Coordinate your Long Rests. Never have more than one party member resting at the same time. Phase 3: The Final Push (Rounds 8+)
. You then gain that summon's unique persistent bonuses (like Shield, Pierce, or extra range) while in that "Mode" Summon Management : Summons in this class often have low HP but high utility
: Losing a summon early is punishing. While you have cards to recover them, it significantly kills your momentum. frosthaven hive guide
Use your wide AoE attack patterns to hit multiple Vermlings simultaneously in the narrow hallways. Deathwalker Spread shadows into the inner rooms early.
: Grants a free Ward almost every other turn when standing near summons. Coordinate your Long Rests
To help tailor this strategy to your specific session, tell me:
The Hive is a that captures the fantasy of commanding a robotic swarm. It requires patience, careful positioning, and synergy with your party, but when everything clicks, you’ll feel like an unstoppable machine intelligence. You then gain that summon's unique persistent bonuses
: Utilizes the Dampening Unit and Sledge Driver for high Shield and survivability.
: A Range 5 heal that is critical for patching up summons that wander off. Summary of Builds Build Type Key Cards/Actions The Swarm Melee/Tanking High shield cards (2-4 Shield), aggressive repositioning. The Artillery Ranged DPS Rapid Fire, Long Range Missile, Machine Bolter. The Teleporter High Mobility Focused on "Transfer" actions to zip across the map. If you'd like, I can: Detail the Level 1/X starting hand for a specific build. Explain the Prism Solo Scenario requirements. Break down the Transfer mechanic step-by-step.