Gloomhaven

Gloomhaven

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Velorien Mar 4, 2022 @ 11:17am
How to use summons?
It seems like summons in this game have three obvious problems. They die in one or two hits, they use monster AI so you can't keep them out of harm's way, and they move slowly so they get left behind the second you start using movement abilities. So what are you supposed to do to make them work?
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Showing 1-12 of 12 comments
Mike Garrison Mar 4, 2022 @ 12:39pm 
Well, most people just don't use them.

There are some things that can be done, sometimes. You can heal injured summons (although they often get one-shot). Some mercs have abilities to move summons around for better tactical positioning.

But mostly summons serve as meat shields and occasionally a source of extra damage.

The exceptions are the ranged summons, who can sometimes be a steady source of extra damage and stay alive because monsters are too busy focusing on your melee mercs.

And of course, there is one really tough summon in the game.
Nyxon Mar 4, 2022 @ 3:18pm 
Mike G is right on here. For most characters, summons are either not used, or are simply a nice distraction - for instance, it can be great to open a door, toss in a summon, and let it soak up the damage for you (it probably won't live long beyond that). For weaker characters they can be nice damage sponges in one room, but it's difficult to get them to move with you to the next room. But on the other hand, some people swear by certain summons, like the Spellweaver's Mystic Ally summon... but that's a ranged summon, which tends to be more useful for consistent damage (but less useful as a sponge). And others have high move values, that helps a lot.

There is one powerful summon with good HP and is meant to be a tank, and the associated character gets some cards that specifically move that summon wherever you'd like it to go. That makes a big difference.
Mike Garrison Mar 4, 2022 @ 6:47pm 
The spellweaver's flaming summon can be really handy, because a) it is ranged so it tends to stay alive longer, and b) it makes fire every turn, just before you play. And several of the spellweaver cards really want some fire in order to power them up.

Also c), because it is the spellweaver, you don't have to hang onto it the whole game hoping to use it in the last room. If it dies, you get it back when you use reviving ether.

(And it's got a nice attack on the top of the card too, so you don't have to feel like you are carrying the card around as baggage until it's time to use your summon.)
Slow Dog Mar 5, 2022 @ 8:54am 
Originally posted by Mike Garrison:
And of course, there is one really tough summon in the game.

Yeah. Everyone loves the Monolith.
Mike Garrison Mar 5, 2022 @ 9:03am 
Originally posted by Slow Dog:
Originally posted by Mike Garrison:
And of course, there is one really tough summon in the game.

Yeah. Everyone loves the Monolith.
No, no, I meant the Giant Toad that the Doomstalker can summon.
Shimaaji Mar 5, 2022 @ 6:15pm 
But at least it's true to the board game, where 90% of the summons are hot garbage and the remaining 10% can be useful in a few specific situations. :D
Soteria Mar 6, 2022 @ 6:25am 
There are some fairly decent summons, especially for some of the non-starter classes. You just have to think of them as burn cards. Like, would you burn a card to take a hit for you, poison an enemy, and deal 2 damage? In that case, summoning that monstrous rat was totally worth it, even if it only got one attack off before being destroyed.

Remember to summon things near the end of the round and go early the next round to get the most use out of them. And don't think of them as something that's going to accompany you for the whole scenario--they often fall behind or get killed.
pitiflauticus Mar 6, 2022 @ 9:43am 
As recommended above:
-Ranged summons are generally quite good, particularly once you enhance their movement and/or range (depending on the summon) - they can keep bombarding enemies for the full scenario in some cases without dying
-Melee summons tend to die fast but some times that's are exactly what you need: a meat shield that takes one for the team. In those situations, they are the equivalent to "gain some XP, do X damage, negate the next enemy attack" which is not outstanding for a loss card but it's not terrible either. You can summon them to "disarm" a trap too, in some cases :D
-In general, I think that summons shine when you have A LOT. A single summon is not a big threat, but via cards and items, you can summon an army of them (beware of enemies with AoE attacks though) and clog the board for a turn or two, so enemies cannot advance or target your characters

If you don't mind spoilers...
-Sunkeeper can protect all summons quite effectively with her level 9 card - but she will require additional healing herself
-Summoner has awesome summons (her level 1 lava golem is ultra-good in short scenarios in which longevity is not a factor) and a lot of cards to move them and make them attack as she pleases
-Doomstalker has the best summon in the game, although you need to wait until level 9 to get it, but it's ridiculously awesome
-Beast Tyrant as mentioned above has a powerful and tanky summon BUT also cards that heal "all allies" or grant shield to "all friendly summons", which is quite beneficial if you have other summons around
Darklord Mar 10, 2022 @ 6:50am 
Should you fancy a challenge, melee summons can be viable.

Music Note helps a lot with this. (give enemies disadvantage, heal them each turn etc)

Daniel.
Mike Garrison Mar 10, 2022 @ 12:21pm 
Originally posted by Darklord:
Should you fancy a challenge, melee summons can be viable.

Music Note helps a lot with this. (give enemies disadvantage, heal them each turn etc)

Daniel.
Unless you use the card that lets you have two songs, and then have both those songs up, you can't get both of those effects at the same time. And even then, a lot of melee summons are so fragile they will get one-shot, so the healing doesn't help.

That heal two every turn really helps a lot with the bear, though.
Darklord Mar 15, 2022 @ 5:42am 
Originally posted by Mike Garrison:
Unless you use the card that lets you have two songs, and then have both those songs up, you can't get both of those effects at the same time. And even then, a lot of melee summons are so fragile they will get one-shot, so the healing doesn't help.

That heal two every turn really helps a lot with the bear, though.

Indeed. I wasn't noting melee summons were especially good or effective simply that I found them viable. (for those fancying the challenge)

I completed numerous missions using them.

Daniel.
Jeff Mar 19, 2022 @ 10:39am 
I have a youtube playthrough of the campaign and have a party of four characters who do nothing but summon and just trounce all the maps.
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Date Posted: Mar 4, 2022 @ 11:17am
Posts: 12