<<<Back to CRP teams list
Dark Elf
Blitzer
-
1st normal skill: Dodge or Tackle
-
2nd normal skill: Side Step (after Dodge) or Jump Up
-
3rd normal skill: Side Step or Tackle or Jump Up
-
4th normal skill: Diving Tackle
-
Utility skills: Strip Ball, Leap
-
1st doubles skill: Guard or Mighty Blow
-
2nd doubles skill: Mighty Blow or Guard
If Guard: Dodge and Side Step preferred as normal skills
If Mighty Blow: Tackle preferred as normal skill
If +MA: Shadowing on normal, after Dodge and Side Step
If +AG: Leap on normal; sometimes - Pass Block; Strip Ball (sometimes, after Leap and/or Dodge)
If +ST: Tackle on a normal roll, and Mighty Blow on a double is preferred
Runner
-
1st normal skill: Nerves of Steel
-
Later normal skills: Sure Hands, Pass, Accurate, Safe Throw, Dodge, Block, Catch, Sure Feet
-
Doubles skill: Strong Arm, Guard
If +AG: Not both Accurate and Strong Arm; Dodge preferred (for survivability)
If +ST: Block preferred; Lineman/Blitzer path (ie, Tackle, Mighty Blow) preferred over Passing skills
Witch Elf
-
1st normal skill: Block or Wrestle
-
2nd normal skill: Side Step
-
3rd normal skill: Tackle/Strip ball
-
4th normal skill: Leap
-
Doubles: Mighty Blow, Juggernaut
Lineman
-
1st normal skill: Block or Wrestle
-
2nd normal skill: Dodge
-
3rd normal skill: Tackle/Strip ball/Jump Up
-
4th normal skill: Side Step
-
Doubles: Guard
-
Utility Skills: Kick, Dirty Player, Leap, Diving Tackle
If +AG: Leap on normal (after Block and Dodge); Pass Block (sometimes)
If +ST: Tackle preferred as normal skill
Assassin
-
1st normal skill: Dodge
-
2nd normal skill: Block
-
3rd normal skill: Jump Up
-
Doubles: Multiblock, Guard
-
Other Skills: Diving Tackle, Pass Block
Last update: November 25, 2017