The Nightshroud is a stealthy melee character from the Gloomhaven unlockable classes. He sneaks around the board while invisible then takes down monsters in one hit! Or the Nightshroud can play as a more versatile character with mix ranged and melee damage and monster debuffs. This build guide focuses on building and playing the Nightshroud as a damage-focussed character who specializes in one hit eliminations.
Nightshroud Invisible Damage Guide Structure
This article is a complete guide to playing a Gloomhaven Nightshroud that excels at staying invisible and taking monsters off the board in one hit!
The Nightshroud guide covers all levels from 1-9 and evaluates each card for how well it fits with this build.
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This Nightshroud guide follows this structure:
- Why a Nightshroud Invisible Damage build?
- Nightshroud Invisible Damage strategy
- Level 1-9 cards and decks
- Nightshroud Perks
- Nightshroud Items
- Nightshroud Enhancements
- Nightshroud Experience
- Nightshroud Names
- Conclusion

Why a Nightshroud Invisible Damage build?
Like all Gloomhaven classes, part of the fun comes from figuring out how to play them. Not just the optimal way to play, but figuring out the playstyle that works best for your group and how you like to play.
Based on my experience of the Nightshroud, there are two main ways to play him.
- Melee + Range + Debuffs – This build has a mix of melee and ranged damage which sprinkles debuffs like Muddle and Curse on the monsters. It’s a utility class build that does a reasonably consistent amount of damage per turn and adapts to the situation at play.
- Invisible Damage – It uses Dark, Invisibility, and instant monster removal abilities to clear the board. Very much a lone-wolf style of play where you pick off monsters and leave your teammates to do their thing. It uses a set sequence of cards and combos to maximize damage.
In my 4 player Gloomhaven group, I played with a tank, a support, and an area of effect player, so me taking on the role of a single target damage player worked perfectly.
Had I been playing in a smaller group with low health classes, I don’t think I could have played this build. They would have needed me to help soak up some of the damage, or at least distract the monsters more often and be more of a utility player.
Nightshroud Strategy for Invisible Damage
Invisibility keeps you safe
Before I played this class, I thought Invisibility was just a nice to have, or an emergency ability to use as a low-health character when surrounded by monsters. I was wrong!
After playing the Nightshroud, you’ll be an expert in Invisibility!
Here are just few reasons why Invisibility is so powerful and versatile.
- You can pull monster aggro to you and then turn invisible at the last minute. This creates an amazing distraction to keep the monsters away from your allies!
- Invisibility lasts until the end of your next turn. So if you apply at the beginning of your first turn, you can complete three more actions before it’s removed!
- You can block doors with it and the monsters can’t target you! Your allies with ranged abilities can just stand safely behind you and do their thing!
- You can sneak right up close to monsters and prepare your next ability without worrying about getting hit. As a melee class, this is essential!
- Invisibility protects you during some of your long rests!
For the Nightshroud specifically, Invisibility can be the ticket to higher damage output. It also helps you stay close to the monsters rather than darting around the board – which we can’t do because we have terrible movement!
Darkness makes you stronger
As a Nightshroud, you have an affinity with the planes of darkness. And it’s from there that you get your greatest powers!
All the instant monster elimination abilities are powered by Dark. So are Invisibility and increased damage and other bonuses like heal, increased targets and additional movement.
As you can tell, Dark is super important to us!
As we build our Nightshroud, we want to take Dark generating abilities whenever we can! For our combos to work at their best, we want to create Dark on every turn!
The best way for us to generate Dark is on a Move at the bottom of card leaving the top damage ability on the top of other card free. Of course, that’s not always possible, so sometimes we have to make a below-average turn just to get the Dark we need to boost our next one.
Do a low damage turn, then a high damage turn
With this build, we don’t do damage consistently across all our turns. Instead, we do one low damage turn, followed by either a monster elimination turn or a high damage turn.
For this to work, we need to see our hand as a set of combos to be played in sequence, rather than a versatile toolkit where we select the right cards for the job on a turn-by-turn basis. We need to be thinking 2 to 3 turns ahead. And we don’t have room for many (if any) Loss abilities.
Take this level 1 card sequence, for example. The card pairs are played from left to right. The top cards are played for their top abilities, and the bottom cards for their bottom abilities.

As you read through the turns, notice that we’re trying to Create Dark on each turn to Consume it on the next for a bonus. Plus we want to Move and remain Invisible the entire time.
Turn 1
Lead with the 09 initiative from Dancing Shadows.
- Top of Wings of the Night – Turn Invisible.
- Bottom of Dancing Shadows – Create Dark.
Turn 2
Lead with the 84 initiative from Spirit of the Night.
- Top of Spirit of the Night – Consume Dark to Insta remove a normal target.
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Cloak of Shade.
- Top of Doomed Breeze – Hit a target at range, Create Dark.
- Bottom of Cloak of Shade – Move 3, Consume Dark and turn Invisible.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want.
- Bottom of Empowering Void – Move 2, Consume Dark for damage doubling.
- Top of Silent Force – Double damage and bonus from being Invisible.
Swap in cards to discard and long rest
We must long rest so that we can choose which card we lose. Plus, that card needs to be in our discard pile for us to be able to choose to lose it!
That means we need to play some of the less effective cards whenever we have an odd number of cards in our hand. To do that, swap out the card you want to discard with another card in the sequence for one cycle.
Ideally, even with the card swap, you’ll still generate enough Dark, stay Invisible, and keep the instant monster removal abilities.
Here’s how that plays out at Level 1.
Cycle 1 (9 cards) Replace Dancing Shadows with Dark Clouds. Discard Dark Clouds.
Cycle 2, (8 cards) Play through the sequence. Discard Doomed Breeze.
Cycle 3, (7 cards) Replace Empowering Void with Cloak of Shade. Discard Cloak of Shade.
Cycle 4, (6 cards) Play through the sequence. Discard Silent Force.
Cycle 5 (5 cards) Replace Smoke Step with Empowering Void. Discard Empowering Void.
Cycle 6 (4 cards) Play through the two pairs. Discard whichever card is the least helpful for your final turn!
Cycle 7 (3 cards) Play anything that helps!
Be a lone wolf
Playing our cards in a specific sequence means that we need to be self-centred and get on with what we want to do while leaving our teammates to it. This is actually in keeping with the Aesther Nightshroud character description!
“Aesthers interact with other races as little as possible, preferring to stay out of their mundane goings-on.”
That’s not to say we aren’t contributing to the party, though. We can sneak past other monsters and get straight to those that will cause our party trouble and take them out before they even get close to our allies!
We just need to be smart in our assessment of where we can be the most help. When you’re teammates see you taking figures off the board every few turns, your team contribution will be obvious!
In a small group with squishy allies, they may not like that you aren’t taking your share of the hits. In which case, you might want to consider the more versatile Nightshroud build!
Go for the shielded monsters
Speaking of being a helpful team player, one of the best things you could do is take out the monsters with high shields. It can take your allies several turns to chip away at their health when you can just remove them from the board in one hit!
Stay up close and personal
Our movement sucks! We can’t be darting around the map like other classes can. Every step has to count.
Fortunately, after we’ve got close to the monsters we can safely stay next to them thanks to Invisibility!
Nightshroud Invisible Damage card analysis
Each card in Gloomhaven can be seen as good or bad, depending on what you want from it. For this Nightshroud build, I wanted cards that offered:
- Dark creation
- Really fast or really slow initiative
- Instant elimination
- Damage boosts
- Melee damage
All my card evaluations have these in mind.
Nightshroud cards
There are 28 cards in the Nightshroud deck from level 1-9. What sets this deck apart from other Gloomhaven classes is the Dark creation and consumption for bonus damage, instant monster eliminations, and Invisibility bonuses.
Level 1 Nightshroud cards
We can just scoop up all the level 1 cards and dive right into playing as the Nightshroud and get a feel for the class because the number of cards matches our hand limit.
But, most will unlock the Nightshroud at a level higher than level 1 so it’s about choosing the level 1 cards that fit best with this build. Let’s see how they fare.
Black Knives

Top ability
Immediately we see this is a Loss ability. Losses do not sit well with us.
We have a low hand limit of 9, so there’s no room for many loss abilities. Having said that, if you’re in the final room, this top can give you a nice little bonus to your next four damage dealers. They’ll knock a little extra health off the monsters within 3 range.
Bottom ability
A damage dealer in the lower slot is usually amazing. However, for the Nightshroud, we really want to be creating Dark with this lower slot if possible. Or even using a Move here because our movement is so bad!
Overall Black Knives card rating
Would be really good for another class, or even an alternative Nightshroud build. But with that top loss and a bottom ability that doesn’t work well with our combo chain, it’s not very good.
Cloak of Shade

Top ability
Dark! Now we’re cooking!
Shame it comes with a really low 1 damage. Well, I guess it’s better than just Create Dark on its own, right? Just make sure you use it on a non-shielded monster!
It does have a couple of enhancement slots, but really creating Dark with a lower ability (ideally a Move) serves us better.
Bottom ability
If you’re new to the Nightshroud, that Move 3 looks lackluster. But for those in the know, it’s much needed!
Combine that with the option to consume Dark for Invisibility and we’ve got an ability that perfectly slots into our combos. The 1 experience point is a nice added extra!
Overall Cloak of Shade card rating
A lovely 13 initiative for when we want to go early, a top ability that creates Dark, and a bottom that gives us a 3 move and sets up our combos with Invisibility. Great reusable card.
Dancing Shadows

Top ability
Move right up to a monster and then… poke them on the shoulder. Erm, no thanks.
That 1 damage can be boosted with our other abilities but there are far better abilities to use your boosts on.
The Move 3 is move helpful but we really want that on the bottom.
Bottom ability
Some more Dark! Yes, please.
It’s a shame that we won’t take advantage of the Disadvantage ability because we’re Invisible most of the time.
Overall Dancing Shadows card rating
That Move 3 on the top is quite handy, and create Dark on the bottom is good. But the 1 damage and the Disadvantage are just meh for us.
The 9 initiative is excellent though! This card will be in our hand mainly for this and for creating Dark.
Doomed Breeze

Top ability
Whoop! Another Dark. Even at level 1, the Nightshroud gets a fair few of these!
As well as creating Dark, there’s a lot going on with this top, all of which is helpful. I’d say that every class needs at least 1 ranged ability in their hand – for entering rooms if nothing else.
The Muddle is nice to throw into the mix and across three monsters too. And we’ll always take an experience point if it’s going.
Bottom ability
Nice. Look at that Move 3! Whoosh! Hah.
Well, it’s better than the standard Move 2 and the Curse is always going to help our team.
Overall Doomed Breeze card rating
A low initiative, two non-losses, a ranged ability, Dark Creation, and some monster debuffs. This card has a lot going on and you’ll find uses for it in every scenario.
Empowering Void

Top ability
With our generally rubbish movement, having the option to double our Move is very helpful. Sometimes it’s more important to run to an exit than is to defeat all the monsters.
But most of the time we’re going to be using the bottom ability on this card.
Bottom ability
We have a boost to help our super low value damage abilities! And we need it too. As nice as it would be, we can’t remove every monster in one hit!
The obvious ability to pair this with at level 1 is Silent Force. It’s our highest reusable damage value at 3. Yeah, you read that right. 3!
With Empowering Void, we can boost the top of Silent Force to deal 6 damage rather than 3, and if we can do it while Invisible too, we can get another +2 to deal 8 damage instead of 3.
Overall Empowering Void card rating
The bottom ability is more helpful than the top most of the time. It means we can have some decent damage turns when we’re not picking off monsters in one hit!
That 21 initiative is pretty good too.
Enervating Wound

Top ability
Eek. A loss. Is it worth it?
It’s pretty powerful especially if we boost it with Empowering Void and especially helpful for bosses in the final room. We can do damage of 8, then Wound for ongoing damage.
The Heal 4 is likely useful by the time we get to the final room too. The Dark sets up our next turn nicely and the 2 Exp is a bonus.
Bottom ability
Who knew we could move so quickly?! That Move 4 is lovely. Unfortunately, even if you look really closely at the card, no enhancement dot appears. Sigh. This would be perfect for a Dark enhancement.
Overall Enervating Wound card rating
This card has our highest reusable Move at level 1 and we really need more movement so we’ll take it for that. It doesn’t help us set up any Dark or Invisibility though, so there will be better options later on.
The top ability we can use in the final room.
Silent Force

Top ability
This top ability is the one we want to boost with Empowering Void for additional damage. Even without that boost, so long as we are Invisible, 5 damage isn’t too bad.
Bottom ability
Is this ability made for getting to chests? Sprint across the room and Loot it! Because it’s a Loss too, it makes me think it was designed to be used at the end of a scenario.
Overall Silent Force card rating
A really nice late initiative so we can go after all the monsters are in position. A decent reusable top ability that we can boost and a treasure chest swooping ability on the bottom. Great card.
Smoke Step

Top ability
A little shift and poke. The values here won’t win any prizes and aren’t a great fit for our build. For another build, or class, the bonuses from Dark aren’t bad.
But we have better uses for Dark.
Bottom ability
Fabulous! A Move that creates Dark! This is exactly what we want for our combos.
See those little enhancement dots too? Yeah, we want to use those! This card will be sticking around for a long time.
Overall Smoke Step card rating
That Move 1 with Dark looks so measly but it’s a fundamental card for us. Pop a couple of +1s on this ability to make the most of the Move and get yourself into position.
You’ll rarely use the top, but it’s not a bad ability to have around.
Spirit of the Night

Top ability
This bonus right here! This is what this build is all about.
A reusable insta-eliminate ability at level 1 is amazing! Who needs modifiers when you can just take the monster off the board. Bye bye!
Ignore the 3 damage. We’re optimizing our hand for the bonus on this ability at Level 1 and beyond.
Bottom ability
Unless you’re running for the exit, you won’t use this lower ability. The top is that good.
Overall Spirit of the Night card rating
One of the most important cards in our deck thanks to that top bonus. It’s what this build is all about.
The 84 initiative is late enough that most monsters will have settled in their new positions by the time we go.
Level X Nightshroud cards
The level X cards are also available to our level 1 Nightshroud. Let’s see what they can do.

Concealed Dominance
Top ability
Woah! This is crazy! 4 damage across 6 hexes when you consume Dark. That’s 24 damage! No wonder it’s a Loss.
But, and it’s a big BUT, while we’re waiting to use it, we only have the standard card actions to use because the bottom ability is also a Loss.
It also doesn’t fit with our two main criteria of Dark creation and instant elimination.
Bottom ability
Teleporting to anywhere on the board is so useful. Especially because we can be invisible when we get there so nothing can touch us!
But it’s another Loss to carry around until we need it, just like the top ability. Plus, we need to use Dark to do it.
Overall Concealed Dominance card rating
At first glance, it’s easy to be dazzled by all the red hexes on the top ability. However, in a scenario, this card just messes up our sequences because it doesn’t create Dark or give us Invisibility.
The 35 initiative is just mediocre too. It’s middle of the pack.
Dark Cloud
Top ability
This is another option for us to use with our Empowering Void boost. That’ll get us a 6 damage ability with Curse.
Even without it, 3 damage and a Curse is ok at level 1.
Bottom ability
A Dark generator we can use at any time is pretty sweet. Of course, best to use it when we’re Invisible in the middle of a pack of monsters to make the most of that Muddle!
Overall Dark Cloud card rating
An ok card for level 1. Two reusable abilities that we can find uses for most of the time.
It’ll create some Dark for us, and give us a damage dealer that’s better than the standard top action. The 74 initiative could be higher to give us better chances of taking our turn after all the monsters.
Wings of the Night
Top ability
This gives us Invisibility without needing a Dark to pay for it! Well, I guess you could say we pay for it by reducing our damage from the standard 2, down to 1.
But still, Invisibility is super helpful at protecting us from damage and allowing us to get into position for our close up melee abilities!
Bottom ability
Our Movement isn’t great, but using this Loss to boost it is expensive. The other thing is, after hitting a monster you don’t always want to move 2. This means you may end up wasting some of these.
Overall Wings of the Night card rating
The top is great as a free Invisibility effect. The bottom isn’t hugely helpful.
Level 1 Nightshroud build
In this level 1 build, we’re looking for super low initiative cards and some super high ones for when we want our turn to start after the monsters are in position.
We need all the Dark creation we can get to boost our damage and power our insta-eliminates. As I mentioned in the intro, these are the attributes we want in our cards for this deck.
- Dark creation
- Really fast or really slow initiative
- Instant elimination
- Damage boosts
- Melee damage
But above all else, we want cards that work well together for our combos. Let’s take a look at our combo chain at level 1.
Level 1 Nightshroud deck

Here’s the deck that will get us through our sequence which means we’re Invisible most of the time and can use Dark to boost our abilities. The cards are arranged in pairs in order of use from left to right. The top cards we play for their top abilities, the bottom cards we play for the bottom abilities.
Hopefully, you’re starting your Nightshroud at level 2 or above like I did, because the movement at level 1 is really, really bad!
Level 1 deck card list
- Wings of the Night
- Dancing Shadows
- Spirit of the Night
- Smoke Step
- Doomed Breeze
- Cloak of Shade
- Silent Force
- Empowering Void
- Dark Cloud
Ideal Combo Sequence
This is the ideal sequence but remember, with each cycle through your hand, you need to swap one card out for another that you want to discard on your next long rest.
The cards on each turn can generally be played in either order depending on the situation, with the exception of Empowering Void and Silent Force which need to be played a particular way around for the boost.
Turn 1
Lead with the 09 initiative from Dancing Shadows.
- Top of Wings of the Night – Turn Invisible.
- Bottom of Dancing Shadows – Create Dark.
Turn 2
Lead with the 84 initiative from Spirit of the Night.
- Top of Spirit of the Night – Consume Dark to Insta remove a normal target.
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Cloak of Shade.
- Top of Doomed Breeze – Hit a target at range, Create Dark.
- Bottom of Cloak of Shade – Move 3, Consume Dark and turn Invisible.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want.
- Bottom of Empowering Void – Move 2, Consume Dark for damage doubling.
- Top of Silent Force – Double damage and bonus from being Invisible.
Turn 5
Long rest.
Discard the card you swapped in for one of the other abilities. Ideally, Dark Cloud on the first cycle.
On subsequent cycles and rests, discard Doomed Breeze next which removes step 3 from the sequence. Then on the next cycle, discard Cloak of Shade. It means you’ll ideally need to use an item to make you Invisible to get the bonus on Silent Force in your 3rd turn. Or you could swap Smoke Step with Dancing Shadows and use the Disadvantage to spare you some of the damage you might take. But you lose that Move 1 after all the monsters are in position.

Card swap and discard order
- Dark Cloud
- Doomed Breeze
- Cloak of Shade
Level 2 Nightshroud cards

Prepare for the Kill
Top ability
Dark creation and some damage, awesome! We love both of these things!
Bottom ability
Perfect! A Move 2 with Dark. This is hugely helpful for us and can easily slot into our sequence!
Overall Prepare for the Kill card rating
This card may look underwhelming to other classes at level 2, but for us it is fantastic. We can Move and create Dark. And it has an 07 initiative too!
Soulfire
Top ability
This top is a great ability to use on a boss that you want to keep away from your allies for a little while. The Wound will pick away at their health and the Stun will stop them from getting in range.
Bottom ability
This 6 damage really isn’t worth the Loss to me. Not when we can do 8 reliably from our Empowering Void and Silent Force combo while Invisible.
Overall Soulfire card rating
A decent top but our Invisibility is better used on Silent Force and there’s no Dark creation here which messes up our sequence.
Level 2 Nightshroud build
What to pick up
Prepare for the Kill. It easily fits into our sequence.
What to drop
Dancing Shadows. It’s an easy swap. We’d rather have the Move 2 and Dark instead of a monster Disadvantage and Dark.
Level 2 Nightshroud deck

Level 2 deck card list
- Wings of the Night
- Prepare for the Kill
- Spirit of the Night
- Smoke Step
- Doomed Breeze
- Cloak of Shade
- Silent Force
- Empowering Void
- Dark Cloud
Ideal Combo Sequence
This is the ideal sequence but remember, with each cycle through your hand, you need to swap one card out for another that you want to discard on your next long rest.
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Wings of the Night – Turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Turn 2
Lead with the 84 initiative from Spirit of the Night.
- Top of Spirit of the Night – Consume Dark to Insta remove a normal target.
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Cloak of Shade.
- Top of Doomed Breeze – Hit a target at range, Create Dark.
- Bottom of Cloak of Shade – Move 3, Consume Dark and turn Invisible.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want.
- Bottom of Empowering Void – Move 2, Consume Dark for damage doubling.
- Top of Silent Force – Double damage and bonus from being Invisible.
Turn 5
Long rest.
Card swap and discard order
- Dark Cloud
- Doomed Breeze
- Cloak of Shade

Level 3 Nightshroud cards

Armor of the Night
Top ability
A 4 damage ability is pretty decent, especially if we boost it with Empowering Void, then we get an 8 damage ability.
This beats our other 8 damage ability, Silent Force which needs us to be Invisible to achieve that number.
Consuming Dark for a Heal is ok. But really, we shouldn’t be taking that many hits anyway. Monsters can’t hit what they can’t see!
Bottom ability
Creating Dark is lovely. But a Shield? Not needed for this build. The void is our shield!
Overall Armor of the Night card rating
Not a bad card as a standalone, but it doesn’t fit into our build hugely well. We’d rather have a Move that creates Dark.
Terror Blade
Top ability
As a melee character, we don’t really want an ability with Push. Especially with our terrible movement! We’d sneak up to a monster just to push them out of reach.
Bottom ability
Wouldn’t a Move 4 be nice? Sigh. It would. But without Dark, it’s no good.
The Disadvantage is only helpful if we can’t be Invisible for a while.
Overall Terror Blade rating
Not ideal for our combos and 3 damage on a level 3 card is a bit low.
Level 3 Nightshroud build
What to pick up
Neither card fits nicely into our combo sequence. Armor of the Night has Dark creation that we could use, a heal which we don’t have, and a Shield 1 for when we’re somewhere without Invisibility.
Soulfire (the other level 2 card we didn’t pick up) looks like it fits better with our build, given that the Stun bonus is available with Invisibility and we’ve got that! It’s also helpful for the solo scenario because you can Stun monsters to give you more time to deal with them.
Because neither level 3 card is going into our sequence and Soulfire is helpful for the Nightshroud solo quest, I’d suggest taking Soulfire.
What to drop
The card that isn’t in our sequence – Dark Cloud.
Level 3 Nightshroud deck

Because we haven’t changed any core cards, the turn sequence is the same as level 2.
Level 3 deck card list
- Wings of the Night
- Prepare for the Kill
- Spirit of the Night
- Smoke Step
- Doomed Breeze
- Cloak of Shade
- Silent Force
- Empowering Void
- Soulfire
Card swap and discard order
- Soulfire
- Doomed Breeze
- Cloak of Shade

Level 4 Nightshroud cards

Grim Sustenance
Top ability
Wow! Just wow. This is perfect for us! A lovely 2 damage with a bonus for Invisibility. We get a free Invisible too just using this.
It’s like an upgraded Wings of the Night that does 1 more damage, and sometimes will give us the bonus 2 damage if we’re Invisible.
Bottom ability
Finally, a Loot that’s useful! The Dark generation makes it worthwhile using this on a turn when we don’t need to move and there are shinies all around us!
We aren’t too bad at scooping up Loot because we play close to the monsters anyway, but extending that reach to 1 hex is going to help us get rich quicker! Even if we only play this in the final room when the monsters are down.
Overall Grim Sustenance card rating
Two very useful reusable abilities for us. However, like all cards for the Nightshroud, a good card isn’t enough on its own. It needs to fit into our combo sequence. And it does, quite nicely. It’s a direct upgrade to Wings of the Night with pretty much the same initiative (that we don’t use anyway) and a more useful bottom ability.
Nightfall
Top ability
Even if we had a shortage of Dark, I feel like this is an expensive Loss. I think you’d only want to use it against a boss where you could spend more actions doing damage and fewer on Dark Generation.
Bottom ability
In this build, we want the lower half of the cards to Move and Create Dark ideally. With Nightfall, you can only do that if you can consume Sun. Otherwise, your Dark generation is locked.
If you’re playing with a class that generates Sun and doesn’t need it for themselves, then maybe it would be worth it. But even then, synchronizing your turns with other players is difficult enough without throwing elements into the mix.
Overall Nightfall card rating
A top Loss that you’d need to carry around until the final room and a lower ability that’s highly dependent on Sun to get it to do what we want. Pass.
Level 4 Nightshroud build
What to pick up
Grim Sustenance.
What to drop
Wings of the Night. It’s just been upgraded.
Level 4 Nightshroud deck

Level 4 deck card list
- Grim Sustenance
- Prepare for the Kill
- Spirit of the Night
- Smoke Step
- Doomed Breeze
- Cloak of Shade
- Silent Force
- Empowering Void
- Soulfire
Ideal Combo Sequence
The only change here is that we lead with Grim Sustenance instead of Wings of the Night. On turn 1, you won’t benefit from the Invisibility bonus. But you will benefit from it occasionally.
While this is the sequence I think works the best, now that we have Dark generators on the bottom with Moves and a couple of different Invisibility bonuses on the top, of course, you can swap things around if you need to. Just remember to plan several turns ahead so that you’re Invisible as much as possible and have Dark when you need it.
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Grim Sustenance – Deal some damage if you can, then turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Turn 2
Lead with the 84 initiative from Spirit of the Night.
- Top of Spirit of the Night – Consume Dark to Insta remove a normal target.
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Cloak of Shade.
- Top of Doomed Breeze – Hit a target at range, Create Dark.
- Bottom of Cloak of Shade – Move 3, Consume Dark and turn Invisible.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want.
- Bottom of Empowering Void – Move 2, Consume Dark for damage doubling.
- Top of Silent Force – Double damage and bonus from being Invisible.
Turn 5
Long rest.
Card swap and discard order
While this order will get you another round of Doomed Breeze and Cloak of Shade and the Silent Force bonus, you might choose to use Soulfire instead if it helps your party deal with what’s going on.
- Soulfire
- Doomed Breeze
- Cloak of Shade

Level 5 Nightshroud cards

Black Arrow
Top ability
This top is like an upgrade to the top of Doomed Breeze. The damage is much better, the range is better and we get a Curse too.
But there’s one key difference. No Dark creation. That means that even though this ability is good, you’ll not get to play it as often as you’d like.
Bottom ability
We like free Invisibility! It’s great to have one available as a bottom action.
Because of this, and the low 11 initiative on this card, Black Arrow is a viable swap for Cloak of Shade on turns when we don’t need to Move. The nice thing is that we can eat the Dark for bonus ranged damage and still be Invisible on those turns.
Overall Black Arrow card rating
Fits into our sequence, reusable actions, free Invisibility, and 11 initiative. Love it!
Claws of the Night
Top ability
Lower damage over two monsters is not what we’re going for in this build. We’re all about burst damage and our Instant Monster Removal Service.
At level 5, the damage on this card isn’t amazing either. You’d want to boost it with Empowering Void to make the most of it really, but then you’d likely miss out on the extra +1 because you’ve used Dark element. And it’s not often that extra elements are around ready for you to just take them.
Bottom ability
Because we’re Invisible and next to monsters basically all the time, we could make use of this lower ability if we didn’t need other cards more.
Overall Claws of the Night card rating
Considered in a vacuum, Claws of the Night is a pretty good card. However, it’s not as good for us as Black Arrow.
Level 5 Nightshroud build
What to pick up
Black Arrow. That free Invisible and bonus damage on the lower half means, that we have the option to do bonus damage instead of moving.
What to drop
Soulfire.
Level 5 Nightshroud deck

Level 5 deck card list
- Grim Sustenance
- Prepare for the Kill
- Spirit of the Night
- Smoke Step
- Doomed Breeze
- Cloak of Shade
- Silent Force
- Empowering Void
- Black Arrow
Ideal Combo Sequence
The only change here is that we’ve swapped out Cloak of Shade for Black Arrow. In reality, this swap isn’t a permanent change. Both cards are viable options in that slot depending on whether you need to Move or not.
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Grim Sustenance – Deal some damage if you can, then turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Turn 2
Lead with the 84 initiative from Spirit of the Night.
- Top of Spirit of the Night – Consume Dark to Insta remove a normal target.
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Cloak of Shade.
- Top of Doomed Breeze – Hit a target at range, Create Dark.
- Bottom of Black Arrow – Turn Invisible, Consume Dark for ranged damage.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want.
- Bottom of Empowering Void – Move 2, Consume Dark for damage doubling.
- Top of Silent Force – Double damage and bonus from being Invisible.
Turn 5
Long rest.
Card Swap and Discard Order
Up to you which you discard first, Cloak of Shade or Black Arrow. After that, discard the other card and Doomed Breeze in the order of usefulness.
Level 6 Nightshroud cards

Swallowed by Fear
Top ability
See that bonus? We’re taking this card. Let’s just skip the analysis for this level.
Only joking! Analysis is fun, right?
We’re not here for that 2 damage, especially at level 6. Not when we can just lift an elite right off the board! Repeatedly too! It’s amazing this ability is reusable.
But we will need to create another element or have an ally with an element going spare to pull off that bonus consistently. So how do we do it?
Well, a mana potion can help for sure. As can adding a wild element generation enhancement to the bottom Move on Prepare for the Kill. (There’s a reason that card has the name it does!)
Bottom ability
Of all the bottom abilities that you never want to use, this one tops them all! We have a Move 3 on Cloak of Shade. But you know what we don’t have on any other card? Remove an elite monster!
Overall Swallowed by Fear card rating
Absolutely incredible top! As an added bonus, that really late 90 initiative means we’ll be going nice and late after all the monsters are in their places.
Unseen Dread
Top ability
A top damage dealer that creates Dark is rare and this has it. It’s a more powerful version of Cloak of Shade’s top.
Bottom ability
A jump and a high movement! Jumping for joy here. Sometimes we just need to run really far and get behind monster lines and here’s our ticket.
Overall Unseen Dread card rating
That 05 initiative is astounding! The top and bottom abilities are also great for us. This is a great card.
Level 6 Nightshroud build
What to pick up
Both cards at level 6 are great for us but Swallowed by Fear is what this build is all about.
What to drop
Doomed Breeze comes out of the main sequence. We need to free up a top space to make room for the top of Swallowed by Fear. It’s up to you whether you want to drop Cloak of Shade or Doomed Breeze from your hand. Both give us a Move 3 to switch with Black Arrow when we need to move.
Doomed Breeze is perhaps slightly better because we can use the Curse more often than we can power the Invisibility bonus on Cloak of Shade.
Level 6 Nightshroud deck

In our sequence, this leaves us lacking a Dark generation for the double damage bonus on Silent Force but we at least get the bonus for being Invisible from the top action.
Level 6 deck card list
- Grim Sustenance
- Prepare for the Kill
- Swallowed by Fear
- Smoke Step
- Spirit of the Night
- Black Arrow
- Silent Force
- Empowering Void
- Doomed Breeze
Ideal Combo sequence
We shuffle Spirit of the Night over to replace Doomed Breeze. Swallowed by Fear is at the start of turn 2.
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Grim Sustenance – Deal some damage if you can, then turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Generate an additional element with an item, the wild element enhancement on the Move 2 or via an ally.
Turn 2
Lead with the 90 initiative from Swallowed by Fear.
- Top of Swallowed by Fear – Consume Dark and another element to instantly remove any normal or elite monster!
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Black Arrow.
- Top of Spirit of the Night – Consume Dark to remove a normal monster.
- Bottom of Black Arrow – Turn Invisible.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want.
- Bottom of Empowering Void – Move 2, Consume Dark to double damage if you can.
- Top of Silent Force – 3 damage plus 2 damage bonus from being Invisible.
Turn 5
Long rest.
Discard order
Now that we have a couple of instant monster removal combos, our discard order is different because we want to keep them in our rotation for as long as we can. We’re also forgoing the double damage bonus on Empowering Void because we’ve run out of Dark for that combo by the time we get there.
The Invisibility from Black Arrow gives us a damage boost for the 2nd cycle and protects us from hits which is why we keep it over Doomed Breeze if we don’t need the movement. After that, we discard Silent Force.
For the next discard/swap, it depends on what we value more. If it’s movement (probably) we keep Empowering Void and discard Black Arrow.
If it’s protecting our health, we discard Empowering Void and keep Black Arrow for the Invisibility bonus.
Level 7 Nightshroud cards

Eyes of the Night
Top ability
For another build type, the top of Eyes of the Night is incredible! Play it on the first turn and take advantage of that Advantage (hah!) on all your turns.
As it stands, on the two abilities that really matter to us, we don’t need Advantage anyway! They instantly remove the monsters regardless of the modifiers we draw!
The other issue is that putting this card into our hand means we need to play it in one turn instead of a card in our sequence. If we do that, we lose out on Invisibility or Dark creation.
Bottom ability
That Move 5 looks so tempting! But where is the Dark or Invisibility? Sad face.
We can’t generate Light either, so we’d need to be playing with a Sun creator to get this bonus.
Overall Eyes of the Night card rating
For the more versatile build approach, the top ability is awesome.
Quiet Frenzy
Top ability
The start of this ability is exactly the same as Silent Force. But it has 3 bonus damage if we can create the Dark to use it.
Looking at where Silent Force sits in our sequence, right now we’re struggling to generate Dark as it is. And if we do, we’ll likely use it to double the damage from the bottom of Empowering Void.
Bottom ability
This damage and Move is a nice little shuffle hit combo. But, (you guessed it) it doesn’t work hugely well for us.
It could fit in place of Black Arrow but we’d lose our Invisibility protection for the next turn. Plus, we have the Move, Curse on the bottom of Doomed Breeze for that.
Overall Quiet Frenzy card rating
A solid card. It has an upgrade to Silent Force with a bonus we can use sometimes, and a decent Move and damage option. But there’s no Dark or Invisibility.
Level 7 Nightshroud build
What to pick up
This is a tough one. If you’ve got a lot of gold hanging around, then Unseen Dread from level 6 is a good option because you can enhance it with Dark for 225 gold and swap out Prepare for the Kill.
If you aren’t flush with cash and don’t think you’ll get much more gold anytime soon, then pick up Quiet Frenzy. It’s a straight swap for Silent Force.
What to drop
Silent Force.
Level 7 Nightshroud deck

Quiet Frenzy replaces Silent Force.
Level 7 deck card list
- Grim Sustenance
- Prepare for the Kill
- Swallowed by Fear
- Smoke Step
- Spirit of the Night
- Black Arrow
- Quiet Frenzy
- Empowering Void
- Doomed Breeze
Ideal Combo Sequence
We shuffle Spirit of the Night over to replace Doomed Breeze. Swallowed by Fear is at the start of turn 2.
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Grim Sustenance – Deal some damage if you can, then turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Generate an additional element with an item, the wild element enhancement on the Move 2 or via an ally.
Turn 2
Lead with the 90 initiative from Swallowed by Fear.
- Top of Swallowed by Fear – Consume Dark and another element to instantly remove any normal or elite monster!
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the quick initiative of Black Arrow top turn Invisible before the monsters can do any damage.
- Bottom of Black Arrow – Turn Invisible.
- Top of Spirit of the Night – Consume Dark to remove a normal monster.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want. Though, there’s not much difference between 19 and 21!
- Bottom of Empowering Void – Move 2, Consume Dark to double damage if you can.
- Top of Quiet Frenzy – 3 damage plus 2 damage bonus from being Invisible.
Turn 5
Long rest.
Card Swap and Discard Order
Black Arrow, then Quiet Frenzy or Empowering Void in the order that makes the most sense.
Level 8 Nightshroud cards

Gloom Darts
Top ability
Look at all those icons! Range, Poison, Curse, Targets, Experience. There’s a lot going on here!
It’s like the top of Black Arrow but with Poison instead of Muddle and with the multi-target bonus that you might be able to trigger sometimes. The problem is that if you swap this for Black Arrow, you lose Invisibility.
Bottom ability
A Move 3 with Dark creation is excellent! This ability means we finally get another lower Dark generator to power the double damage value from Empowering Void is we want to. We’ll need to take the risk of not being Invisible to use it though.
Overall Gloom Darts card rating
Both abilities are upgrades to what we already have and they’re both reusable too.
Lurking Ruin
Top ability
Another great ability! A base damage of 5 plus a lot of bonuses if we’re Invisible. Thanks to all the bonuses this is better than the top of Quiet Frenzy.
Bottom ability
This ability means we don’t need to choose if we Move with Doomed Breeze, or go Invisible from the bottom of Black arrow before Turn 4. We can do both!
Overall Lurking Ruin card rating
Another great card that can slot into a couple of different places in our sequence but it still doesn’t help us with Dark creation for our final turn.
Level 8 Nightshroud build
What to pick up
Both cards at level 8 are really good for us and whichever we choose will replace Black Arrow for a better bottom ability. So we have a tough choice.
If we take Lurking Rain, we can go into turn 4 with a Move 3 and Invisibility but still no Dark generation.
If we take Gloom Darts, we go into turn 4 with a Move 3 and a Dark but no Invisibility.
Which can we create more easily? And what is the impact of going without both?
Well, Dark we can get from mana potions and some nice allies. The consequences of not getting Dark are that we miss out on an amazing instant monster removal ability at level 9.
Invisibility we can get from an item but only once before it’s spent. If we aren’t Invisible we risk taking damage and because we spend most of our time surrounded, just one unlucky turn can wipe us out.
Either card is a valid choice here. I picked up Lurking Rain for the Move 3 with Invisibility so that I don’t need to worry about my health. Then my allies don’t need to waste turns healing me, they can spend them dealing damage instead. Plus, I’d be no good to them if I got wiped out!
What to drop
Doomed Breeze. It’s served us well since level 1, but we have a better Move 3 now!
Level 8 Nightshroud deck

Lurking Rain takes the place of Black Arrow in our sequence. Doomed Breeze is retired.
Level 8 deck card list
- Grim Sustenance
- Prepare for the Kill
- Swallowed by Fear
- Smoke Step
- Spirit of the Night
- Lurking Rain
- Quiet Frenzy
- Empowering Void
- Black Arrow
Ideal Combo Sequence
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Grim Sustenance – Deal some damage if you can, then turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Generate an additional element with an item, the wild element enhancement on the Move 2 or via an ally.
Turn 2
Lead with the 90 initiative from Swallowed by Fear.
- Top of Swallowed by Fear – Consume Dark and another element to instantly remove any normal or elite monster!
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the 18 early initiative of Lurking Rain to turn Invisible before the monsters do any damage.
- Bottom of Lurking Rain – Move 3, Turn Invisible.
- Top of Spirit of the Night – Consume Dark to remove a normal monster.
Turn 4
Lead with the initiative the means the monsters will be in the positions you want. Though there’s not much difference between 21 and 19!
- Bottom of Empowering Void – Move 2, Consume Dark to double damage if you can.
- Top of Quiet Frenzy – 3 damage plus 2 damage bonus from being Invisible.
Turn 5
Long rest.
Card Swap and Discard order
Black Arrow, then Quiet Frenzy or Empowering Void in the order that makes the most sense.
Level 9 Nightshroud cards

Angel of Death
Top ability
The 4 damage across all adjacent monsters on its own can dish out a fair amount of damage if we’re surrounded. But just look at that additional text!
Removing all adjacent monsters from the board is incredible! And for just 1 Dark too. It’s a Loss, but wow, what an amazing one. If we can get ourselves completely surrounded, that’s 6 monsters!
It can be worth keeping in our hand until the final room just for that. But it will mess up our sequence with lower Moves and Dark generations.
Bottom ability
Where has this Move 5 Jump been this entire time? It’s so useful for getting behind monster lines especially to meet the adjacency requirements of the bonus.
And what a bonus. Our Instant Monster Removal Service just got better.
We are lacking Dark in turn 4 though, so we need to generate it somehow. Items and allies will help here!
Overall Angel of Death card rating
The reusable Move 5 and Jump is awesome even when we can’t boost it. But having another way to pick a monster of the board is just amazing. Three abilities in one hand is just awesome.
Voice of the Night
Top ability
Looks good for a Nightshroud that’s playing as more of a versatile class that supports the party using tactics other than removing monsters from the board! Good for an evasive tank Nightshroud for example. But is it a great capstone ability though? I don’t think it is. Especially for a Loss.
Bottom ability
This bottom ability looks very similar to the bottom of Nightfall which we had access to at level 4 with a couple of differences.
Voice of the Night has 1 fewer movement and we get to turn Invisible and create a Dark if we have any element floating around instead of consuming Light for 1 more damage and creating Dark.
For an ability at level 9, I think that’s quite disappointing. It still doesn’t help us to create that final Dark reliably without an ally or an item.
Overall Voice of the Night card rating
The 06 initiative is amazingly fast and the card could be helpful for a different build type. But this card can’t compete with Angel of Death for our build.
Level 9 Nightshroud build
What to pick up
Angel of Death. It’s what this build is all about.
What to drop
Black Arrow from the bench. The double damage bonus from Empowering Void can be really helpful for doing additional damage to bosses.
Level 9 Nightshroud deck

So here’s our final deck!
Angel of Death takes the place of Empowering Void in our sequence. We retire Black Arrow.
With this deck, we have the potential to remove 3 monsters from the board in our first two card cycles! We just need to generate a couple of Dark at the end of turn 3 to do that!
Level 9 deck card list
- Grim Sustenance
- Prepare for the Kill
- Swallowed by Fear
- Smoke Step
- Spirit of the Night
- Lurking Rain
- Quiet Frenzy
- Angel of Death
- Empowering Void
Ideal Combo Sequence
Turn 1
Lead with the 07 initiative from Prepare for the Kill.
- Top of Grim Sustenance – Deal some damage if you can, then turn Invisible.
- Bottom of Prepare for the Kill – Move 2 and Create Dark.
Generate an additional element with an item, the wild element enhancement on the Move 2 or via an ally.
Turn 2
Lead with the 90 initiative from Swallowed by Fear.
- Top of Swallowed by Fear – Consume Dark and another element to instantly remove any normal or elite monster!
- Bottom of Smoke Step – Move 1, Create Dark.
Turn 3
Lead with the 18 early initiative of Lurking Rain to turn Invisible before the monsters do any damage.
- Bottom of Lurking Rain – Move 3, Turn Invisible.
- Top of Spirit of the Night – Consume Dark to remove a normal monster.
Generate an extra Dark however you can! Items or allies!
Turn 4
Lead with the initiative the means the monsters will be in the positions you want. Quiet Frenzy at 19 to go early is probably going to be more reliable than the 38 from Angel of Death.
- Bottom of Angel of Death – Move 5, Jump, Consume Dark to remove a normal adjacent monster from the board!
- Top of Quiet Frenzy – 3 damage plus 2 damage bonus from being Invisible.
Turn 5
Long rest.
Card Swaps and Discard Order
You know how the card swaps and discards work by now! Discard whichever card helps you the least.
Nightshroud Perks

The Nightshroud perks aren’t amazing. But at the same time, if you’re playing this build you’ll consume elements to remove monsters, so you won’t be flipping that many modifier cards anyway!
Because we go for high damage one-off abilities rather than lots of small damage abilities, drawing the zero damage modifier wastes the high damage turn we just set up. It’s much better that we draw a -1 damage or a +0 than the zero damage card. This is why the perks that remove cards (and therefore increase our chances of drawing the zero damage card) are at the bottom of our list. Of course, it means we’ll draw the double damage modifier less often too, but we have instant monster removal cards to deal with high health monsters.
Frustratingly, you need to add the -1 Create Dark cards to be able to later replace them with +1 Create Dark cards. Two perks for one decent modifier is expensive. It’s no wonder the Nightshroud has the reputation for one of the worst perk sheets in Gloomhaven! But when we step back and actually think about how we’re playing this build, we can’t take the chance of getting our Darks from our modifiers anyway.
So we actually take those perks later on, after we’ve added more reliably useful modifiers.
- Ignore negative scenario effects and add two +1 cards
- Add one +1 Invisible card
- Add one +1 Invisible card
- Add two Curse cards
- Add one Add Target card
- Add one -1 Dark card
- Replace one -1 Dark card with one +1 Dark card
- Add one -1 Dark card
- Replace one -1 Dark card with one +1 Dark card
- Add three Muddle cards
- Add three Muddle cards
- Add two Heal +1 cards
- Remove two -1 cards
- Remove two -1 cards
- Remove four +0 cards
Nightshroud Items

There are only starting items here so that I don’t give away any spoilers!
Cloak of Invisibility
20 gold
It’s an obvious choice for us and a smart one too. Invisibility protects us from harm while we’re skulking around the monsters and grants us the odd bonus too.
It’s super helpful on turn 3 if you want to use a move action instead of going Invisible.
Minor Stamina Potion
10 gold
With a hand limit of 9, this is needed to help us with our stamina. It helps that we can get back a monster removal card or two as well!
Boots of Striding
20 gold
Our movement is so, so bad, that we need these more than pretty much any other class!
Nightshroud Enhancements
Like all Enhancements, you want a good return on investment. So to get that, we want to enhance the cards that we’ll be using for a long time.
There is one in particular in this list that you really need to save up for!
+1 Move to Prepare for the Kill
55 gold
Just like Smoke Step, as soon as this card is in your hand, you keep it there! A Move 3 with Dark is a lot better than a Move 2 with Dark.
+1 other element to the bottom of Prepare for the Kill
200 gold or 250 gold (assuming the +1 Move has already been applied)
This is an expensive upgrade. But it is the most important one you’ll need. It allows you to reliably create the additional element in one turn so that you can use the bonus on Swallowed by Fear that lets you remove 1 normal or elite monster from the board.
+1 Move to bottom of Smoke Step
30 gold
Smoke Step is going to be in our deck forever. Creating Dark with a bottom Move ability sets up a lot of bonuses for us. Because we have such poor movement, the more hexes you can cover while generating Dark, the better.
It’s a pretty cheap enhancement too.
+Jump to the bottom of Smoke Step
125 gold (assuming +1 Move has already been applied)
With low movement and being in amongst the monsters most of the time, a Jump really helps us to quickly get next to the ones we want to take out.
Nightshroud Experience

I see experience points as a sign that I’m playing the class well because they tend to be given when you use a bonus that had a conditional requirement. The Nightshroud is no exception.
Given that our points tend to come from consuming Dark or being Invisible when we take an action (two things this build excels at) we level up fairly quickly!
Nightshroud Names
Our Aesther Nightshroud has a strong affinity for the planes of darkness and a curious intellect. He phases in and out of our plane and hits hard when he’s here. I called my Nightshroud Voida Mee because it made me laugh. Here are some other Nightshroud names that I think are in-keeping with our Nightshroud build.
- Etchy Ruin
- Skulky Veil
- Jet Black
- Flux Sunless
- Mortus Ruse
- Ink Pitch
- Dusky Twilight
- Whispa Shadow
- Shaye Eclipse
- Phantom Switch
Conclusion – Gloomhaven Nightshroud Guide – Invisible Damage Build & Strategy
This Nightshroud Invisible and single monster damage build is really fun to play! It’s pretty formulaic but picking those monsters off the board in one hit just doesn’t get old!
Of course, you can switch up the sequence if you want to, but I found that for me, playing the cards in the same sequence was the most effective approach 90% of the time. On the few scenarios where I tried to play different things, they didn’t always work out!
I hope you enjoy playing the Nightshroud class! It’s a little different to the other Gloomhaven characters I’ve played but after a few turns lifting those monsters off the board, you’ll totally see the appeal!
Do you want to know what all the Gloomhaven unlockable characters are? Don’t want any campaign spoilers? Then check out my Gloomhaven Locked Classes article!
I’ve created guides for the locked classes! If you enjoyed this Nightshroud guide, check them out! Listed here by their code names: Triforce class guide, Two Minis guide, Lightning Bolt guide, Sun guide, Three Spears guide, Circles guide, Angry Face guide, Cthulhu guide, Saw guide, and a Music Note guide.
I’ve created build guides for all the Gloomhaven starting characters – ranged build guide for the Cragheart, tank build Brute guide, Tinkerer crowd control build guide, Mindthief damage and stun guide, Spellweaver AoE guide, and a Scoundrel single target poison build guide.
If you enjoy Gloomhaven as much as I do, it’s natural to want to upgrade it to improve your gaming experience. I especially like these cards sleeves and this organizer insert on Amazon, and this incredible 3D 108 piece custom Gloomhaven scenery set on Etsy! Seriously, go check it out!
For more upgrades, check out my article 15 Awesome Gloomhaven Accessories and Upgrades.
More Gloomhaven articles
- 15 Awesome Gloomhaven Accessories and Upgrades
- Gloomhaven Classes – Starting Characters Overview and Rank
- Gloomhaven Unlockable Classes Revealed (No campaign spoilers)
- Brute Guide – Tank Build
- Cragheart Guide – Ranged Build
- Mindthief Guide – Stunning Damage Build
- Scoundrel Guide – Single Target Poison Build
- Spellweaver Guide – AoE Build
- Tinkerer Guide – Crowd Control Build
- Locked Class – Angry Face Guide
- Locked Class – Circles Guide
- Locked Class – Cthulhu Guide
- Locked Class – Lightning Bolt Guide
- Locked Class – Music Note Guide
- Locked Class – Saw Guide
- Locked Class – Sun Guide
- Locked Class – Three Spears Guide
- Locked Class – Triforce Guide
- Locked Class – Two Minis Guide

Emily
Hi, I’m Emily, the tabletop gamer behind My Kind of Meeple. If this article helped you, I’d be honoured if you’d say, “Thanks!” with a £3 coffee on Ko-fi.