![]() Sure hands is also a core skill, but you really only need 1. Almost anyone with G access takes one of these as his first or second skill. Almost anyone without G access wants to spend their doubles here. Juggernaut is pretty sweet on a surfer, and OK on a blitzing big guy (whom you probably shouldn’t have hired in the first place).īlock/wrestle are the main G skills (you’ll want either, not both). This is why Slann blitzers are great later on. It synergizes well with jumpup, especially on AG3+ players (as they only need a 2+ roll to block from a prone position). Piling on should never be taken before mighty blow. However, if I have a blodge sidestep elf who rolls doubles and I don’t have any mighty blow yet, I will still give mighty blow, and focus on skilling him with tackle soon. If you need doubles for S access, like elves, I like giving mighty blow for early doubles (as you mold them to the killer role by skilling tackle early, and you’ll have more chances remaining in which to roll piling on), while giving guard on later doubles (as you’ll probably already have blodge, maybe sidestep, which synergize well with it). Mighty blow, too, synergizes poorly with wrestle (did someone say Brets?), as it will not allow you to make an armor roll on a both down, which you do vs blockless guys if you have block. Mighty blow synergizes well with block, with tackle, and with frenzy, and of course with claw and piling on. Having a single (non-big guy) mighty blow to blitz with is crucial for any team. It’s not nearly as bad with diving tackle, since its use often results in a turnover, meaning you will often only be prone between turns. Guard synergizes poorly with wrestle/piling on, because you need to be standing for it to work ( which is why Brets are bad). ![]() ![]() Contrarily, it also synergizes well with high mobility (so that you can get it where you need it most), which is why it’s a great doubles pick for a catcher type, even with ST2 (human/wood elf catcher, gutter runner), on whom you’ll want blodge sidestep (to survive and keep/put your guard where needed). This is why you’ll often find it on ST4 players, and why they consider dodge on doubles. Guard synergizes well with higher strength, with blodge, and with sidestep/stand firm (all because they’re harder to get rid of). You’ll want a lot of them on teams that have S access, and this is what you spend your doubles on for teams that don’t. Mighty blow (+piling on) and guard are the staple S skills. – Wrestle tackle (“wrackle”) strip ball leap is a specialist skillset (the “sacker”) that all teams with GA access want one of, but it’s not something to spam (except maybe on slann, kind of).Įach skill category has a couple of main skills: Don’t give claw before Mb to anyone (unless you need doubles for claw and can get Mb on normals), claw is only marginally better vs AV9, flat out worse for 8, and useless vs 7. ![]() I would recommend 6 or 16 SPPs for most players, but opinions vary widely. At some point before tackle this guy will obviously also want block, but it could be at either 6, 16, 31, or 51(if claw) SPPs. – (Claw)mighty blow piling on (“(claw)pomb”) tackle (jumpup) is the main killer skillset you want to give this to (some) GS guys, or an elf lucky enough to roll two doubles. – Blodge sidestep (“blodgestep”) diving tackle (+ tackle) is a staple defensive skillset for GA access guys (if your team has AV differences, give this to the higher AV). On a thrower it synergizes with pass/accurate, on an AG5 it synergizes with leap. – Blodge sure hands is one that any team wants on their main ball carrier (ideally a +AG variety of one of your highest AG/MA positional, or your thrower/runner). Also, block is better at lower TVs when you’re more likely to run into opponents who have neither block nor wrestle). (generally, wrestle is better on the more agile and fast races, whereas block is better on the slower races. Just about any player with GA access will want to start with either this, or “wrodge” (wrestle + dodge), if you’d rather drag someone down with you than both stay upright. This skill combination (together with AG4) is why elves are so good. The main way to keep your non-AV9 players alive, and a pretty good way of keeping some of your AV9 players alive too. There are a few standard synergetic skills that you’ll often want to pick together: If not, you can look them up in the rulebook. I originally wrote it on reddit, but was honored to be asked by Mike to make it into my first post on ! =) In writing this, I assume you already know what each skill in the game does. Many experienced bloodbowl coaches will already be familiar with most of these the post is primarily intended as advice for newer coaches. This post is intended to be a fairly comprehensive overview of the main skills in blood bowl, and the way they synergize. ![]()
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