High Elf Catcher Overview:
High Elf Catchers are the fastest ST3 players in the game and when you couple that with having AG4, they can develop into phenomenal players. The high speed and agility combine to make them very manoeuvrable. What is also useful is that they are then also strong enough to hit opposing players, or make it harder for opposing players to hit them, at least without help.
As usual they have some drawbacks and in their case it is their low armour and relatively high cost. They also only start with the Catch skill, so don’t start with any protection or help with moving that would be provided by Dodge like their weaker counterparts start with.
Their low armour and lack of protection giving skills tends to mean that you want to skill them up quickly. Fortunately they are very easy players to skill up with their characteristics, though they may end up hogging the SPP on the team.
When developing them initially you can give them skills which are rather general and helpful for pretty much any role you choose for them. There are a few different directions that you can take them in and whichever way you look to specialise them they can be very good at that job. I think the only kind of role they can’t really fulfil would be one that dishes out damage as like all over Elves they have no access to strength skills.
Fast Scoring High Elf Catcher:
- Normal: Block / Dodge, Side Step / Fend, Sure Feet, Sprint / Diving Catch / Leap
- Doubles: Guard / Nerves of Steel
- Stat Increase: +ST +AG +MV
This is probably the most obvious route that newcomers to the game will look to develop their Catchers, after all they are called Catchers! Personally I don’t think this is a build that you should be building with any of them. They can end up really hogging the SPP and lack some of the skills that would be useful to have on defence, whilst the skills you give them to help them score, quite often they won’t really need.
The first couple of skills should be Block and Dodge, to keep them on their feet, I would go Dodge first unless facing a lot of Tackle players, or facing teams that are already developed. Side Step would help prevent chain blocks and make them harder to mark. It will also make performing one turn touchdowns via pushbacks much easier. Fend will help with protection and avoid some dodges. Sure Feet and then Sprint will increase their reliable movement and Leap will let them get out of tight spots. Diving Catch now will basically work for high agility players to ignore the first tackle zone they are in when trying to catch the ball. It can also help should a pass go wayward though I wouldn’t expect that much from a High Elf team.
For doubles Guard will mean you can assist a team mate who is tying to blitz you free, or Nerves of Steel will let you still catch the ball whilst in traffic. It will combine really well with Leap to make them a very hard receiver to stop scoring. A strength increase will make it harder for the opposing team to hit them. An agility increase will let you dodge through tackle zones easier as well as catching, it will also make Leap more desirable. Between armour or movement the latter would let you score from further out and help for one turn touchdowns.