![]() Sometimes you’ll be able to use the summon at the end of the scenario and that’s great, but mostly you’re going to save it to retrieve some losses. ![]() Note that is does have the “really really lost” symbol on both halves, meaning there is no way to get this card itself out of the lost pile. And this card is obviously your stamina booster as well. ![]() The bottom allows us to pull 4 cards from the lost pile, meaning when those fragile summons die you can get them back. 7 health, attack 3 with fire and wound, ranged retaliate and 6 XP (the pic says 4 but my copy says 6)?! At level 1?! Then you see the bottom and realize you’re not going to be able to use the summon as much as you’d hope. The summon on the top of Unending Dominance is jaw-dropping. We’ll start with the card that will be in your deck every single time you play the Summoner. Let’s start with the actual summon cards: One other note is that I started this character at level 5, so it’s harder for me to assess the value of some of the low level cards in the context of a low level character, but I will do my best. As with my last guide, it’s going to be more of an analysis of each card, not a “take these cards and make this build” kind of guide. OK, let’s take a look at the cards themselves. ![]() And really, you don’t need to move any farther than your summons do most of the time, so any moves bigger that that wouldn’t be that helpful anyway. You get two very good movement cards at level 1 (move 5, move 4 with jump), and a move 5 jump at level 2. Movement – This is a big strength of the class. I’ll talk about this more as we start looking at individual cards. It’s the going early on that next turn that can be the issue the Summoner has very few good initiative cards. Ideally with melee summons you summon them near the end of one turn (not a problem, all the summon cards have very high initiative), and then go early the following turn so they can be sure to get their licks in first. I found that at later levels initiative wasn’t a big deal, but early on it’s huge because you’ll be using some melee summons. Initiative – One of the weaknesses of this class, especially early on. Health – The Summoner has a medium amount of health, which is good because you’re going to need to take an occasional hit for your summons, since you would rather take some damage than have them die. My stamina meter was even weirder because my personal quest involved exhausting, so I was always trying to ride the line between seeing out the scenario and hitting my retirement goal. But, she has a card that lets her retrieve 4 cards back from the loss pile, so it’s not as dire as it seems. ![]() First, all summons are loss cards, meaning you’re going to be having a lot of losses every scenario right from the jump, and if any of them die they’re gone and the card is in the loss pile. Stamina – The Summoner has a 10 card hand size, which is average, but her stamina is a little wonky. Let’s take a look at what the Summoner brings to the table, starting with some basics. But I found the class to be plenty powerful and a ton of fun. Gloomhaven faq how to#The Summoner is possibly the least popular character to play a lot of people get frustrated playing it, or think it’s not powerful enough, or don’t know how to play it well. If you’ve played with summons at all you know how they are: they go off in unwanted directions, they attack the wrong monsters, they don’t move when you want them to, etc. The actual name of this class is Summoner, and not surprisingly, the class is all about summoning creatures and then controlling them. And now I get to make a new guide! Let’s jump right in. I really enjoyed the character, but I was ready to play someone new. I recently retired the Circles character after a long, long career (my personal quest was a brutal one). ![]()
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