

The concentric circles classes have two very good ranged summons, one of them available from level 1 (enhancing its move is cheap and super effective). I have played 3 spellweavers and I enhanced the range of that summon in 2 of the occasions and that was a fantastic bang-per-buck investment - the summon became the main source of damage, able to keep bombarding the enemies with attacks from afar even when then spellweaver was long-resting :) I have even played some scenarios with that summon and the similar "natural replacement" that you get later on for double the fun :)Īlso other classes have decent summons too: Everyone's favorite mechanic, the Quatryl Tinkerer has been asking for a rebalance for years Now he's got some strong cards but some are just boring or bad. The spellweaver has a decent ranged summon from the very start that can survive half the scenario if you take care of positioning yourself to absorb some damage and there are no ranged-retaliate enemies around. The decoy is there really to take a hit or two so that your Tinkerer does not, but it is one of the weaker summons in the game.

A Class from the Frosthaven Demo created for Isaac's Birthday (Is this official content) Community content is available under CC-BY-SA unless otherwise noted. Summons move when they have a clear path to a monster they can attack they use the same rules as monsters do for pathing etc., which means they often stand still if there are no monsters on the board. Please come back later or create it and remove this tag. Gloomhaven, Isaac Childres, Cephalofair Games. Have a great read Comments welcome LINK: Tinkerer strategy guide.

This time it was Tinkerer and his characteristics, observations on play style as well as suggestion you may find in the below article. Never expect them to live long as their main job is to eat one or two attacks. This page has been listed as needed to be created. Gloomhaven TINKERER Summons SET & CASE - Decoy Bot - Attack Bot - Kill Bot - DnD miniatures. Another character retired in our Gloomhaven group - so another short guide was created. Originally posted by scott_smart2000:Always throw summons forward or to block a path.
