Condition Analysis/Discussion: Which ones favor players and which ones favor monsters?

Gloomhaven

We know not all conditions were created equal, but which ones are better for the players and which ones are better for the monsters? This thought occurred to me when I was thinking about muddle and how I look at it as mostly a throwaway affect on my actions but hate it when monsters muddle me. So here's my opinion on all the conditions both monsters and characters can be subjected to and who gets better use from them:

  • Bane: I played a character focused on putting bane on enemies and through careful use only saw monsters remove it a handful of times out of over a hundred. Conversely, I've played through 4 Frosthaven campaigns and have never seen bane go off on a character. Favorability: Players for sure.

  • Brittle: I feel like the consensus is that this is the most dangerous/powerful negative condition in the game, even more so than stun. It's deadly to both players and monsters because while players will prioritize removing it, it's often an ever-present threat in scenarios with monsters that can apply it. Characters have more difficultly applying it but often coordinate so that it often has a much stronger impact. Quantity vs. quality. Favorability: About even.

  • Curse: Cursing monsters was considered so powerful that the ability to do it has been nerfed as subsequent iterations of xHaven games have been released. Conversely, players can often get around being cursed via more access to strengthen or using an item. Favorability: Players.

  • Disarm: This one feels shitty for both players and monsters. It sucks for players because most of the monsters that disarm do so on a fast initiative and most characters spend the majority of their turns attacking. On the other hand if you're a tank, summoner, or non-attacking support character, this isn't really such a big deal. Conversely, it's a great way for characters to disable monsters for a turn but almost all monsters have abilities that don't involve attacking. Favorability: About even.

  • Immobilize: I've played through probably a dozen Gloomhaven and Frosthaven campaigns, and I've come to fear getting hit with this condition more than getting hit with disarm. While disarm might invalidate your turn, immobilize can as well and in addition very easily be deadly if your current position is dangerous and you planned on moving. Additionally, because immobilize is considered a "lesser" disable, it's more freely given to monster abilities (or inherent to all their attacks). Conversely, as a player immobilize is of dubious value because in addition to not attacking almost all melee monsters have 1 or 2 abilities that give them ranged attacks. Favorability: Monsters.

  • Muddle: As a player I hate being muddled. Character AMDs are way better than the monster AMD and being muddled means you'll often lose out on your cool damage modifiers and always lose out on the effects of your rolling modifiers. Meanwhile, a muddled monster attacking usually just results in one less damage unless there's been a deliberate effort to fill the monster AMD with curses. Favorability: Monsters.

  • Poison: Poison is a nice condition to apply to monsters because it's a damage multiplier. However it usually only represents a couple of extra points of damage since monsters just don't have a lot of health. On the other hand it sucks to be poisoned as a character because most characters only bring along a single heal ability that heals for 3-5 and having to waste the entire heal just to remove the condition feels bad. Tanks also hate being poisoned since it essentially reduces their shields. Favorability: Monsters.

  • Stun: The strongest of the disabling effects and is restricted accordingly, which generally favors the players. Many rooms might have a single very threatening monster surrounded by minions and being able to stun that monster is very strong - nothing feels better than stunning an Icestorm that was about to summon a demon. On the other hand, most monster stun abilities occur late in the round - unlike immobilize and disarm abilities - and can be successfully navigated. Furthermore, a character that's long resting that turn or plans to long rest the next turn can often ignore negative effects of stun entirely. Favorability: Players.

  • Wound: Wound is generally an annoyance to your character; you take your point of damage and then use whatever healing ability you have to remove it - unlike poison you still get the effects of the heal so you don't feel like you've wasted it. In player hands wound is great. It's one of the go-to methods of dealing with low-health, high-shield enemies like spirits and flame demons. It's great against any enemy that doesn't heal because sometimes you can just wound a monster and just ignore it because the wound will eventually kill it. Favorability: Players hands down.

That covers the negative conditions. Here's how the positive ones measure up:

  • Bless: The inverse of curse, and while curse generally favors the players bless is more even. Bless is considered unreliable because you might never see it unless you're making a concerted effort to fill your AMD with them. For monsters, although there are view ways for them to get blessed, all the monsters share the same AMD any bless that goes into it is much more likely to be drawn. Gear and mitigate the effects of a monster's drawn bless and greater access to strengthen can make it more likely you'll see your own blesses, but regardless a bless in the monster AMD is more likely to be seen than one in a player's AMD. Favorability: Monsters, slightly.

  • Invisibility: Considered by many to be the strongest condition in the game, both monsters and players greatly benefit from it. While players will often plan to get two rounds of effective invisibility from initiative-weaving, players are also on a timer while monsters are not, and invisible monsters delay the team from killing them for one or two rounds - which can be huge. Favorability: About even.

  • Regenerate: Regenerate is a nice little buff if you can keep it, and most of the time as a player you'll scheme to keep it around for at least a few turns. While you have it you're effectively immune to bane and wound, and will clear any poison or brittle when your turn comes around. A back-liner or tanky tank can get a lot of healing out of Regenerate before it gets knocked off. On the other hand, there are only a couple of monsters that can get regenerate, and when they do it's easy enough to toss an attack their way to knock it of them. Favorability: Players

  • Strengthen: If not invisibility, many people consider strengthen the strongest condition in the game, and the designers agreed by nerfing the ways to get it with successive iterations of xHaven games. Its strength (no pun intended) in the players hands is that it's easy to ensure you get two effective turns of one application by strengthening yourself before your attack action so you get its effects for the current turn and next turn. Meanwhile most monsters who strengthen themselves or allies either do it after any attack ability or without performing an attack ability at all. Furthermore, when you take into account the strength of the monster AMD compared to most player AMDs, and this one's a no-brainer. Favorability: Players, hands down.

So what do you guys think?

Posted Oct 16, 2025, 6:41 PM UTC

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