From a87fed73eaee6cacb39fb9cc5772373b6b5020b0 Mon Sep 17 00:00:00 2001 From: Nathan Vance Date: Tue, 5 May 2026 19:00:01 -0400 Subject: Updated geminate --- content/geminate.md | 47 ++++++++++++++++++++++++++++++++++++++--------- 1 file changed, 38 insertions(+), 9 deletions(-) (limited to 'content') diff --git a/content/geminate.md b/content/geminate.md index 91e7c58..387d19b 100644 --- a/content/geminate.md +++ b/content/geminate.md @@ -50,26 +50,55 @@ This skews the persistent loss toward filling a support role. This skews the persistent loss toward filling a tank role. But wouldn't it be nice to have that self-sustain as a tank? - - + + -**Comparison:** These are core attack cards with very useful riders. Do not be surprised if these make the cut for the entirety of your career. +**Comparison:** These are the flashy bombshell attacks at level 1. They are also demanding, both having stringent element requirements to get the most out of them. -**Drag Down:** This is essentially a stun against melee enemies at the range 2 hexes, and should be used as such. It is also valuable against retaliating enemies, with it and a hex from Hornet Stingers being your melee options for attacking these enemies without being retaliated against. The bottom is also a fantastic way to engage enemies in the final room. +**Icebound Quills:** Powered up against a 2-shield enemy, this is an attack 8. Not bad for a loss in any class, and certainly a good pick for you. And while waiting to pop the top, the bottom is a perfect play for stationary turns. -**Into My Embrace:** +**Firefly Swarm:** This can easily be the Big Play of the session, but really takes a lot of setup. For starters, fire is more difficult in Frosthaven to just happen upon than ice, so you will likely need Changeling's Boon up. Then, if we're set on optimizing this, you really aught to pop it with Hornbeetle up as well, making this an AOE attack base 6. Not a bad level 1 nuke, though quite a bit of investment to get there. Even if you don't play it for the damage, the move 4 on bottom is your biggest non-loss move until level 5. + + - +**Comparison:** The ally-saboteur's toolkit. But seriously, these might be OK in a 2-player party, and get worse with player count. They also have the disappointing honor of being the only two level 1 cards which don't provide an XP for consuming an element. They are your fastest and slowest level 1 cards, though, so there's that. -**Hornet Stingers:** Poisoning a bunch of enemies is certainly nice, though your melee allies may not appreciate the friendly fire. Still, if your allies can work around it, this is a solid anti-shield pick to spray the monsters down as an opener and then enjoy the +1 damage from the poison. The bottom ties for your farthest non-loss move in melee form until level 5 (many qualifiers there), which makes this valuable for scenarios that need lots of movement. All in all, an excellent side-board card. +**Flailing Tendrils:** It's usually possible to get two enemy targets, and sometimes 3. + +### Form Switches +In this subsection we look at the level 1 reusable form-switch cards. Between rests, these are your reliable mechanisms to change forms and access the other half of your hand. +#### Reusable Melee-to-Ranged Switches: + + + + +#### Reusable Ranged-to-Melee Switches: + + + + +**Drag Down and Into My Embrace:** These are core attack cards which serve a dual monster control purpose via their riders. + +**Hornet Stingers and Selfless Offering:** Other than your level 6 picks, these are the only Geminate cards without a loss. -**Comparison:** Your form shifts require you to perform an action to trigger, so when attached to an attack action and no monsters are available, no form shift. As these are tied to movement, nothing but immobilize can prevent you from triggering them, making these your most reliable shifts at level 1. For this reason alone these will likely be staples for most of your career. +**Draining Pincers and Selfless Offering:** Your form shifts require you to perform an action to trigger, so when attached to an attack action and no monsters are available, no form shift. As these are tied to movement, nothing but immobilize can prevent you from triggering them, making these your most reliable shifts at level 1. For this reason alone these will likely be staples for most of your career. + +**Drag Down and Mind Spike:** These are your most readily usable sources of immobilize (see note on Smoldering Hatred). + +**Drag Down:** This is essentially a stun against melee enemies at the range 2 hexes, and should be used as such. It is also valuable against retaliating enemies, with it and a hex from Hornet Stingers being your melee options for attacking these enemies without being retaliated against. The bottom is also a fantastic way to engage enemies in the final room. + +**Hornet Stingers:** Poisoning a bunch of enemies is certainly nice, though your melee allies may not appreciate the friendly fire. Still, if your allies can work around it, this is a solid anti-shield pick to spray the monsters down as an opener and then enjoy the +1 damage from the poison. The bottom ties for your farthest non-loss move in melee form until level 5 (many qualifiers there), which makes this valuable for scenarios that need lots of movement. All in all, an excellent side-board card. **Draining Pincers:** At level 1, this is your only non-loss jump, adding instant value. The only bad part about the top loss is that you lose the bottom, so this is best popped in the final room. -**Selfless Offering:** It's fairly party dependent as to whether a top action to heal allies is worthwhile, but between rooms this is great filler. +**Mind Spike:** This is your non-loss attack on bottom at level 1, and it is exactly the initiative you need: the fastest ranged card, barring only Chitinous Horde (5). The immobilize loss is long-range mode, allowing you to pause a group of distant monsters giving your allies another round to mop up the current wave. + +**Selfless Offering:** It's fairly party dependent as to whether a top action to heal allies is worthwhile, but between rooms this is great filler. Also a noteworthy comparison: this and Hornbeetle Carapace are your only non-loss XP opportunities until level 4. + +**Into My Embrace:** A solid 3 attack that pulls the monster into melee range while switching you to melee mode. This action is incredible and flows nicely into whatever melee action you take next. + -- cgit v1.3