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High Elf


Blitzer

  • 1st chosen: Dodge or Tackle.
  • 2nd chosen: Side Step or Mighty Blow.
  • Primary options: Dauntless, Diving Tackle, Strip Ball, Leap, Jump Up
  • Secondary options: Guard
  • Randoms: none, too many skills belong on other players in the team, and they can skill fast enough to have your one good MB player as primary hitter.
  • Stats: hard to justify outside of keeping price down for redraft with +AV on a blodgestep/DT player. +AG would be great, but may as well do that with easier skilling Catchers.

Catcher

  • 1st chosen: Dodge or Wrestle.
  • 2nd chosen: Block or Strip Ball.
  • 3rd chosen: Side Step or Leap.
  • Primary options: Diving Tackle, Jump Up, Safe Pair of Hands, Sprint, Sure Feet
  • Secondary options: Break Tackle
  • Randoms: Agility skills work great on a High Elf Catcher at 10k, over half you'd happily pay 20k for, and most of the rest work just fine too. Random
  • Randoms: General skills early on, until you have at least a Kick, DP, Frenzy and hopefully some other good stuff. They catch a lot of MVPs and it's magic for getting the utility skills on your team, exactly where you want them. 10 top skills there, for 10k each, unless it has a perfect partner skill, roll a couple of them each to get started. Fall back to choosing or move up to random Strength if you have a lot of the utility skills covered already.Agility early is fine as you can quickly build around whatever it is. Random General first skill possibly, but not the best place for them.
  • Stats: +MA is fantastic, after Dodge, and +AG is the dream, having a couple goes and taking Break Tackle if you miss +AG both times is fine, they can afford it.

Thrower

So many different builds possible that all work so well.

  • Primary options: Cannoneer, Dodge, Leader, On the Ball, Sure Hands
  • Primary options: Block, Nerves of Steel, Side Step, Fend
  • Secondary options: none
  • Randoms: you can roll random Passing on these players, but they will skill quickly enough without them. If you get to exactly 3 spp, why not, right?
  • Stats: +PA with Cannoneer gets you to 2/2/2/3 on the passing, where you want to be for a top end High Elf game, but +MA is fine too, and +AG with Dodge and Sure Hands can make a very, very good ball recovery player beside a nice leap sacker.

Linemen

  • Randoms: General skills early on, until you have at least a Kick, DP, Frenzy and hopefully some other good stuff. They catch a lot of MVPs and it's magic for getting the utility skills on your team, exactly where you want them. 10 top skills there, for 10k each, unless it has a perfect partner skill, roll a couple of them each to get started. Fall back to choosing or move up to random Strength if you have a lot of the utility skills covered already.
  • 1st chosen: Block or Wrestle
  • 2nd chosen: Dodge or Tackle
  • Primary options: Diving Tackle, Fend, Jump Up, Side Step
  • Primary options: Dauntless, Dirty Player, Kick, Sneaky Git
  • Secondary options: Guard
  • Randoms: Strength skills go here, if you're keen. You don't really want a lot of them, but a good few, for 6spp and 20k, will give your team options you don't otherwise have, Jugger/Frenzy and Grab are great for one-turning and general play, Stand Firm on DT is amazing, Guard and MB at half price are awesome, even Thick Skull can sit on the line until end of season. But only after you team has the basic utility skills covered, or you won't be able to make use of these well. Starting with this lets you prioritise skilling up to make it work well.
  • Stats: never, you're saving for more Guard, not more MA 7.
Last update: December 1, 2021