Gloomhaven Red Guard Tips & Skirmisher Build (Jaws of the Lion)

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Adequate durability..? Red guard is maybe the tankiest class in all of gloom. I donโ€™t know if youโ€™re referring to the class in general or just this build

๐Ÿ‘๏ธŽ︎ 3 ๐Ÿ‘ค๏ธŽ︎ u/Beanfreak ๐Ÿ“…๏ธŽ︎ Jun 17 2021 ๐Ÿ—ซ︎ replies

My favorite build has to be the flame shroud build.

The damage output is just insane. Using flame sickle and warrior of the sun ideas, the damage could go at least 8 per turns. Just imagining the red guard on fire makes me wanna play him. Also, the combos with the level 5 card is just ridiculous.

At a hier levels than 5, my character would do 10 dmg per turn!

I think my least favorite would be spiked shield as you dont get to use the modifier deck, dont play the gloomhaven game where you try to not get hit and you dont get to one tap monsters.

๐Ÿ‘๏ธŽ︎ 2 ๐Ÿ‘ค๏ธŽ︎ u/potatoaru12 ๐Ÿ“…๏ธŽ︎ Jun 18 2021 ๐Ÿ—ซ︎ replies
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these tips are for gloomhaven's redguard character along with a skirmisher build while normally val wraths are peaceful well-mannered and gentle the demonic appearing red guards are tasked with protecting their cities after being outcasts from their capital city of jinda the red guard has sought mercenary work in gloomhaven armed with distinctive red armor a chain sickle and a shield red guards have found a new purpose standing on the front lines protecting their allies from harm these red guard tips are designed to get players new to the class started and minimize the class's learning curve the red guard is a chained sickle wielding skirmish fighter that uses demonic powers of fire and sun to slice his enemies to ribbons he is a straightforward beginner-friendly character designed for short-range and front-line rapid-fire melee attacks your goal as a red guard is to pepper your enemies while distracting them from your allies with high mobility and great pole techniques you'll have no problem maneuvering around enemies and positioning them across the map in the unlikely case where you're not moving across the battlefield you're able to unleash a ridiculous number of attacks using both top card multi-attack abilities and bottom card attacks some of the advantages for playing the red guard include high mobility rapid attacks incredible pulling ability short range light attacks and support incredibly fast initiative you'll most likely be going first every round great proximity attacks and great looting options to balance this your red guard is going to have adequate durability an inflexible initiative and few hard-hitting attacks you only have access to sun and fire for utility and now on to the skirmisher build the most fun that i've had playing the red guard involves using rapid fire attacks this is most effective when most of your negative cards have been removed using perks so that each individual attack is using a bonus being able to strike many times in a term multiplies your ability to benefit from bonus cards pick cards that either power up fire or light elements or possess multi-attacks for red guard most of these cards do not have lost actions which helps your durability overall blade dances core to this build a ranged pull 2 move then range pull 2 allows for effective setups and bottom attacks or raw damage actions for example take twirling stabs and warrior of the sun so that you have bottom attacks that hit for two flaming sickle and burning sickle can reset your used elements while dealing additional damage in shocking advance is another must-bring card for element generation and movement shield spikes is incredibly useful for the bottom ranged heel and the bonus element but it's an early drop as you level this is what my basic level 1 build looks like and fill in the remainder cards with your favorites at level 2 take barbaric instincts which adds burst damage and defense i typically use this card for fire generation and i pair with a bottom attack action on the turn that i want to take a shock of damage or use it as a bottom skirmish attack while burning a light bonus so that you can get a bit of movement while also dealing some damage and adding a wound at level 3 take strangling chain the top action represents 4 damage at worst on high hit point defensive enemies pair with a bottom attack action at the same time the bottom of this card lets you move very quickly when needed and this is overall an incredibly flexible card to add to your deck level four holy buckets i wish we could take both of these options you can't go wrong with radiant sickle it's really nice and if it speaks to you go for it however burn away the dark is a rapid-fire area burst melee attack that fits our theme when that doesn't work for your group go ahead and move crowd control swap out the awful cold and dark for fire and light seriously just take burn away the dark okay stop here if you don't want spoilers for the level five to nine cards that are hidden inside that package okay spoilers level five sand devil this is the only card that you have at this level to pick from it gives you a minion you should take it it's totally worth the loss action you can use it as ridiculously effective crowd control and skirmish damage that moves with you effectively throughout the dungeon at level 6 our choice is flying sickle the bottom fits our build of rapid fire attacks and moves with the right elements you are basically moving twice and attacking up to four times while building up experience and effects the top is basically a tactical nuke that sets up further bottom attacks at level 7 both of our cards are ridiculously viable if you play with heavy melee friends then take vicious ballet everyone gets an attack otherwise take horns with the beast this card is a strong blast that generates our most precious element fire you can ignore the bottom action of this card because the loss action is not worth losing a massive hit that also pushes enemies and generates fire and experience at level 8 take prismatic sickle you'll generate all the elements while dishing out a lot of damage the most important aspect of this card is the late initiative which gives you much more flexibility in your turn order if you're delivering for this round go first setting up for the next round go last it's a win-win otherwise loot all the things at level 9 take either card if you feel like fire generation is an issue the top action of soaring shield is incredible if not honorable fury is either a massive omni blast that light crowd controls or the bottom action sets up your next turn my preference is honorable fury because i like that big ranged attack and i don't like loss actions this has been the besro red guard guide i hope you liked it if you did hit the like button please subscribe for more character creation guides like this you
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Channel: Bezzro
Views: 432
Rating: 5 out of 5
Keywords: Jaws of the Lion, Jaws of the Lion Red Guard, Red Guard, Gloomhaven Red, gloomhaven red guard guide, gloomhaven red guard build, gloomhaven red guard, board games, Skirmisher Build Red Guard, Skirmisher Build Gloomhaven, Skirmisher Build Jaws of the Lion
Id: JRGyrut_FpI
Channel Id: undefined
Length: 5min 55sec (355 seconds)
Published: Fri Jun 11 2021
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