10MV, 4ST, 4AG, Blodge + Leap
Skill 1: +ST
Skill 2: +MV
Skill 3: +MV
I realize that I have a very special player here and I will probably never have a player like this again.
She's 2TDs or so away from her next skill, but I've been agonizing over what skill to choose when I get there. There are a few "great" choices I have in mind, but my limited experience is probably clouding my judgement a bit. So I figured I'd post the question here and hopefully see some options that I hadn't thought of before.
Now, I haven't rolled yet, but it's easy enough to breakdown the choices for each roll:
My thoughts so far:
12 = +STR. I think this is a no brainer. Essentially turns her into a blodging, leaping, no-nega trait big guy that can hit anything on the field from pretty much anywhere. Only downside is the TV bloat.
11 = +AGI. Also a no brainer. Gives her incredible ball recovery and cage breaking skills.
10 (no doubles). +AV? I don't think so. If she's going to die, it'll likely be to a gang foul in which the 1 armor isn't likely to save her. Although, it might be nice for when she falls over after a bad leap or something. Thoughts?
Doubles =
Mighty blow? - She blitzes 90% of the time, so would get a lot of use.
Grab? - Can't picture how useful this would be, but only because I haven't really thought about it much.
Guard? - Don't want to keep her in contact with opponents that often, but perhaps I should change my strategy? A 10MV, 4ST guarder would be pretty hot.
Juggernaut? - Haven't seen this in action, so I'm a newb in regards to this skill.
Normal =
Sprint? - I'm not really too keen on one-turners, but I can see the advantages for sure.
Sure feet? - I think I like this more than sprint from a reliability standpoint. She basically becomes MV11 or MV12 with a little extra risk.
Tackle? - Would frenzy would be more useful than tackle?
Frenzy? - Helps out vs dodge players, makes her a threat for crowd surfing. She currently blitzes on 90% of my turns, so this would be used very frequently.
Pro? - Helps out for everything, but I'm worried I'd still use a TRR over pro on the really important things (failed leaps, etc). Would be nice to be able to have a shot at getting a better block result without using a TRR though.
Sidestep? - I don't think it compliments her stat-ups.
Fend? - Would help keep her alive in case of piling on and such, but I can also avoid that by keeping her out of conatct and blitz range.
Strip ball? I think frenzy, pro or tackle would be better than strip ball, but not sure. And I can always put strip ball on my other wardancer.
Shadowing? - No, don't want her in contact with opponents.
Thoughts?
