For anyone interested, let's discuss the full classes! And they have fewer workhorse Move 5/Move 6s, along with less ability to just go off in single-target (Scoundrel: Smoke Bomb) or hit a bunch of enemies for a lot of damage (Spellweaver: Impaling Eruption). I thought the Red Guard was pretty ahead of the curve already, and its higher level cards are just nuts. It's clear that Isaac tried very hard here to make a support character that works equally well in a 2p composition and I appreciate everything he did (even if I'm not sure that he succeeded). Other Considerations: No Fear could be taken instead, and the build shifted over to focus on Shield Spikes. Wooooooooow. That's fun, we're opposites on this. Note that the first 5 scenarios are a tutorial. Yeah Voidwarden is super tricky because my build for a 2p would be completely different to the 4p build. This is because these classes lack virtually all ability to enhance curses on big AoEs, and have no executes. Maybe it's better after you get some items that provide shield as well? The level 5 cards are interesting and definitely a spike. The content of these boxes is absolutely a spoiler, just as all level 5+ content for all four classes in Jaws of the Lion is a spoiler. Demolitionist strikes me as a melee version of Cragheart with just a bit more shenanigans. I would not say that. These aren't set in stone, but instead are intended to start a conversation. I've had tons of fun with the Sand Devil in playtesting. Thanks, and enjoy the final days of waiting for Jaws of the Lion! Dancing back and forth pulling and pushing the enemies. The kinds of classes that are fun and interesting, but not too complex and not game-breaking. Press question mark to learn the rest of the keyboard shortcuts. I dunno yet. 3 months ago [JotL Spoilers] Here's the Level 1-9 Cards for 4 Jaws of the Lion Classes! It's okay at lower levels, but it really shines mid to late game, especially when paired with items, and doubley do with the voidwarden's move and give shield ability. I can't say I'm as excited about the voidwarden or red guard's level 5 cards though, which is a shame because red guard is probably my favorite JotL class. So less fundamentally gamebreaking things like being missed half the time because of a full curse deck and muddle, or just eliminating enemies without needing to touch the attack modifier deck. Is it just me, or are these classes significantly more powerful than most of the old ones? But it's bottom is another non-loss, attack-granting card which is like gold for this class. I'm struggling to understand if the Red Guard's L1 Shield Spikes card is core to its playstyle or not. Some classes (like the Voidwarden) are incredibly tricky. I suspect the Voidwarden's is very potent, but I think I'd enjoy Red Guard's the most in play because of how active of is! Though I appreciate the effectiveness and spamability of Hatchet's level 5, I find it the least interesting. They do get cards with a lot of text, and they aren't incredibly set-up dependent so that puts them above some of the weaker classes. Though Red Guard is hard to compare to another class with the mix of things it's got going on. Most offer a benefit for the rest of the scenario. In this case, your hand would be: Take: Soaring Shield (mostly for bottom move 3/jump/shield 3)Drop: Flame Shroud (worse loss top). The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Just heals, CC and attack-grants. I think the variability of the shield may be too much of a wild card, though, and the bottom looks pretty bad. But I wouldn't say they are high up on the totem pole, and that's probably a good thing because if they were it would either mean they were abusing mechanics or just had tremendously above par damage. Some people may not play it that way, but I'm not planning to run a single attack of my own. Jaws of the Lion. The initiative of No Fear is mighty tempting. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. Demolitionist's is also very cool. Other Considerations: Double Throw for boss fight scenarios, Take: Repeat Shot (only 5 attack without Favorite)Drop: Follow Through (replaced by better non-Favorite attack), Take: Ricochet (good versus shields/with Fancy Hat)Drop: Disorienting Barrage (replaced by better AOE), Take: Overwatch (Attack 4/Range 5 is generically good while bottom is essentially Loss Attack 10)Drop: Stopping Power (Similar in that it is a wind burner, push isn't super useful)Other Considerations: Drop Center Mass for Power Pitch; we have better attacks now and need more Air generation, Take: The New Favorite (can't use both)Drop: The Favorite (can't use both), Take: Quick Turnaround (for the initiative)Drop: Second Wind (mostly used for low-initiative move anyway), Take: Brutalize (another solid non-Favorite attack)Drop: Repeat Shot (just obsoleted by faster, stronger attack), Take: Shrapnel (Better AoE)Drop: Ricochet (Worse AoE), Take: Heart Seeker (a solid single target with stun)Drop: Close Cuts, Other Considerations: Lobbed Charge + Boots for boss fight scenarios, Take: Robotic Enhancement (top action stun + Move 4)Drop: Piston Punch (Button action stun), Take: Fire Bombs (Solid AoE + Fire generator)Drop: Explosive Blitz (Okay single target + Fire generator), Take: Extra Fuel (big attack for enemy next to wall)Drop: Crushing Weight (Smaller attack for enemy next to wall), Take: Mech SuitDrop: One-Two Punch (weakest attack at this point, less need of EXP), Take: Either (Dust Cloud if you need AoE, Drill Fist if you struggle with shields)Drop: ImplodeOther Considerations: Drop Windup and add Level now that you can realistically get more value from the latter, Take: Micro Missiles (solid non-loss AoE)Drop: The Big One (loss AoE), Take: The Bigger One (Insane AoE)Drop: Micro Missiles, Take: Wholesale Destruction (Crazy single-target)Drop: Drill Fist/Dust Cloud, Take: Give and TakeDrop: Black Boon (worse ally Poison/Dark Generator), Take: Commanding Presence (Move 4, you have horrible movement)Drop: Wicked ScratchOther Considerations: When looting is important, instead drop Turn Out the Lights, Take: The Last Journey (decent attack + curse + dark generator)Drop: Resigned Frenzy (little situational, AoE matters a little less at this point), Take: Stand FastDrop: Gift of the Void (Trading top granted attack for bottom granted attack), Take: Withering Conviction (effectively attack 12 on a loss)Drop: Lure of the Void (this is sort of replacing the loss attack 7 on the bottom), Take: Spirit Hunger (Move 4 + Heal is a very solid bottom, possibly your best)Drop: Commanding Presence (worse move 4), Take: Lull Into Oblivision (stun-ish and double curse on top on low initiative)Drop: Grasp of Doom (top action stun on a loss), Take: Possessed By Fate (mainly as a curse bomb)Drop: Give and Take (curse on a bottom loss versus top non-loss), Other Considerations: Precision Strike for boss fight scenarios, Take: Harvest Sickle (light generating attack 4)Drop: Blinding Sickle (light generating attack 3), Take: Strangling Chain (Move 4)Drop: Shocking Advance (Move 3), Take: Burn Away the DarkDrop: Flaming Sickle, Take: Sand Devil (Move 5 until you can get a lot from the loss)Drop: Blade Dance (Move 4 + jump loss vs Move 5), Take: Flying Sickle (attack 5, range 4 or attack 4 bottom)Drop: Swift Strength (attack '4' top), Take: Horns of the Beast (area attack plus Shield 3 loss bottom)Drop: Shield of the Desert (similar but worse top and bottom), Take: Prismatic Sickle (make 3 elements, attack 4)Drop: Harvest Sickle (makes 1 less element at lower range). Newbie Friendly This game seems extremely newbie friendly. The first 5 scenarios are a tutorial. Posted by. I think the Demolitionist's level 5 is my favorite thematically, even if it's very basic mechanically. I think it will take a lot of gameplay to figure out, but all of them look like excellent classes you could add to any game with absolutely no hesitation. Of course with initiative control too, Looks good for sure, but not overwhelmingly so; or maybe I’ve just been spoiled the last few games I played after finally getting the Diviner to 9 - that level 9 card is ridiculous.