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Flesh Golem Teams Starting Roster & Tactics


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Variation 1

  • 4 Flesh Golems
  • 2 Patchwork-Men
  • 2 Giant Hands
  • 3 Zombies
  • 2 Re-rolls
  • Total 1000k

4 Flesh Golems gives you very good pitch control, and 2 Patchwork-Men gives you 2 Block which makes your team reasonably good at blocking in terms of managing your low Re-roll count of 2. You have Sure Hands, and Dodge carriers which should help holding the ball. Your team is very slow on average though. So good planning and careful screening is needed. Buy the two remaining Patchwork-Men asap.

 


Variation 2

  • 3 Flesh Golems
  • 4 Patchwork-Men
  • 1 Giant Hands
  • 3 Zombies
  • 2 Re-rolls
  • 3 Dedicated Fans
  • Total 1000k

3 Flesh Golems still gives you good pitch control, but this version means you start with 4 Patchwork-Men. This is useful as it means you have 4 Block to start with and with only 2 Re-rolls you should be able to manage your blocking okay. The big risk with this starting roster is you only have 1 Giant Hand. So make sure you keep it safe for carrying the ball. If you lose the Ball carrier you could be in a lot of trouble. Starting with 3 Dedicated Fans means you should accumulate Gold a little quicker. You could also drop a Patchwork-Man for a 2nd Giant Hand and take 1 extra Dedicated Fan.

 


Variation 3

  • 3 Flesh Golems
  • 2 Patchwork-Men
  • 2 Giant Hands
  • 4 Zombies
  • 3 Re-rolls
  • Total 1000k

The conservative build. Starting with 3 Re-rolls makes your team pretty reliable, though you still lack finesse, but always will. You have 2 ball carriers which is sensible in case one is injured. 3 Flesh Golems gives you reasonably good pitch control, and 2 Patchwork-Men are useful for Blitzing. But you may find you lack some quality players to make the difference, other times you may find the extra Re-roll gives you security.

 


Tactics

Written by Garion

Last update: May 22, 2025