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+++
title = 'Geminate Analysis'
date = 2026-05-02T20:13:26-04:00
draft = true
+++

The Geminate is perhaps the most versatile class in the game. With 14 cards between its two forms, it has a situational loss for every situation. This makes it an effective off-tank, off-nuker, off-support... really, off-everything. Don't expect to fill a specialty role, but if you play your cards right, you will be as effective as a specialized class at its role, only for a turn or two at a time.

![Geminate](fh-geminate.png)

This class has two main mechanics: Switching between melee and ranged forms, and loss cards. The former is easy enough, but for veterans from Gloomhaven, slinging losses is a thing that one simply does not do! With the Geminate, however, you should expect to average about two losses per rest cycle.

## Cards

We start by surveying all of the cards available to the Gemainate.

### Level 1 and X

<img src="fh-hornbeetle-carapace.png" width=250>
<img src="fh-scarab-flight.png" width=250>

**Comparison:** Your melee and ranged forms tend to supporting each other. Take Hornbeetle and Scarab as examples. The melee Hornbeetle is a tank's dream - decently fast (actually really quite fast for you), a small reposition, and up to two shields. Meanwhile Scarab's loss increases those shields by another two, landing you among the best tanks in the game, if only with setup and a lost card required. Meanwhile, Scarab has an attack that's just okay for level 1, brought into nuker territory by Hornbeetle's loss. Again, you are a highly effective nuker, if only with setup and a lost card required.

**Hornbeetle Carapace:** Whether your party needs damage output or a tank, this is a fantastic card. The initiative is usually fast enough, which can make this card more and more desirable as you level. Consider a +1 movement enhancement.

**Scarab Flight:** The attack is only okay. Don't count on catching more than two enemies in the AOE, especially at that initiative. Then unlike its Hornbeetle counterpart, the shield pips are much more difficult to control in which form they will be expended. I usually take this only if I see an opportunity to use the push for trap utilization on turn one.

<img src="fh-changelings-boon.png" width=250>
<img src="fh-harvest-the-essence.png" width=250>

**Comparison:** Both melee and ranged forms consume light, ranged consumes fire, and melee consumes ice. As was the case with the Hornbeetle and Scarab losses, the persistent losses on Changeling's and Harvest convert elements to those used by the opposite form. These losses are also defensive, allowing you to change stray elements away from what the enemies use to power up their attacks. Especially at low levels, plan to play one of these as early as possible, typically whichever produces the more difficult to obtain element given your party and the monsters at hand.

At level 1, either persistent loss could power up:
 * Draining Pincers (loss)
 * Flailing Tendrils (non-loss)
 * Hail of Thorns (non-loss)
 * Into My Embrace (loss)
 * Mind Spike (loss)
 * Reckless Jab (loss)

**Changeling's Boon:** The top is your only single target multi-attack other than Thresh and Flail (4), which is a loss. It is your strongest non-loss single target attack until level 7 (at least against non-shielded enemies) - but against a poisoned enemy this is your strongest non-loss attack bar none. The flames produced by the persistent loss are needed for:
 * Selfless Offering (non-loss)
 * Firefly Swarm (loss)

This skews the persistent loss toward filling a support role.

**Harvest the Essence:** The bottom is a fine sustain; at level 1 this and the regen on Reshape the Guise are your non-loss self healing options. The ice produced by the persistent loss is necessary for:
 * Hornbeetle Carapace (non-loss)
 * Icebound Quills (loss)

This skews the persistent loss toward filling a tank role. But wouldn't it be nice to have that self-sustain as a tank?

<img src="fh-icebound-quills.png" width=250>
<img src="fh-firefly-swarm.png" width=250>

**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.

**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.

**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.

<img src="fh-flailing-tendrils.png" width=250>
<img src="fh-hail-of-thorns.png" width=250>

**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.

**Flailing Tendrils:** It's usually possible to get two enemy targets, and sometimes 3. This is just okay if you also manage to avoid muddling any allies. Same with the bottom loss, aka Boneshaper's Bane. Land yourself behind enemy lines the turn before, making clear to your allies what your plans are so they can stay a safe distance, and maybe this will work out. You have an exit strategy, right? The most compelling reason to take this at low levels is your lowest initiative until level 9.

**Hail of Thorns:** This is your only ranged attack where it isn't a "precise range," meaning it's the only ranged attack that could benefit from a range-increasing item. It's also your only level 1 ranged card that can hit an enemy 2 hexes away. It's also a loss, and it also muddles your allies, meaning that they deal less damage this turn. The bottom is semi-interesting, though, in that you can go late and wound an enemy. Again, the most compelling reason to take this at low levels is your highest initiative until level 9.

<img src="fh-reckless-jab.png" width=250>
<img src="fh-smoldering-hatred.png" width=250>

**Comparison:** Inflict negative conditions on yourself to inflict pain on the enemy!

**Reckless Jab:** This is the reason to take Amulet of Life, as both of these self-inflicted conditions can be cleared with a heal 1. And an attack 4 disarm is amazing! Meanwhile the attack 4 bottom loss has great potential to dump damage on a boss or high priority elite. This will make the cut for quite some time.

**Smoldering Hatred:** At 4/5 range this is your level 1 sniper rifle. Unfortunately the muddle affects this attack; I've definitely drawn a null or curse on both of the (high priority) targets with Hornbeetle up, and that's enough to make anybody shelve this card!

<img src="fh-feeding-frenzy.png" width=250>
<img src="fh-reshape-the-guise.png" width=250>

**Comparison:** The loot cards and form switch utilities. You only really need one.

**Feeding Frenzy:** And this is not the one. Loot on bottom, strike one. Poor initiative for the true-damage effect, strike two. And the form switch persistent loss is pretty unreliable for what it does, strike three.

**Reshape the Guise:** This one is fine. 

### 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:

<img src="fh-drag-down.png" width=250>
<img src="fh-hornet-stingers.png" width=250>
<img src="fh-draining-pincers.png" width=250>

#### Reusable Ranged-to-Melee Switches:

<img src="fh-into-my-embrace.png" width=250>
<img src="fh-selfless-offering.png" width=250>
<img src="fh-mind-spike.png" width=250>

**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.

**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.

**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.