


If you’re going to make use of Run and Hide, the Galvanizing Goblet may net you extra turns. Trinket options are very open on the Survivor Path. I’m looking at you, Man-at-Arms Bellow / Hellion Breakthrough! Smokescreen keeps a target in check, Hearthlight can consume a Dodge from all enemies in addition to its stated effects, and Firestarter can change the nature of AoE in your party. The Survivor Path has no debuffs so you’re free to kit your non-support options however you normally would but, if you want to stay on the support end, consider some combination of Smokescreen, Hearthlight, and Firestarter. Starting each fight with Dodge Tokens gives her some buffer room in positioning and the Speed Token guarantees her immediate initiative in the second round a quick Dragonfly followed by Searing Strike can land significant Burn with a little Combo luck. Her Cauterize pairs well as support for a Ravager Hellion (or an unlucky Occultist). This Path really leans into the Runaway’s support kit, punching the heal effect of Run and Hide+ up to 5 points per tick and Cauterize+ up to a whopping 50% of the target’s max HP. This gives her the opportunity to focus on support to keep herself and the team alive longer. The Survivor Path increases Runaways heal abilities, while giving her more dodge and speed tokens. "Fire and smoke - destruction and concealment. Here's what the Runaway has to offer to your party: And as such, you might want to check out this article on the game's website highlighting the two Hero Paths available to this new class that combines healing with fire-based attacks. The Runaway is the new character class exclusive to Red Hook Studios' Darkest Dungeon II.
