Gloomhaven Spellweaver Class Guide & Tips

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hello welcome back today we are back with another class guy video and we will be covering the spellweaver we have received good feedback in regards to these class guides so we'll be bringing more to your door remember guys don't forget to like subscribe keep the notifications on because we're going to be doing a lot more of these plus our play throughs as well so a quick rundown of the spell weaver she has a hand size of 8 and a starting health is only six she has a range damage dealing class and you're gonna need your strategy brain on if you choose this class because you need to plan your your plays in advance the unique thing about the spell weaver is she does have an opportunity to get all of her lost cards back with one card now this is a beauty a gem we need this in your deck because this is what makes the spell weaver and this is what makes her unique to all the other characters is the card management side of it you need to plan what's in your lost deck what's in your discard deck before you use this beauty of a card so we like to use the area of effect option to build up our spell weaver so this gives her the ability to attack multiple enemies per attack if she is able to do so now as we've already mentioned she does have to plan in advance so the idea is that you'll create an element uh in the current turn to then be able to use them the next turn so you have to think strategically um also pair her with a tank if possible in your in your group so she can deal damage from the back whilst the tank deals damage from the front so a minor little drawback to the spell weaver she is very weak as you can see with six health and her hand size is only eight her initiative is rather slow she does have an opportunity with one or two cars to go quite early but you're looking at middle too late which is not always a bad thing for a spell weaver this gives you the opportunity to kind of hang back wait till everyone's already gone and then you can just swoop in there smack all the enemies in one go so first up then is mana bolt now the top half of this card attack two range three and consume any element to add plus one attack and gain an xp the bottom half is also really good hill three range of one so you can heal yourself or a close ally it is only range of one but hey don't be fussy initiative being seven so this will be coming with us as it's an all-round good card so up next is flame strike this card reads attack three range two consume the fire element to ruin the target also bottom half is an attack two range two and an initiative of 36. now this card's an okay card it will be making our first hand for the reason it can wound an enemy and the bottom half in case you don't need to move and you're relatively close to the enemies you can do a double attack on that turn as well so next up then is crackling air now the top half of this card states on the next four attacks add plus one to the attack or you can consume the wind element to add plus two to the attack instead now you have to lose it but it's the perfect opportunity to gain some xp and really hit hard and the bottom half of the card move three you can consume flame to retaliate too which is also really good if you have that element initiative is 25 so all in all it is a good card you do have to be prepared to lose it but you're doing more damage up next we have ride the wind we have loop one as the top action and the bottom half is move eight as a jump create air and you do have to lose it after you use it an issue of 83 so it's kind of slow it's an okay card it's not the best however it does get you out of the spot of bother if you are surrounded by enemies and you can move to the other side of the map literally and get away from all that danger and even have the opportunity to loot if you want to use the top half again not great but we will be taking it for our starting hand and we'll probably be switching it out once we upgrade to a better card next up is impaling eruption now we will definitely be taking this card with us reason being top half attack three range of four additionally target all enemies on the path to the primary target gain one xp for each enemy targeted and create the leaf element so this is a really good multi-target card you do have to lose it but it's absolutely worth it to do that extra damage and bottom half is a move four which you can use over and over again which is great initiative is 70 so it's a bit slow but at the end of the day if you're at the back it doesn't really matter up next we've got fire orbs now this is probably one of the best cards the spell weaver does start with it reads attack free range free target free gain an xp for each enemy targeted create fire you do have to lose it obviously after you use it but with that would you expect bottom harper is move free initiative of 69 this would definitely be making our starting hand next up is aid from the effort now the top half of this card is heel three range of three so once again you can heal yourself or an ally that's a little bit further away from the card we spoke about earlier which is good uh the bottom half is summon mystic ally which is always helpful he moves two he's got two hit points he does three damage but he also attacks on range as well a range of two so if the enemy is busy attacking someone else you know you've got your ally there to do some serious damage um he's got he you can get two xp from summoning him you do have to lose the card the only thing is it's initiative 91 which could be a good or a bad thing because if you summon the ally late you know that he won't get hit as much so last but not least you got it revive nfr pop up reads recover all of your lost cards you do get to create darkness and you do have to lose it obviously after you use it now this card has another symbol near the lost sign which means you can never ever regain this card no matter what once you've lost it bottom half is a move for jump which is good an issue of 80 again you're going to be taking this card because it's a key part of the spell weaver and you're going to need to recover all those lost cars so that concludes our starting hand the cars that we will not be taking are hardened spikes freezing nova and frost armor but the reason being they don't really fit into our aoe build so we're going to be leaving those ones out for now so yeah so now we've hit level two the card that we'll be taking is icy blast and as we've mentioned this is purely because we're building up the spell weaver to carry out area of effects attacks so this card the top half attack to range three muddle in like a flower formation you create the ice element you get 2xp you have to lose the card but with the card that you can get all your lost cards back it's not too bad to be honest now the bottom half is hill 6 range 2. you have to lose it for doing that as well but it could be someone's lifeline so take it um the initiative being 66 so it's not too bad you'll kind of be going in the middle but it's definitely worth it so the card that we'll be dropping is ride the wind the loot one top move eight bottom even though you can create the wind element for use with crackling air if you've got someone in your party that can do that or has a mana potion you don't necessarily need this card as it's not crucial so for our level three cards we have cold fire and elemental aid we're going to be taking cold fire though again for the reason of the area of effect top half roots attack one range three consume fire to add two damage to the attack or consume frost to add stun or do both of them together bottom half reads loot two then lose it an issue for 67 again this fits our build really well and it does give us the opportunity to stun some enemies as well and do some damage there so this one is the one we'll be choosing so cold fire is going to take cracking an air spot on our hand reason being we don't have many cars that can generate air um and if you don't have an ally or a buddy that has a mana potion that creates air there's not really much point of taking this card however cold bar is not a lost card so we've hit level four and the next card we'll be taking is a forked beam funny um so the reason that we'll be taking that is because it's attacked to range three target two so once again it's not a huge area of effects card but it can target more than one enemy and you get one xp for it and the bottom half move four which is very welcome in our eyes it has initiative of 20 so it's fairly quick to be honest so you can always do a range attack before dashing away um we'll be swapping this for flame strike as we find flame strike to be really limited it's only got a range of two unfortunately which is pretty bad um it only targets one enemy again this new card targets two and you get the bonus of the xp so we'll be taking fork b so we've just dinged a level 5 and hello chromatic explosion come to papa attack free range 3 create every single element in the game get 2 xp and doing a triangle like formation as well you do have to lose it but again would you expect bottom halfway to move to create any element as well so we've got some options there and initiative of 71 we're going to be definitely taking this card over the other card because we are building to an area of effect and we're going to replace in paleonte eruption reason being is completely eruption is a good card but you have to kind of get close to get the maximum effect from it whereas we want to stay back and do damage from afar next up for level 6 we're going to be taking living torch attack for range of three immobilize consume the sun elements all enemies adjacent to the target suffer two damage and you get an xp for it now the bottom half you get an ally and this is the summon burning avatar so that means we're going to be leaving behind aid from the ether so we're going to be losing our mystic ally purely because the burning avatar is more powerful um the new card has initiative in 96 so it's very slow but also if you summon the ally again later in the turn it will be better for their health you are losing the heel three but we ain't no healer we're the damage dealer so we are now level seven and we're not taking any of these cards reason being twin restoration we don't need another card taken up revive uh recovering lost cards and stone fists is a melee build and we're not a melee build so goodbye to them and we're going to look back now at frozen knight so we're going to take this card in this case it's in the tap for game one xp for each enemy targeted great eyes and we've got this little formation going on there bottom half is move free then you can consume knight to move another two and go invisible then get xp as well so very decent an issue for 46 so middle uh and we're going to drop cold fire at this point i'm going to put frozen knight in for the reason coal fire doesn't attack one if you don't consume any elements so on the case we've got no elements up we don't really want to be stuck with an attack one this late in the game so we'll put frozen knight in there instead so next out of these two level eight cars we'll be going for cold front uh the reason being attack five range two in a spaghetti formation um does that make sense yeah oh okay in a spaghetti formation that basically you can target so many enemies along the same line uh create frost you get two xp for it you do have to lose it but um it's one of those what do you expect situations again really the bottom action on the next three sources of damage from a tax target in you suffer no damage and instead gain retaliate of three range three you have to lose that but it's so good and you get xp every time you do that so we will be swapping that for frozen night unfortunately we only took frozen night to abuse it temporarily it is essentially a melee card so it doesn't really fit in with what we're about so we'll be going for the cold front initiative 61 so not too bad so we've finally reached level nine ding ding ding these two cards are what we have up now and we're going to be going for inferno reason being is well the car speaks for itself attack three title enemies in the same room as you consume fire to add a damage and gain an xp wow all allies in the same room do suffer two damage but what do you expect that's their fault get out of the room bottom half is a retaliate of two range three affects self and all allies for the rest of the round decent initiative of 19 as well so very low yeah this is going to be a straight upgrade to fire orbs uh fireworks is a great card has lasted us since level one to now but see you later fire orbs hello inferno so on screen now is the perks that we like to pick and starting gear that we give our spell weaver as well later on you will unlock better items but we won't spoil that now for you and also another thing to consider is enchanting your cards especially the area of effect cards so for example we chose chromatic explosion cold front and icy blast now if you enchant them with the condition you're guaranteed to put that condition on all those enemies within that targeted area essentially if you want to strengthen yourself you know for a fact that you're going to be dealing some serious damage and you're not joking around now we know it could get quite expensive and enhancing these high level cards the level one cards i recommend is probably fire orbs and mana bolt as they do last to near the end of the game and it will be a bit cheaper if you enhance firewalls with just plus ones you've got an attack four a range four and a target four in itself again it will get quite expensive but it will benefit you in the long run and even mana bolt if you even plus one to the attack or even plus one to the hill you've got a decent card there as well so that concludes our spellweaver guide we do hope you found this very useful and if you guys haven't liked and subscribed you won't see any new content or any new guides coming out so get to that thanks so much see you soon
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Channel: GroundHog Play
Views: 3,205
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Length: 13min 31sec (811 seconds)
Published: Fri Nov 13 2020
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