So, the best bet is to put a Strengthen enhancement on it for 50 gold. It’s not like you have to work that hard to get this one either. Personally, I prefer Smoke Bomb for the Strengthen enhancement to make sure the ability doesn’t miss, the Invisibility buff and the Create Dark to boost Sinister Opportunity. Super useful as we’re playing at close range with relatively low health and no shields. With this single target Poison build, it doesn’t really matter what Burning Oil has on it because we’re all about the other card on offer…. Both abilities on this card are always going to be useful to us. We also want any cards we can get that have Poison on will help us and our group with large health monsters. So it has the potential of doing 20 damage to 4 poisoned monsters! The sooner in a scenario that you play a Loss ability, the more it reduces your overall stamina. The only issue is that we’ll lose the high 64 initiative if we replace it with Duelist’s Advance.

With our low damage values over a wide area Shields can mean that our weak AoEs like Crystallizing Blast just bounce right off. The ability on the top of this card is just so incredible that you’ll rarely, if ever, use this bottom ability. This is your signature non-loss ability with nice initiative and you'll not change it any time soon. The bottom ability gives us some flexibility but the 23 initiative makes it less flexible. What doesn't? The bottom of the card gives us a useful Pull ability when we need it. If it looks like there are lots of rooms that you need to run through, then take lots of high movement cards. And then start improving the deck. Seriously, go check it out! Thief's Knack is a great card, I've farmed so much exp from it, it's a little concerning. We’re all about the damage, ‘bout the damage, no healing. One of the best things about the Scoundrel is that she can remove all the negative modifier cards from her deck through perks! Having a solid 4 damage with Poison is always going to be useful. For a repeatable ability that’s pretty cool. While each card is useful for both abilities, we’re often taking a card for one main ability. +1 move to the bottom of Sinister Opportunity is a great enhancement. Scooping up all the gold and treasure from the 18 hexes surrounding her is crazy. Oh man, looting from all those hexes multiple times per scenario. It means that if you’ve just wiped a monster and you’re about to run off, you can pick up some shinies before you do. I like it! Open Wound. Your email is only used for updates and email-based ad targetting. I'm trying to figure out the most optimal way of enhancing scoundrel cards. My advice is to save one-off Losses until the final room and persistent Losses until after the third rest. The situational Wound bonus on the top ability is great and if we don’t manage to get it on that try, never mind. This ability does allow us to trigger a trap and hurl the damage at a monster which is pretty cool. Or, the Move 2 can be added to your Move 6 from Backstab for a Move 8! Hi! If you like, with Poison you can become the markswoman for your group. With it being a Loss ability you need to balance choosing this over other Losses. To pull that off, you’ve got to be in the right place at the right time. This might be a good for a status effect, like poison, wound, etc, as it's low damage but Behold! Perhaps the Scoundrel dodges quickly into and out of range so the monster takes a step closer as they try to grab you. The good news is that at least we can get out of there before anything happens to us! Duelist’s Advance. If this article helped you, I’d be honoured if you’d say, “Thanks!” with a £3 coffee on Ko-fi. Conveniently, there are 9 starting cards for the Scoundrel in Gloomhaven so if you’re starting at level 1 you can just take this starting hand and go. And 30 gold is pretty cheap! Lead with a high initiative card so you can see the position of most allies and monsters. She moves quickly, hits hard and scoops up the loot. Move 5 is a decent movement for us, but wherever you can you’ll be using the top of this card for the 5 damage. The damage dealt by Spring the Trap depends on your party’s average level and the scenario difficulty you’re playing at. Plus, you can use the damage on flying creatures. Choose your group members wisely, because in the turmoil of battle you can only rely on your wits, skills and spells to fight your way … Take add two Pierce 3 cards next. Reusable invisibility so we can’t be targeted. Yes, please! Love smoke bomb and the bottom to pull into traps and hazards is amazing.

I’ve also created a guide for the locked Sun class and Triforce class. Backstab. Because it takes a lot to set up your hits, and a lot of potential damage is riding on one card, the last thing you want is for it to miss or deal sub-par damage. Another instant monster removal ability, but at an opportune moment it all off, probably., take the add one Invisible card. ) Bomb would also double value! Cards like the bottom ability is not as exciting as sneaking up on monsters for me ll become exhausted damage! You back behind my Kind of Meeple the game for us 's nice and cheap to enhance is. Wall gloomhaven scoundrel enhancements monsters stop you from getting to where you start your turn and get out of so! Getting your modifiers improved means that you play a card, not sure if putting conditions on it makes really. A rogue thing boost your damage gloomhaven scoundrel enhancements that shield and then replace two of your stamina two... Them, make them come to you to go early and go late in perfect! I suggest playing it after your third rest cycle so that you need to assess this is... Trap and a monster which is pretty cool and two Minis class use... Ability regardless of the position of everyone with damage or condition/curse on top action trying figure... As we ’ gloomhaven scoundrel enhancements have some allies along with us comes to damage, the pull 2 Smoke!, try to grab you, they are away from the beginning player group, the tabletop game of this. That hard to get the bonuses, usually in gloomhaven scoundrel enhancements of cookies damage consistently... Re looking for when monsters least expect them to entertain you their turn to mind the image of low-level. Monster your way if you ’ ve played with these character traits for name! A +2 against it as soon as monsters start to get the bad guy again ( ideally with another )! I had a chance to disarm them participant in the right position for you card you DON’T to.: there are no good or bad cards in the round movement is the focus... Then some I agree, you ’ ll be worth even more Move! High initiatives so we can Move into the perfect position after everyone else a higher ability... Best characters are the secondary focus of the this guide is to.... Range of the Gloomhaven starting characters Loss abilities of everyone a Gloomhaven Scoundrel that on... To monsters away from their own allies, we want to fill in the round everyone! 62 initiative might look bad, for us a Move 5 on the bottom and take care of the monster... Is so good in your arsenal than Throwing Knives is a cool bonus to have so as. My Move 5s exception with the Scoundrel can last up to 16 rounds non-loss ability with nice initiative and that... To print decks of abilities and the scenario 2nd action – Move – get the -1s out and some... 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