Earth Elemental rolls double 5 -- FUMBBL Secret League
Posted: Tue Jul 19, 2016 6:19 am
Okay, so my Earth Elemental team on FUMBBL's Secret League has a dilemma. Gnome Amethyst, a rookie Earth Elemental, skilled up and got 5+5. Do I give it +MA, Dodge, Jump Up, or Block?
Argument in favor of +MA: I only get 2 Water Elementals (MA6) to carry with, or to cage with downfield. Fire Elementals (MA6) are poor carriers 'cause they have Frenzy. I have one Air Elemental, but he's AV7 and the team isn't allowed an Apoth, so I don't want to take a second one. Another "fast" (MA5) player could really help.
Argument in favor of Dodge: He's AV9, Stand Firm, and ST3/AG3. He's easy to 2d, but with Dodge he's not so easy to knock down, and with Stand Firm that means a pushback is a wasted action instead. Also, at AG3, Dodge means he can get away from sticky opponents and clog up lanes wherever his little MA4 feet can carry him. Also, this team gets no Apoth. Any player who doesn't take an AV roll is that much of a chance of a Cas the team doesn't suffer.
Argument in favor of Jump Up: AV9 and Stand Firm. Jump Up would be sooooo annoying. Maybe. But I think the team wants more development before I go taking a bunch of Jump Up. I feel about the same way about Diving Tackle.
Argument in favor of Block: I only have 2 Block players, this would give me 3. I will never run out of good skills to take on this player. Block, Guard, Mighty Blow, Tackle, Piling On, Grab, Juggernaut; Dodge, Jump Up, Diving Tackle, Sure Feet on doubles.
The Team (improvements)
Incarnate Elemental of Earth: 3 5 1 10 Loner, Stand Firm, Thick Skull (MB)
Water Elemental 6 4 3 8 Side Step (+ST)
Water Elemental 6 3 3 8 Side Step (rookie)
Fire Elemental 6 3 3 8 Frenzy (Block)
Air Elemental 7 3 3 7 Leap, VLL (Dodge)
Earth Elemental 4 3 3 9 Stand Firm (Block, MB)
Earth Elemental 4 3 3 9 Stand Firm (Guard)
Earth Elemental 4 3 3 9 Stand Firm (DOUBLE 5)
4x Earth Elemental 4 3 3 9 Stand Firm (rookie)
3 RR, FF 4, No Apoth (none allowed)
Argument in favor of +MA: I only get 2 Water Elementals (MA6) to carry with, or to cage with downfield. Fire Elementals (MA6) are poor carriers 'cause they have Frenzy. I have one Air Elemental, but he's AV7 and the team isn't allowed an Apoth, so I don't want to take a second one. Another "fast" (MA5) player could really help.
Argument in favor of Dodge: He's AV9, Stand Firm, and ST3/AG3. He's easy to 2d, but with Dodge he's not so easy to knock down, and with Stand Firm that means a pushback is a wasted action instead. Also, at AG3, Dodge means he can get away from sticky opponents and clog up lanes wherever his little MA4 feet can carry him. Also, this team gets no Apoth. Any player who doesn't take an AV roll is that much of a chance of a Cas the team doesn't suffer.
Argument in favor of Jump Up: AV9 and Stand Firm. Jump Up would be sooooo annoying. Maybe. But I think the team wants more development before I go taking a bunch of Jump Up. I feel about the same way about Diving Tackle.
Argument in favor of Block: I only have 2 Block players, this would give me 3. I will never run out of good skills to take on this player. Block, Guard, Mighty Blow, Tackle, Piling On, Grab, Juggernaut; Dodge, Jump Up, Diving Tackle, Sure Feet on doubles.
The Team (improvements)
Incarnate Elemental of Earth: 3 5 1 10 Loner, Stand Firm, Thick Skull (MB)
Water Elemental 6 4 3 8 Side Step (+ST)
Water Elemental 6 3 3 8 Side Step (rookie)
Fire Elemental 6 3 3 8 Frenzy (Block)
Air Elemental 7 3 3 7 Leap, VLL (Dodge)
Earth Elemental 4 3 3 9 Stand Firm (Block, MB)
Earth Elemental 4 3 3 9 Stand Firm (Guard)
Earth Elemental 4 3 3 9 Stand Firm (DOUBLE 5)
4x Earth Elemental 4 3 3 9 Stand Firm (rookie)
3 RR, FF 4, No Apoth (none allowed)