Elf Blitzers Overview:
Elf Blitzers are one of the best rookie Blitzers in the game starting with the great addition of Side Step along with the typical Block. They are fast and agile along with average strength and armour, their real main let down is that they are expensive.
Starting with Side Step gives them a big edge early on over the effectiveness of most other players. You have a player who is instantly capable of marking opposing players in a really effective manner and you can increase this ability with their first skill increase. I suggest you read the Side Step article to understand all the dimensions that it brings.
Despite being called Blitzers then, it isn’t unusual for them to move away from that role and take on one in a more disruptive and passive use. Some coaches will start without any Catchers on the team, at this point the Blitzers will do most of the legwork. Both the blitzing roll and the scoring roll (though you shouldn’t neglect your Linemen). As the team develops though the blitzing roll may shift more to the Catchers and your Blitzer takes on the job of marking or assisting.
Traditionally on most teams Blitzers will have access to strength skills, though being an Elf means that natural access to those skills isn’t there. It is having normal access to strength skills that usually dictates that those Blitzers tend to keep the role of blitzing. The marking role usually fits best with those who have agility access. Coupled with the introduction of Wrestle as the de-facto skill for going after ball carriers, it is all those factors that combine to create this shift in on pitch roles, despite the given positions of the players.
Marking Support Elf Blitzer:
- Normal: Dodge, Diving Tackle / Tackle, Dauntless / Pro / Jump Up / Fend
- Doubles: Guard, Mighty Blow
- Stat Increase: +ST +AG +MV / +AV
This route of development is how I look to develop both Blitzers, it makes them good at marking, great for supporting players and they can act as pivots to move the play around. Dodge is the obvious first skill to complete the Block and Dodge combo and with Side Step as well makes then very annoying for opponents. After that I would get Diving Tackle and Tackle, the former first in a bash heavy league, or Tackle first in an agility heavy league.
By this point your team will likely have all four possible Catchers so the rate of SPP your Blitzers are getting will probably be down to a trickle. I wouldn’t expect many more skills from this point but most the choices from this point on are in my opinion rather marginal anyway. Dauntless can be useful if facing stronger opponents a lot, Pro can help you out in sticky spots on occasion. Jump Up can let you hit back opponents who knocked you over, or Fend could be great for protection, especially if you face a lot of Piling On or Frenzy.
Doubles I would get Guard, Elves need it when they can get it and it fits really well with Block, Dodge and Side Step. If you get another then take Mighty Blow, they will often be in a position to block with their skill set. A strength increase makes it even harder to shift them and easier to get blocks. An agility increase would perhaps be better for a Catcher though you can’t argue with AG5. If you get that then consider getting Sure Hands and use them to pick up loose balls in traffic. On the roll of a ten you have options, you could take the movement and then consider Shadowing as well. You could take the armour increase, going from eight to nine, they may be taking a fair few hits when doing the marking role.
Elf Blitzer Summary:
I think you really need to look past the positions the players have and instead fit the players into roles on the team based on their abilities. Blitzers start off as the best markers in Blood Bowl and can very easily excel in the role. They are your best player for this job with their starting skills and as it is a job that means they can get hit a lot, their extra armour comes into play too. Learn to use the right tool for the right job for maximum effect, sometimes that means thinking outside the box.