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Therefore, the best build for the Tinkerer is one that helps the rest of the team by healing, disabling enemies, and controlling the battlefield. Don't waste the resources on upgrading this card, as it's still worse than higher level cards, even if fully enhanced.The Tinkerer in Gloomhaven is an extremely support-focused class, and as such isn't recommended for groups of less than three players. Flamethrower has a lot of enhancements pips and is a great way to get wounds onto shielded enemies in the early levels, but you'll very quickly drop it for higher level cards. The tinkerer never needs any elements personally, so these would only be for allies to use, and quite frankly, there are better ways allies can get elements.įlamethrower. There a better places for those limited enhancements.ĭon't waste enhancement slots on element infusions. Since you only have a maximum of 9 cards than can be enhanced, I would strongly urge that this either be the very last card you enhance or don't enhance it at all. It's great if a melee enemy snuck up on you, but otherwise you won't get much use out of the immobilize.
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To make matters worse, the bottom is a bit situational. It can already be hard to find the perfect grouping to maximize this card's utility, and another hex just makes that harder. Net shooter is a pretty good loss card, but the only option for enhancement adds another hex. Things that seem like they're worth enhancing, but probably aren't: By adding strengthen/bless, your allies get stronger and can make up for the Tinker's relatively low damage output. As a ranged class, he can attack with a top action and still heal an ally without moving. Despite what I said earlier, the tinkerer is a pretty reliable mid-battle healer, especially since he gets a good number of bottom heals. Just don't put poison on here, as you get better options for mass poison in later levels.Īfter you've got these five cards enhanced, you may actually want to think about those blessings/strengthens on heals. +1 damage is also pretty good, as 5 damage to three enemies will kill a fair number of enemies outright or put a rather large dent in them. Adding Wound makes Ink bomb into a good alternative for Flamethrower, since the best reason to use flamethrower over any other loss card is for wound. This is a much lower priority, but Ink Bomb will likely be with you until level 9. You won't be using the top of this card until the time is right, so making the already excellent bottom action even better is a no-brainer. As a bonus, you'll use the bottom of this card a lot, so it's a good candidate for Level 3 Card spoiler. This is your 'I need it dead right-the-fuck-now card'. It's also a good place because the jump will be situational, whereas you'll probably want to use the stun as often as possible. A good option is the move on the bottom of Stun Shot, since you will very much want to enhance the top of stun shot anyway. This gives you a way to avoid some scenario's 'mandatory' traps and more importantly gives you options to put obstacles between you and the enemy or to play as an escape card if you get surrounded. Combined with Stun Shot, you can now also put one enemy out of commission for two rounds, which lets your allies ignore it while they deal with other threats or focus it down without reprisal.Ĭonsider adding Jump to one of the Tinkerer's Move 4 abilities. This costs a ridiculous amount of gold, but a repeatable disarm against 3 targets is a ridiculously powerful ability. Even against other enemy types, it's still basically 2 guaranteed damage before they get to act again.Īdd Disarm and Target +1 to Reviving Shock.
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Shielded enemies are something the tinkerer struggles against, but this changes that completely. Stun shot is already pretty good for a Level 1 card, but adding Wound gives you a great way to deal with high shield/low health enemies. If you are like me and promptly ignored the deafening subreddit consensus that 'the Tinker is only good at healing', then here are some other considerations for enhancements, in no particular order.Īdd Wound to Stun Shot. As already mentioned ad nauseam, bless or strengthen on heals are good options if you're using the Tinkerer in his 'suggested' capacity of a healer.
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