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Zandri Teams Starting Roster & Tactics


Quote

Variation 1

  • 2x Tomb Guardian Ancient
  • 1x Catch-Ra
  • 1x Throw-Ra
  • 7x Skeleton Slave
  • 3x Re-roll
  • 2x Dedicated Fans
  • Total 1000k

This is the conservative starting roster for Zandri. 3 Re-rolls should be enough to get by, you have your Throw-ra for Sure Hands Pick Ups and your Tomb Guardians should always be getting a minimum of 2 dice hits. You also have a throw and Catch option, or a hand off option in your Catch-Ra. Dodge offers some protection to your Catch-Ra too. Try not to waste your Re-rolls on failed Jump Up rolls. You have an extra Catch-Ra and Skeletons Pirates to buy, or you could get a 2nd Throw-Ra if you like having that extra security.

 


Variation 2

  • 2x Tomb Guardian Ancient
  • 1x Catch-Ra
  • 1x Throw-Ra
  • 2x Skeleton Pirates
  • 5x Skeleton Slave
  • x Re-roll
  • 3x Dedicated Fans
  • Total 1000k

This roster is a little more risky, as you only start with 2 Re-rolls which in a team with no Block is always tough. You do have 2 St5 players with Mighty Blow though, which helps with attrition and pitch domination. You also start with 2 Stab Jump Up players which are quite dicey players, and will sometimes help in the battle of attrition, and other times they will do nothing...But they are useful, especially as you have no Block. It means you always have a free safe action at your disposal. You could swap your Throw-Ra for a 2nd Catch-Ra if you prefer. It gives you a little more reliability in that you have Dodge and Ag3, but you lose the advantages Sure Hands brings. Plus a Throw-Ra give you quick access to the Leader skill.

 


Tactics

Written by Garion

Last update: June 27, 2025