Gloomhaven Guide

Spoilers - Card list, perks, enhancements and build for Gloomhaven

Spoilers – Card list, perks, enhancements and build

Overview

Guide with the list of cards and perks available for each class.Also details which enhancement can be placed in which enhancement slot.Added some team build as well.After clicking on a picture, you can click on the link at the top of the picture to open it in another window where you can zoom in.

Classes

Brute

Cards
Perks

Cragheart

Cards
Perks

Elementalist

Cards
Perks

Mindthief

Cards
Perks

Scoundrel

Cards
Perks

Soothsinger

Cards
Perks

Spellweaver

Cards
Perks

Tinkerer

Cards
Perks

Enhancements

Builds

Spellweaver Trailblazer build

The main goal of this build is to clear jobs in easy difficulty very quickly.
You can regularly complete some jobs by round 3 and you will very rarely need more than 5 rounds.

It is not fully optimized, some cards / items could be changed to make it even faster.

Spellweaver

r1: Reviving ether (b), Chromatic explosion (t)
Go next to the door of first room and charge up elements

r2: Stone fists (t), Zephyr wings (b)
Go as far as you can using boots of sprinting, at least opening 3rd room. Try to position yourself to hit 2 strong opponents with stone fist, hopefully sending one of them on a trap.
Also anticipate in which room you will do inferno.
You can position yourself and use stone fists to try to keep as many opponents in the room as possible or not.
Do not forget to activate cloak of invisibility ! (bad things happen if you don’t but it’s still possible to win)

r3: Inferno (t), Frozen night (b)
Heavy damage, activate Eagle-eye googles and major power potion and stay invisible.

After: use fire orbs to finish whatever is left. Use the giant spider and your mobility to pick-up some loot.

Brute

r1: Defensive tactics (b), Face your end (t)
Use the early initiative to disarm opponents that could immobilize you.

r2: Skirmishing maneuver (t), Hook and chain (b)
Help to clear up the first room and go next to the door

r3: Trample (b), Balanced measure (t)
Your main damage dealing turn, activate enhanced drill / boots of sprinting / major power potion and go through as many opponents as you can.
You can use blinking cape / doomed compass to end up next to someone and deal 10+ damage attack with balanced measure.

After: use frenzied onslaught and devastating hack to finish whatever is left

Soothsinger

r1: Disorienting dirge (b), Melody and harmony (t)
Mass curses and buffs. The reason captivating performance is not played turn 1 is due to a bug preventing scoundrel to play its buffs afterwards.
You can activate mountain hammer / ring of skulls although waiting next turn to see if they are needed or not is fine too
The goal of these summons is just to clear first room when all your allies have gone (round 2 onwards)
Summons are strong on soothsinger due to its high damage modifier deck compared to others.

r2: Captivating performance (t), Booming proclamation (b) or Provoke terror (b)
Choice of bottom card depends on ally / enemies placement

r3: Power ballad (t), whatever is needed (b)

After: you will just be picking up loot from now on. Use inspiring anthem (b) whenever you have a proper setup due to its infinite range

Scoundrel

r1: Single out (b), Watch it burn (t)

r2: Flanking strike (b), Stiletto storm (t)
Poison strong enemies, position yourself next to the door but leave the closest space for brute if it can reach it this round.
Winged shoes can be activated either on this round or next one, depending on your needs

r3: Hidden dagger (t), Backstab (b)
Play after Trample, just finish whatever is left.
Use your items (sacrificial robes, major power potion) round 3

After: duelist advance / throwing knives is a good combo to pick up loot

What could be improved:
Brute: add strength on the trample turn, can be done with lucky eye for instance
Brute: Defensive tactics is not very impactful, there might be something better to play.

Spellweaver: it would be good to play earlier in turn 2 so that other characters can start cleaning 2nd room already
Spellweaver: element generation on zephyr could be transferred to other characters / items for additional movement

Soothsinger: we don’t really need that many curses, disorienting device enhancement could be changed to something else
Soothsinger: the impact of power ballad is limited, and it takes 2 cards to setup there might be better things to play instead

Scoundrel: round 2 attack hits before soothsinger captivating performance, which could be changed with a card with slightly higher than 25 initiative that plays slightly later (although speed to clear room 1 doesn’t really matter overall so it’s ok to waste damage there)

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