Daniela Reyes

Daniela may be more stronger when everybody possesses 0xp, but with the increasing of exp, Daniela's strength will indicate a downward trend rapidly. The only weapon could be thought "passing" is Sledgehammer, which is much weaker than Cyclopean Hammer. No matter the difficulty is standard, hard or expert (I think every investigor could behave well in the easy mode), the potential of Daniela is pretty limited at any time. Somebody may state that She could take Aquinnah, but this counterattack system lacks the most important component, which is Survival Knife of 2xp. All in all, this is not a relatively strong investigator. 4-1-5-2 could be strong, but this attribute advantage is little compared to the huge disadvantage of deck-building restrictions.

Swordace · 45
Ever hear of Chainsaw or Old Hunting Rifle? — MrGoldbee · 1493
Oh, I forgot that th — Swordace · 45
Oh, I forgot the chainsaw. It's not bad, but do you think it's better than cyclopean hammer? As for old hunting rifle, I think it's weak without will to survive. The prerequisite for attacking is stable. Old Hunting Rifle may have higher income, but not stable enough. — Swordace · 45
Swordace has a good point. Daniela has the stats and ability of a typical guardian, but she can only upgrade into Survivor cards. If she's supposed to fill the classic Guardian role in a group, that's going to be a challenge. Me, I think we shouldn't shoehorn Daniela into the archetypical guardian role and expect her to perform as well as Mark or Leo. Daniela is something else, but the card pool isn't quite there to support her. Maybe MJ will turn the proposed upgraded Guard Dog into a blue/red multiclass card instead, along with a lvl 3 blue/red multiclass Survival Knife that can attack with +1 damage as well. Just a few cards like that, and our dear mechanic would make much more sense (at least to me). — olahren · 3586
Oh, no, Daniella's only weapons are Sledgehammer, which her card pool lets her use very well, Fire Extinguisher, .18 Derringer, Old Hunting Rifle, and Chainsaw. Well, those are worse than Cyclopean Hammer so I guess she's bad. — SSW · 217
SSW I think you get wrong idea. Of course, the red cards have some weapons. However, these cards compared to the beating cards of Guardian are weak. We should know what make Survival outstanding. It's Take Heart, Drawing Thin, Will to Survive and Alter Fate. Compared to Yorick, the system of Daniela is not intact. Now that we are talking about the strength of investigators, we have to take its behavior in hard or expert mode into consider. I can play with these cards very happily while using Daniela, but you have to admit thatusing Fire Extinguisher or Old Hunting Rifle is not reliable enough. Cyclopean Hammer is the extreme example. What about other weapons of Guardian? LOL, I think we have no need to concentrate on my mistake while listing the beating cards of Survivor. I just give an example to illustrate that weapons of high experience of Guardian is stronger so that Daniela's deck restriction makes her weaker in the mid-late stage of the campaign. — Swordace · 45
I'm not against happy games, but when we discuss the intensity, I think we should be "utilitarian". Daniela — Swordace · 45
with Danielas high attack I think fire extinguisher is quite viable, even if she doesn't kill the enemy in that round because of the +1 attack, she wants to get attacked anyway. I had my doubts about daniela at first but she turned out to be one of the best main-fighter experiences i had in quite a while — niklas1meyer · 1
In direct comparison, the survivor pool is worse than most others at winning the game (no extra actions, hardly any int or attack bonuses,...). However most survivors make up with powerful or unique abilities that change the way you play. For daniela's ability you need cards that make enemies attack you, soak (peter, jessica,...) and ways to recur soak (keepsake and coat). Counters like aquinna, guard dog and survival knife 0 also help. It's also interesting that her ability is not limited to 1/ round like Rita. Note that it works on alert and retaliate. — Django · 5164
Just too bad that we have another survivor here with low int and virtually no chance to trigger scavenging 2. — Django · 5164
Yes, it seems the most suitable deckbuidling for Daniela. Most of the survivors change the game by its unique ability and its cards of other colors, like Wendy Adams. Its intensity is limited, not meaning it should have no advantages. I'm here to analyze her potential(*'へ'*) — Swordace · 45
What campaigns have you played her in? — MrGoldbee · 1493
Innsmouth conspiracy in expert mode. At first she behaves very well. After in too deep, I have felt much more difficult to deal with enemies. — Swordace · 45
The survivor cardpool gives her very good consistency and a lot of threat containment (Ex: Alter fate, test of will upgrades, lucky). In a huge way this is helping you win the game, because if you succeed on almost all of your actions even without 'efficiency boosts' (Besides weapon damage, which she can handle well enough), you are well above arkham par as long as you can be proactive for your team. But she does indeed sacrifice some upper end damage potential that locks her out of being a dedicated monster hunter unless she can make up for it somewhere. I think damage potential is a bit over-rated if you bring other things to the table that mitigate it (Ex: "Flex" Leo works so well because his allies allow him to run 2 damage guns super efficiently). The question is, what does Daniela do well to warrant her either being a low damage guardian, or allow her to flex? I think the real thing that hurts her as a character so badly, ignoring the existence of both Tommy and Yorick (and heck, lets throw Leo in too) and their supremacy as mega-tanks, is lore 1 locking her pretty hard out of spending any sort of spare time or survivor skill tools to cluever, and the fact that it is hard for survivors to really leverage willpower without also using speed making it hard for Daniella to utilize their 'pseudo-spells' as she has very little use for speed. Extra damage to guard dogs and Xavier, or evades and damage on dodge effects, don't seem like they make up for what she gives up. 2 damage Leo works cuz he can suddenly also be an insane cluever and ping for 2-3 bonus damage via ally instant effects, but Daniela isn't bringing similar capabilities and is locked out of a lot of good survivor support tools. The main thing that she brings to the table others don't is the ability to instant evade if she doesn't ever plan to kill enemies, and evasion is good in modern arkham, but it feels like a losing gameplan to just throw your hands up and say you can't handle the enemies and your just gunna evade them often enough to be it worth both your passive slot and your deck construction power compared to Tommy. — dezzmont · 222
Daniela doesn't need the survival knife because Daniela is the survival knife. — suika · 9506
Also being able to flex is highly overrated. — suika · 9506
Dezzmont has a good idea. In the later period of the campaign, low DPS means more actions for fighting and less actions for preparing. — Swordace · 45
2x quickleaner and flashlight or keys beat up to shroud 4 — Django · 5164
My point wasn't 'she is bad because she can't flex.' It is 'she does not seem to have any coherent strategy based on her card access. But trading access to the entire XP cardpool of a counter-stab deck in exchange for a counter-stab passive that happens on the wrong end of an attack makes you worse at primary combat strategies and she doesn't compensate for that. Counterstab is a deck based around being able to do some odd 5 testless damage to bypass the traditional limitations of endless fight prep (mainly, you only have so many combat actions per-turn and being extra prepared doesn't actually help save your team actions or make them safer long run) by letting you shove more damage actionless, but survival knife (0) doesn't scale and beat cop (2) is a keystone of the deck. So your taking damage to do less damage to the enemy in turn. — dezzmont · 222
Good thing there's more than one way to build a counterattack deck then. — suika · 9506
Ok, but are those decks able to execute on what they are trying to do, and is Daniella actually adding anything to those decks? Power isn't the only concern of course, exploring interesting deck spaces also adds value to characters, but does she even do that? You seem to see potential here others don't (I think it is telling the number one review is 'This character leads to goofy lore disconnects' rather than anything about her, it isn't a great sign), so maybe you should make a full review on the character, propose a deck archetype or combo that could create value for her, or even write a full decklist to showcase what you see in her! — dezzmont · 222
Sure, deck posted, I've been waiting for an excuse to post that anyway. — suika · 9506
I'll also publish a decklist for Daniela and make more specific explanation about it in a hour. — Swordace · 45
I've published my deck of Daniela and make more further explanation about it. — Swordace · 45
speaking of high level weapon, there is always Timeworn Brand... — liwl0115 · 42
Sign Magick

This has become one of my new favorite cards, it is great for mitigating the bad effects of Azure Flame, Shriveling, Blur, and Clairvoyance use one of those take horror or damage and then immediately heal it with Clarity of Mind or Healing Words with Sign Magick, absolutely great combo!

tactis · 22
Carolyn Fern

Sure, Carolyn Fern likes to heal horror, and is incentivized for doing so, helping the whole team out with a pile of resources. But what about healing damage, which is also a problem in some campaigns? There are some good Guardian Level 0-3 cards that do just that, like Second Wind and Emergency Aid. But how about we take a look at which cards can heal both damage and horror, to save ourselves on deck slots?

  • First Aid (0): heals damage or horror, one at a time, only from an investigator.
  • First Aid (3): A big glow-up that heals one of each, from either an investigator or an Ally at your location. You really want this one for two reasons -- (1) many enemies do one damage and one horror as their attack, and if a hunter that has that attack is on its way, you can save yourself from dying for one more turn. (2) If your Ally or a teammate's can take damage and horror without being defeated, you can use this to keep them from dying forever, maybe even to reuse their abilities every round (hello, Agency Backup!). Since both horror and damage is being healed, the target's controller gets a resource on every use. Oh, and it uses supplies, so Emergency Cache (3) is on the menu.
  • Medical Student: Like a one-time First Aid (3), and then will take one more hit.
  • Hallowed Mirror: the Soothing Melodies are like a more flexible First Aid (3) that draws you a card, but you only get three scattered through your deck. The upgrade adds an extra point or reshuffles it back in.
  • Call for Backup: one use event, can split the damage and horror healing across any two cards, anywhere, and you'll need Peter Sylvestre and a asset in play, but you should do that anyways. Strong if you can get all of the other effects, too.
  • Earthly Serenity (1)/Earthly Serenity (4): Another spell for Carolyn to upgrade! Only targets investigators, but very versatile. You do need to make a test, though. This is less good for Carolyn since you'd like to heal one horror point at a time to give out the maximum number of resources; BUT you can succeed by 3 and heal two damage and one horror. And sometimes burst healing is necessary.
  • Thermos: It's level 0, but gets more interesting if everyone has two or more trauma. Carolyn can probably afford the resource cost. By the time this is a viable card, you should be able to afford First Aid (3) or something else.
  • Archive of Conduits: This is like an unlimited First Aid (0) with the huge benefit of the targeted player getting to draw a card (something like Liquid Courage (1)), AND the targeted investigator can be across the map. Sometimes you'll get to burst heal. Doesn't work on Ally assets, though, and Carolyn can't give out resources if the action is used to just heal damage.
  • Inspiring Presence: Great if your team has Ally assets to heal! You'll be making and tests anyways.
  • Lonnie Ritter: heals damage from the team in a roundabout way. Only you will get the resource each time Lonnie heals, essentially refunding the cost of healing.

A few cards only heal from you, so they don't really help the team but are worth a mention:

  • Precious Memento/Precious Memento: Only heals from itself, which is fine, but doesn't really help out the team with resources. Let's put Spiritual Resolve in this category, too, since none of these trigger Carolyn's resource ability either (Also true of healing horror off of Holy Rosary and the like, but that is much less likely to happen).
  • Deny Existence (5): You want this because all of the other effects are strong, not because you're planning on healing damage exclusively. Again, only heals you.
  • Spirit of Humanity: Well, it doesn't take an action to heal, so I guess that is good if you don't mind the tokens. But this card is probably useful for adding the tokens in the first ability and counteracting the damage with some kind of Lonnie or Peter shenanigans.
  • Meditative Trance: Ehhh, maybe if Carolyn has Shrivelling and something else?

So, if Carolyn is going to be a full-on medic, she has a lot of interesting options. With Edge of the Earth's Down the Rabbit Hole, the very best options are available at a discount: First Aid (3), Hallowed Mirror (3), Archive of Conduits (4), and Earthly Serenity (4) all have level 0 or 1 versions.

I recommend choosing one of two routes to maximizing your healing potential: supplies or charges. Depending on what else you're trying to go for, either can give you a rainbow of colors for the Synergy cards Carolyn can take advantage of. If you're going the supplies route, focus on First Aid, and maybe drop those supplies on a Fingerprint Kit or some Liquid Courage while you're at it, or possibly Painkillers to heal yourself, or load up Venturer to help a friend shoot something. You probably want this route if you're going to stay focused on testless healing, damage, and other support, and help out with clue-getting with Carolyn's high . Archive of Conduits will slot in nicely here too.

Otherwise, you may want to boost your and lean into and access to refill your Earthly Serenity with charges with Enraptured or Winds of Power. 9 charges is a lot, so maybe you don't run out, but there are other cards you might want these for, like Close the Circle or Shrivelling. If you're taking other cards with secrets, like Forbidden Knowledge or Ancient Stone, Enraptured can help here too, but it is slow. Maybe Eldritch Sophist can help move charges or secrets around for you. Finally, you can also search for your Soothing Melodies with Arcane Initiate, along with any other interesting spells like Blood Eclipse, Brand of Cthugha, or Deny Existence.

dscarpac · 1231
Solemn vow is also interesting for Carolyn. It doesn't trigger her ability (move not heal), but moves the damage/ horror to an asset carolyn controls so she benefits more of her own ability. Not needing an action to use is also very helpful. — Django · 5164
It's a great combo with the Big Man on Campus, but I think it's also a good take if you're going for either of the Precious Momentos. No action spent for healing is great! — dscarpac · 1231
Sound Advice is good too. — MrGoldbee · 1493
Minh Thi Phan

It’s worth reconsidering Minh a few years after her debut. And it’s because nearly every beneficial card survivors have for clues is in the 0 to 2 XP range.

In terms of assets, the mariner's compass lets you run a speedy-efficient dark horse Minh. In duo, you can clear most locations in one action. With scavenging, you can recur the ice pick(3) and make it three clues. Or use scavenging(2) to continually grab your old keyring.

The new survivor skills are also amazing. In your hands, unexpected courage (2) is a ???. With analytical mind, you can use it all game to mitigate tests they won’t pass but are punished by how much they fail. You even get a card! Plus, you can recur it to help deal with your weakness.

Signum Cruces can fill the bag with blesses, even if you’re intending to use a fire axe and succeed. Unrelenting lets you take test without symbols that penalize you for trying.

On the seeker side and ignoring recursion, Ancestral knowledge and Guided by the Unseen get you more skills. And while Ancestral might make PMP harder to trigger, it allows you to get skills you need later, like stunning blow. Congratulations, the guardian just evaded the boss! No more retaliate this turn!

There’s a lot that makes you hardier than a normal seeker: bandages, jury-rig, hiding space… So many different ways to build the seek-ratary. (Although most of them involve the card you can get from either color, grisly totem.) Plus, you can use it to help deal with your weakness.

Now go get a lot of clues and make your team more efficient!

MrGoldbee · 1493
Minh got a big boost wtih EOTE. Scavenging (2) eon chart gives her lots of actions. Pocket telescope saves her lots of actions to investigate from a central spot. Ancestral knowledge is very helpful for clearing the king in yellow. — Django · 5164
I think, Minh has a lot better items for her handslots than compass or even more so keyring. And upgraded "Unexpected Courage" I would strictly only consider, if she has people on the team, who plan to fail stuff. Sure, Scavenging (2) is great on her and "Ancestral Knowledge" as well. — Susumu · 382
"Get behind me!"

Im not sure if this allow Daniela to bypass the "no attack of oportunity" condition. My understaanding is that you can play this, ask for a friend to provoke an attack of oportunity and this will be deal to Daniela instead and then you can "evade him or deal 1 damage to him". What do you think?

isuscbrmid · 56
It def works on AOEs. — MrGoldbee · 1493
Danella's card says: "[reaction]After an enemy attacks you (except an attack of opportunity YOU provoked)." RR says: "When resolving a triggered ability [including reaction triggered], "you/your" refers to the investigator triggering the ability". So, yeah, it sure works. — Susumu · 382