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Dark Elf Roster | |||||||||||
Positional | MA | ST | AG | AV | Skills | Normal | Double | Price | |||
0-16 | Linemen | 6 | 3 | 4 | 8 | GA | SP | 70k | |||
0-2 | Runners | 7 | 3 | 4 | 7 | Dump-Off | GAP | S | 80k | ||
0-2 | Assassins | 6 | 3 | 4 | 7 | Shadowing, Stab | GA | SP | 90k | ||
0-4 | Blitzers | 7 | 3 | 4 | 8 | Block | GA | SP | 100k | ||
0-2 | Witch Elves | 7 | 3 | 4 | 7 | Dodge, Frenzy, Jump Up | GA | SP | 110k | ||
Re-Rolls | 50k (100k after team creation) | ||||||||||
Apothecary | Yes | ||||||||||
Stars available for inducement | |||||||||||
Star Player | MA | ST | AG | AV | Skills | Price | |||||
Asperon Thorn | 6 | 3 | 4 | 8 | Hail Mary Pass, Kick-Off Return, Loner, Pass, Safe Throw, Sure Hands | 160k | |||||
Kiroth Krakeneye | 7 | 3 | 4 | 8 | Disturbing Presence, Foul Appearance, Loner, Pass Block, Tackle, Tentacles | 170k | |||||
Elijah Doom | 6 | 3 | 4 | 9 | Fend, Guard, Loner, Stand Firm, Wrestle | 190k | |||||
Eldril Sidewinder | 8 | 3 | 4 | 7 | Loner, Catch, Dodge, Hypnotic Gaze, Nerves of Steel, Pass Block | 200k | |||||
Horkon Heartripper | 7 | 3 | 4 | 7 | Loner, Dodge, Leap, Multiple Block, Shadowing, Stab | 210k | |||||
Mordrix Hex | 7 | 3 | 4 | 7 | Block, Dauntless, Dodge, Fend, Frenzy, Loner, Mighty Blow | 230k | |||||
Roxanna Darknail | 8 | 3 | 5 | 7 | Loner, Dodge, Frenzy, Jump Up, Juggernaut, Leap | 250k | |||||
Hubris Rakarth | 7 | 4 | 4 | 8 | Loner, Block, Dirty Player, Jump Up, Mighty Blow, Strip Ball | 260k | |||||
Morg 'n' Thorg | 6 | 6 | 3 | 10 | Loner, Block, Mighty Blow, Thick Skull, Throw Team-Mate | 430k |
Starting with all 4 Blitzers means you will not have to worry (as much) about making too many re-rolls when blocking. MA7 also gives you a good Movement advantage over most races. 2 re-rolls isn't many to start off with, so you will need to use them sparingly and wisely.
o Option: Replace the Runner with a Lino and have 10k in the bank toward an Apo. Without several skills, a Runner is not reliable - AV 7 is soft and a new team can't easily protect it, and that's 31051 spp that should be going toward a Blitzer or your first Witch Elf.
Trading your 4th Blitzer & a Lineman for two AV 7 players is not as strong or safe as Variation 1 (above), but having the additional Runner & Assassin opens up more options and makes things a little more interesting (on both sides of the ball!). 2 re-rolls means you have to be a little cautious, as above.
Starting w only 2 Blitzers means you may need to use that 3rd RR for missed blocks (until you skill up some linemen), so this is a long-term build, saving money in the long-run and giving the team more "buffer" against early missed rolls. Your first purchases (after your Apo?) will be more Blitzers.
(* While you could afford 2 Runners with this Roster, not everyone likes Runners, not everyone likes them on a new team, and many would question starting with two.
Drop all Runners for Lino #9 and have 20k toward your Apo after the first game - there's a good chance at least one will get a perm before you can hire all the positionals you want.)
...or...
These are risky builds for two reasons. First, you have only 2 RR's, and without the Block skill the Witch Elf's Frenzy will eat up RR's extra-fast. Second, at AV 7, WE's are both fragile and a big target, and can easily Frenzy themselves out of position and end up vulnerable, and so need skilled support (and a skilled coach!) to properly protect them - and even 3 (unskilled) Blitzers may not qualify. Think twice before jumping on these builds just because it's mathematically possible.