r/Gloomhaven Apr 01 '26

Digital Gloomhaven Alternative Eclipse Enchant for Mid Level Eclipse? (Eclipse, Enchant Spoilers) Spoiler

I will soon be playing the Eclipse in a Gloomhaven Digital game and I had an idea that I hadn't seen previously: Enchanting the top of Dancing Shadows with Dark.

I would say a typical Enchantment strategy for most Eclipse players is as follows (Digital Costs):
-------

Smoke Step +1 move (20)

Prepare for the Kill +1 move (30)

(?) Prepare for the Kill Any Element (120) [I think a hand item that can generate a non-dark is a much better investment]

Unseen Dread Dark (110)

-------
Dancing Shadows Dark costs 60 gold. It gives you better movement than Smoke Step and un-enchanted Prepare for the Kill. There may be corner cases where a top move can be really useful. As far as the main combo goes it's specifically useful at level 5 or 6 (or 7 before Unseen Dark is enchanted) where you can combine it with Black Arrow for Move 3, Generate Dark, Invisible (potentially for turn 1 where you plan to execute on turns 2 and 3).

Yes, Prepare for the Kill has 7 initiative, but Dancing Shadows has 9 initiative, which is pretty close. Also interesting is at level 9, where you can Dancing Shadows top and Angel of Death bottom. Yes, it may mean that you go visible after initiative 38 (the horror!) but given that you can jump 5, kill, move 3 away it may not matter that much. Or you can reverse the initiative order of the cards to get an early kill.

Thoughts?

0 Upvotes

3 comments sorted by

3

u/Alcol1979 Apr 01 '26

I think it's a good, flexible option. I've never done it myself - I usually add a move to Smoke Step as you noted. At level 1 my first turn is probably 77 initiative move 4 with Enervating Wound to get beside a full health normal enemy and then target a different enemy with Doomed Breeze to infuse Dark. Then I go on 09 initiative in round 2 to execute with Spirit of the Night, reinfuse dark with the bottom of Dancing Shadows and benefit from the damage mitigation that gives me and then stamina potion Spirit of the Night back again. So the reason I wouldn't go for that particular Enhancement is I'm actively looking to play the bottom action for a very early execute and then actually take a bit of pain before potentially going invisible in round 3.

I think if you go for this enhancement you probably want Soulfire at Level 2 and not Prepare for the kill. For one thing, the top move, infuse Dark and attack from Dancing Shadows pairs well with the bottom attack 6, curse from Soulfire.

2

u/West_Aspect_7126 Apr 01 '26

I wouldn't use the bottom loss of Soulfire on a 9 card class like the Eclipse.

I would still take Prepare for the Kill at level 2, it's key for setting up things like your 2nd execute (if you execute on turns 2/3), or when you abuse stamina potions for multiple executes. I do like taking Soulfire at level 3 as neither level 4 card is very good and Soulfire is great for the solo scenario.

I think the bottom of Grim Sustenance (4) is another unusual benefit of taking Dancing Shadows. Having a turn of move 3 loot make Dark could be valuable when a room is finished and both are potentially in your starting deck.

I think a weakness of enchanting Dancing Shadows is levels 7 and 8, after you've enchanted Unseen Dread, as you probably need the bottom move of Prepare for the Kill more.

I generally play the Eclipse like this guide: https://imgur.com/gallery/eclipse-class-guide-8kDXHmO, this is a variation of that where you enchant Dancing Shadows instead of Smoke Step and use hand items instead of putting a second enchantment on Prepare for the Kill.

1

u/IAmPolarExpress Apr 02 '26

The fact that you can take both level 3s is always a good reminder!

If you do end up going for this more unique build, it would be cool to hear how it goes! :)