pair this with a fast card though because the number one way you want to use this card is you want to be adjacent to a monster already so maybe you went late last turn or whatever you want to be adjacent to the monster you want to go quick you want to attack you want to immobilize you want to move away effectively stunning the melee monster unless they pull one of those annoying ranged cards but you know six out of seven times or whatever six out of eight times once in a while uh this is going to be as good as a stun on a melee monster so you know very useful for that initiative 35 for the credit card it's good i mean still though don't get it don't gamble on initiative too much even 35 is is gambling and then the bottom loop one pretty tough to use we don't have a top move until kinetic assault at level four and then lumbring bash at level eight and so the loot one yeah once in a while you're gonna be able to use it but it's not super great the next card we're taking is avalanche an avalanche has a nice powerful attack when you consume earth it's 10 total damage on two targets you can pair it with forceful storm however if you do just be prepared to get hit because with this initiative you never know what's gonna happen but still attack seven on two targets for a level one combo is pretty solid and then the bottom this is the main way we're gonna place obstacles until we get rock slide at level four but it is super awkward it is so easy to make a mistake i've made mistakes myself in the last few months i literally made a mistake on glee maven digital playing this card one check to see who's flying two you know check to see who is ranged and then really most of the time you want to use it to pass melee monsters around so yeah just do all those checks first and make sure that you understand what's going to happen on the battlefield because it can change pretty quickly you know monsters just seem to have this tendency of pulling the worst card at the worst time and then all of a sudden they go faster than you and they move adjacent to you then you can't play your obstacles and yeah things can go wrong pretty pretty quickly alright sideboard cards rock tunnel this top it's useless it's absolutely awful remember i talked about opportunity cost you're just gonna disarm a trap instead of attacking that is very very poor very very poor use of a top action i would almost never use this one in 50 scenarios is going to be useful where you don't have a jump or something you're too on the low on hit points to run through a trap you need to get through a trap to get somewhere etc and that's not the only problem with this card the initiative also sucks on it like if this card wanted to be played like if you know isaac had decided hey i won't be able to play this card the initiative would need to be way faster because it would also make the bottom way better and so the bottom mu5 jump immobilized this can be decently powerful but it's very situational and because you have to pair it with another card that has nice low initiative to really make sure it's good that's going to be tough because we have we have poor initiative and so now we've got a top which you're not going to be able to use 95 of the time a lot and then we've got this very situational bottom that's a loss and so this is just as bad as a double loss basically and you're very often going to be playing this card just as a basic action for multiple rest cycles and that's really going to reduce your overall power output and it's going to make scenarios you know quite a bit tougher for you our next sideboard card is opposing strike the top you look at you're like oh a repeatable attack three on two targets no it's not that it appears to be that but it's not really that because basically you have to have a crag card sandwich to do that and you're gonna very often be putting yourself in a poor situation and so most of the time it's tough to do and when you do do it you put yourself in too much danger so top is actually not that good and again the initiative is just no just no i won't harp on this too much more and then the bottom this is actually decent it does solve some of the problems of retaliate because essentially you can't waste a charge and so if you get this out early it is going to be worth 12 retaliate damage however you're gonna have to take a lot of hits to get there so in a standard build even though i think the card is pretty decent overall in a standard build it just doesn't quite make it but if you're in two player and you need to output your damage more and you've got somebody with you who's got healing this card can actually do some pretty good work especially against shielded melee monsters our last sideboard card is nature's lift and the top of this a heel 4 at level 1 is decently powerful but again opportunity cost and compared to like rumbling advance i mean we've got an equivalent heal the initiative on this is drastically worse and the bottom is drastically worse and so it's not even close to as good um as rumbling as something like rumbling advance and the bottom like to range it's just not going to be enough for you i mean you've got okay range yeah i mean you're shooting at like three range a lot of times sometimes four range if all your stuff is range two this might be you know something that could help you and really the card should have been like plus one damage plus one range or something like that and that would have made it a lot more viable but in its current state i don't think anybody's playing this card really at level two we have sentient growth and we have explosive punch and i'm taking explosive punch and i'm not taking sentient growth and i'll talk through exactly why here so top of sentient growth is actually pretty decent in a four-player party it's drastically better than a two-player party so if you're in a four-player party and you want to stay in the back more you want more range you can take sentient growth just remember this though when you target somebody with this you have to have at least one valid monster as a target so the best you can ever do is attack on one monster heal two of your allies you could never do you know a heel two on three of your allies like this because there's no valid target this has been covered in the faq by the creator of the game isaac childress so believe me anyways the bottom of this move to heal one uh this is just great for removing poison and wound from your friends that attack one all adjacent i mean once in a while you're gonna get a little bit extra damage but mostly you won't and then we've got explosive punch top and it's just it's not really that good it's not really that good but it can sometimes be good i mean compared to like avalanche forceful storm um not uh unstable upheaval all of those are better top losses so you won't be playing this top loss very often however initiative at 28 at this point is going to be our second best and that's essentially why we're taking it and then the move forward is just a little added bonus so in this build we're taking it because having some faster initiative is just going to make your life drastically easier it really is unless like i said you're going to be you know really focused on ranged attacking and you're going to be staying in the back more take explosive punch and then remove crushing grasp i think crushing grasp at this point it's just not really good enough there's so many other cards you're going to want to play you're going to want to play massive boulder to attack you're going to be doing a lot of other stuff and being in melee range with just that attack three immobilized it just doesn't make the cut at this point at level three we have blunt force and we have clear the way blunt force top is just it's a nice strong single target attack i mean doing eight damage paired with forceful storm bottom we can attack a 21 initiative for 10 damage that's going to be really good for bosses strong elites stuff like that 21 initiative is so helpful for us at this point i can't stress to you enough how important it is for you to have good initiative at least a reasonable amount and it's you know somewhat dictating how we pick cards here the bottom move to retaliate oneself eh that's okay once in a while you're going to get a little bit of extra damage i mean generally you don't want to move into harm's way to get off of one retaliate but i mean once in a while so it's you know slightly better than a move to and it does give us experience which is nice and helpful we do struggle a little bit with xp generation and then clear the way move one adjacent single hex obstacle to an empty hex within range four it's quite awkward to do this first you've got to move and get next to an obstacle then you've got to throw that obstacle then you've got to have monsters grouped around a hex already and sometimes that'll happen but sometimes it won't i mean you've got to have an empty hex right empty means no money tokens i mean if there's a money token they're all clustered around one of their buddies that you killed before that you're not going to be able to place that obstacle there it's like one of them yeah it's a rule that doesn't really make sense but that is the rules as written 43 initiative is also abysmal the move 5 jump destroy all obstacles and disarm all traps you almost never want to destroy obstacles for fun and you almost never want to disarm traps for fun and so we just don't really want to do this and so essentially this is a loss for a move 5 jump which can be useful once in a while so what card are we gonna remove we're gonna remove earthen clawd the attack two just starts to wear out a little bit and while it is useful it's not quite powerful enough we're subbing in a lost card which and we're getting a little high in lost cards but we'll fix that as we go forward um we've got a nice powerful lost card to you know do single target damage which we didn't really have a great solution for before and so yeah earthen clawed out blunt force in and off we go at level four we have rock slide and we have kinetic assault and this is an easy one i'm taking rockslide and i'm not taking kinetic assault so let's talk about the top of rock slide the second best card for the credit card and probably this is going to be top 20 card in the game i don't know i'm just making things up but it's very good remember though no single monster can ever suffer more than two damage from this card just remember that it two damage and you can spread it out so really you can do six suffer damage to three targets but what you can also do is you can create obstacle courses and so you can just you know nail melee monsters and just destroy them with this like it is so good it's so flexible it's so easy to use but remember again money tokens and stuff that's not an empty hex so once in a while that will cause you some problems but versus clear the way you've got all these different options and as long as you're getting them next to the monster you're doing to suffer damage at least even if you can't create a perfect wall every time initiative 881 nice and late for us helpful sometimes move six in a straight line uh i have used this it's been you know useful in scenarios where you've got to cover a lot of ground sometimes it's you know a lot of times it's not going to be useful but most the time you're going to be playing this for the top anyways kinetic assault is pretty good move one on top moving on top is very nice that gives you a lot of flexibility and then attack four that's about average or a little below average for a reusable card at level four so it's fine initiative 19 is so beautiful though we are really gonna miss that and then we've got retaliate three range three it's okay but it's a loss just remember if you ever do play lost cards like that like retaliate losses that you've got a plan for the other side of the x right you got to use top and bottom or top and bottom if this top and bottom has retaliate make sure that this top and bottom has a nice flexible set of abilities so that if the monsters decide they're not gonna attack that round you've got another viable action that you can pull off so we're gonna take rockslide we're gonna remove avalanche avalanche we just took blunt force and so we added another top loss and so we kind of need to balance that out and then also we've got obstacle creation that is a hundred times better than the bottom of avalanche so easy easy choice here avalanche goes at level five we have stone pummel and we have petrify and i'm taking neither i'm taking kinetic assault and i'll tell you why but let's talk about the cards first stone pummel tub if a posing strike was a sandwich i guess this is a clubhouse energized i don't know what the hell i'm saying anymore don't don't dislike the video just for that reason although i wouldn't blame you at all anyways if you're in this position you're getting annihilated most likely like you really are and to get in that position i've never hit four monsters with this card literally ever that i can remember anyways initiative at 32 it's fine it's whatever for us it's okay the bottom the bottom is just awkward you've got to be adjacent to an obstacle and then you've got to attack the monster with a melee attack so often the monster you want to attack isn't next to an obstacle and so you're gonna go ah it's just targeting woes let's call it and then it can you can waste it as well so let's say the only position you can attack a monster is adjacent to an obstacle that monster has one hit point buy to the charge regardless extra three damage to that monster that has one hit point left so you can waste the charges as well and then we've got the top of petrify and this card gets better the higher level you are like if you take this card at level nine like if you've got this card you're at level nine some normal monsters have 20 plus hit points and so it could be worth 20 damage at range 4 and you get to create one single hex obstacle in the hex in which the enemy died yay anyways thematically it had to be done that way though like really if you think about it if it didn't you know people would be all over isaac anyways initiative at 47 sucks move through immobilize target all adjacent enemies and it's okay if we've got top moves and then we can move in mobilize everybody nerf the melee monsters and move out but generally you want the immobilized first and then the move so you're going to mobilize and get out of dodge so what are we going to remove and this is where it gets really tough because every one of our cards has a purpose right now and so i think the best card to remove is crater it's running out of steam a little bit and it doesn't synergize as well with backup ammunition we've got massive boulder and we've got forceful storm both of which synergize with backup ammunition so we don't really want to get rid of those and so we're going to remove crater and you might say why don't we take out backup ammunition it's you know now we're mostly using it for just a couple cards and so why don't we get rid of backup ammunition well a couple of reasons one with massive boulder it's still so good it's adding tons of damage i mean 20 damage most if you use every charge you can easily get 20 damage in a scenario extra with backup ammunition and a bunch of that is suffer which is really nice for shielded monsters and then we're going to use it at level 9 and destroy the entire world that's why we don't take out backup ammunition so crater is gone and kinetic assault is in at level six we have dig pit and we have cataclysm and i'm taking cataclysm and that is not a surprise to anyone who has ever played the craig heart dig pit top is just the worst it's abysmal it's so bad it really is anyways initiative at 78 it's okay it's kind of late move to invisible on the bottom is actually pretty decent not something we're going to use a lot as a craig heart but you know invisibility is overpowered to go and block doors and do fun stuff like that and then we've got cataclysm attack four and if we consume earth it's attack six and then you pair it with the bottom of forceful storm and we've got attack eight on six hexes i mean that's a lot of damage you're never hitting six people with this though and doing 48 plus damage never but you are gonna consistently hit three monsters or more for 24 plus damage when you pair this you know with forceful storm and you consume that earth and that's going to be really good for you i mean you're just yeah it adds up fast and you get to immobilize sometimes you're going to get your friends with this and really piss them off but it's great for pinning melee monsters in place as well so you've got tons of damage and some control and at initiative 26 that's what makes it playable a forceful storm 26 is good enough to go first probably 70 to 75 percent of the time i'm gonna say so you know a decent majority of the time 26 initiative is going to allow you to go fast or fast enough to beat the monsters to the punch and then the move three good possible move six just you know by consuming earth that's super easy and flexible it's a very good strong move and so what are we going to remove we're going to remove explosive punch because this top is just drastically better than explosive punch and this bottom is equal or better it's one move less if you don't consume earth but it's a lot more it's two more i can do the math why would i say a lot more it's two more i can do two-hand math i promise and toes i can get up to 20. anyways uh going on a bit of a tangent here but anyways it's much better in all ways remove explosive punch adding cataclysm at level seven we have brutal momentum and we have meteor and i'm taking brutal momentum and i'm not taking meteor there's a lot of restrictions on meteor but let's talk first about brutal momentum so one clarification there's official errata on the top of this card you can choose where to push so normally you would have to push into an empty hex you don't have to do this which makes it really easy to crank somebody into obstacles or walls and so just remember that you can choose and just remember if the monsters are flying shove them into walls not obstacles because you're just gonna push them over top of the obstacles but you can push flying monsters into walls and do this damage so it's really easy to get seven damage four of it suffer out of this and so it's it's really nice and then the bottom very good very good to you know add potential plus two to all of your ranged attacks and just remember though if you're playing it with with dirt tornado has a little bit of anti-synergy because you can already pump up dirt tornado so it is slightly better but you know dirt dirt tornado can pump itself up and so you could technically play evening swing for dirt tornado is just as good as brutal momentum is for dirt tornado okay next we've got meteor and i'm gonna go through this in detail so create one three hex triangular obstacle in empty hexes and this is the key so first of all like i said before tokens they stop it from being empty you cannot play this card when there is a token in the way and so what happens is especially when there's more players it becomes not impossible but often times very very difficult to actually cast this in an effective spot it's not a spell it's not a spell i keep saying cast i play magic too anyways it's very difficult because you know you've got monsters you've got tokens you've got obstacles you've got like all kinds of hexes that are affecting where you can place this this card has more caveats than a legal document more restrictions whatever because it also all three obstacles also have to be within that three range you can't put one three away and then the other two out of range they all three have to be within range and so it's just brutally awkward and often you just won't be able to play an effective spot you'll have one legal spot that'll hit one monster and all the spots you want to play it will have tokens or obstacles or other things in the way you get the point 23 initial those good move for jump is also very good but still it's just not good enough for us to take like i said we're taking brutal momentum and what card are you removing we're removing heaving swing this one is actually pretty simple with the ability for us to choose where to push so we can shove them through obstacles even if there's illegal open hex brutal momentum is going to outperform heaving swing consistently and the bottom is also better and pairs really well with blind destruction so that blind destruction can just i mean get even crazier at level eight we have rocky end and we have lumbering bash and i'm taking lumbering bash but it's so close and even just taking no cards is really close stick with me i'm gonna go through it by the end it should make sense fingers crossed so let's start with rocky end first when destroy all obstacles within range two if we consume earth it's range three this can be quite powerful but you're gonna be you're gonna need to be the kind of person who can set it up and really coordinate properly as to what's going to happen the following turn because essentially you need to keep avalanche then instead of getting getting rid of it which is kind of kind of sucky and then you've got to play the top of rockslide and then next turn you you know you use this and you can generally get somewhere in the range of let's say 10 to 16 damage which is pretty good but we've already got blunt force and blunt force you just go you use earth you do eight you combine it with forceful storm bottom you do ten it's really simple there are a lot less requirements and setup to pull it off and also it has initiative 21 versus initiative 37 and that is a huge difference so whenever i'm deciding whether to take rocky and i always just think about and compare it to blunt force and rockian can be better and you're going to remember those times you just you know bang eight obstacles nine obstacles but i think in the long run you're probably gonna do as well with rocky end or better no as well with blunt force or better versus rocky end comment below let me let me know your thoughts on that and i think you know people generally genuinely remember when things are a little more flashy so rocky end i think it's a little bit more credit than it deserves anyways the move six on the bottom of this card is really good you can end up adjacent to an obstacle pretty easily then we've got lumbering bash and it's moved to attack five on the top which is you know let's say kinetic assault is is move one attack four and so you say well this card is just a direct upgrade but is it not really because of the damn initiative kinetic assault initiative just helps so much and this 85 initiative it's just a pain it's an absolute pain and then the bottom of the card is if you're in a two-player party and you need healing the bottom of this card is actually not too bad and so lumbering bash is oh is you know can be reasonably useful the reason that i'm recommending you take this card is that i just think the two move maybe is this much better than kinetic assault when you factor in the initiative differences the you know the extra attack and the extra move but it is so close you could literally take rocky end here you could take lumbering bash or you could take neither and leave kinetic assault in all to me are so close it doesn't really matter for the purposes of this guide we're gonna go with lumbering bash though and we're gonna remove kinetic assault just because it kind of feels no good to take nothing like nothing at all period so yeah lumbering bastion kinetic assault out at level 9 we have pulverize and we have blind destruction and this is not even close unless you just want to take a less powerful card for some sort of fun build and that is totally awesome but pure power wise very few cards could match blind destruction especially combined with brutal momentum and backup ammunition we'll talk about that in a second first pulverized top if this even wanted to be playable it would need to be pushed forward and you could just scatter monsters and you know maybe prevent them from attacking stuff like that and it would be more useful as it is it would be like a level four or five card i mean it's just not good enough it's not good enough for level nine it doesn't make any sense 31 initiative whatever and the bottom of this card makes no sense either so attack two target all adjacent enemies then you're going to want to move 5 jump and target all adjacent enemies with an attack 3. if the first attack was super effective why would you want to move so if you can hit 4 monsters with the attack too are you gonna move five jump most of the time not you're gonna want to stay there to maximize your perfect positioning like it's a card that just does not make any sense whatsoever and then we've got blind destruction so let's let's just map this one out right we're gonna pay play the bottom of brutal momentum and it's gonna be a tag six then we're gonna have backup ammunition out and so we're gonna proc this twice let's say we've got three monsters they're in a triangle that's attack six suffer six suffer six for eighteen then back up ammunition procs attack six suffer six suffer six that's 36 repeatable damage 24 of which is unblockable suffer damage if you play this combo there will be no scenario that you cannot beat with ease it's just that simple it is too powerful and you will never have any problems again if you have backup ammunition blind destruction and brutal momentum and you just do that and just watch everybody die so what are we going to remove well we're going to remove massive boulder we just don't really need it anymore i mean it's one of those cards that we're going to save the charges for blind destruction and so having massive boulder it doesn't really do us any good at this point because you're never going to want to be like yes i'd rather play a massive boulder instead of a blind destruction it's just not going to happen okay let's talk starting items first eagle eye goggles for your head they're going to be really good for dirt tornado stuff like that just adding damage on all those multi-target attacks um height armor is is fine for for chest although i wouldn't recommend it i'm just going through the slots here for hands piercing bow because you've got those multi-target range attacks and then a minor stand potion is always good boots are striding they're just going to give you a little bit extra move some pretty standard pretty standard stuff here okay let's talk perks first do all the check marks for remove minus one add plus one minus ones ruin lives very often you attack for exact damage and then the minus one comes up monster stays alive monster does something crazy and hurts you scenario snowballs scenario over so get rid of all the minus ones you can always first pretty much for most of the classes there's a couple exceptions but anyways yes get rid of them they ruin lives then plus two models then plus one immobilizes then remove your four plus zero cards it's always better that you pump your deck up before you thin it out and then ignore negative item effects uh this becomes better the further on you go especially at mid to high levels because you may have to be in melee melee range more often at that point so you may want some more armor if you do like using army you feel like you're going to get hit more you have to be in the front more because of your party composition take this one much earlier so that you don't have to put more minus ones in your deck it'll it'll help you out a lot that way then ignore negative scenario effects and remember event cards road events city events they are not considered negative scenario effects this perk does not mitigate any effects from cards only from the scenario text in the book and then take anything else that makes sense for your build uh but try and stay away from rolling modifiers especially if you're playing eagle eye goggles they just mess with advantage so much i've got a i've got a video it's the 20 most common rules mistakes there's a link down in the description to that and yeah watch that it'll be worth your time i promise it's pretty fun to actually make a mistake in the video just an editing mistake but go read the comments it's funny i've been called out on it a lot of different times pretty hilarious anyways i just wanted to say thanks for watching the video and a special thank you to my subscribers and to my patrons i couldn't do it without you you
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Channel: Neural Net Games
Views: 6,190
Rating: undefined out of 5
Keywords: board games, table top games, gloomhaven cragheart, cragheart guide, best starting class, best class, gloomhaven class guides, best character, gloomhaven tier list, gloomhaven how to play, gloomhaven rage badger gaming, gloomhaven mandatory quest, gloomhaven beginner tips, gloomhaven too hard, gloomhaven tips, gloomhaven common rules mistakes, gloomhaven house rules, gloomhaven rules, gloomhaven classes ranked, gloomhaven best guide, gloomhaven worst class
Id: EFq_t0Qgp80
Channel Id: undefined
Length: 46min 36sec (2796 seconds)
Published: Wed Oct 06 2021
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