High Elf Blitzer Overview:
I think that a starting High Elf team really needs to include both Blitzers from the get go. Block is at its best early on in team development and their speed and agility is more than enough to make them scoring threats as well before your Catchers get in on the party. It is their high speed and agility combined with their decent but not great strength and armour that makes them such flexible players. With Block they can hit well early on and also combined with their armour they can mark opponents with some success. They can also move around with relative ease and they are more than happy at handling the ball as well.
As High Elf Blitzers are so flexible it is hard to really pin specific development routes and roles for them on the team. I personally try to maintain their flexibility from their early skills then after that I would mould them to fulfil areas your team needs a bit of a boost. Development in this manner will keep them useful for both offence and defence and they will be the ones who you are happy to set up at the start of every drive. If they get an early stat increase you may decide to tailor that player to something more specific, otherwise they can pretty much do anything you wish.
Adaptable High Elf Blitzer:
- Normal: Dodge, Side Step, Tackle / Strip Ball / Diving Tackle / Shadowing / Frenzy / Dauntless
- Doubles: Guard / Mighty Blow, Juggernaut
- Stat Increase: +ST, +AG, +MV / +AV
As I already said I like to keep them flexible early on and that means starting with Dodge. Dodge is great not only for protection, but also it lets them move around more freely whilst also saving team rerolls. I don’t think any other skill compares to it first up unless you are in a very tackle heavy environment. Side Step comes next to stop them getting bogged down, you can position to get good return blocks, have an easy dodge route out, tie up an opposing player or block off a running lane. Once you have these two skills your Blitzers can do a fine job in every drive, unless you roll a double or a stat increase I can’t see past starting their development in this way.
It is after those two early skills that I then would start to look towards specialising. Your team probably has some Catchers by now if you didn’t start with any. This slows down the Blitzers development as you want to get two skills on the Catchers as soon as you can. The extra speed of the Catchers means they will also start to take over some of the Blitzing duty and the higher armour of the Blitzers means you would prefer them for marking or being hit, especially as they should have Block and Dodge. So your skills from this point as they come slower will depend on what the team really needs.
If you are facing a lot of Dodge then I would get Tackle on at least one, Strip Ball is another option but you could get that for a Wrestle Catcher. If you want to turn them into excellent marking players then Diving Tackle and Shadowing are worth having. Another very helpful option is to take Frenzy on one of them as well. With Side Step you can set up crowd pushes and not fear them so much in return and Frenzy is great for opening up more space and keeping the opposing players further from the edge of the pitch for space there as well. Dauntless is also perhaps worth some consideration to help against teams with a lot of stronger players.
For doubles I would get Guard early on and late on if you still don’t really have much, it is too useful to pass up and you can struggle against bashing teams who have a lot if you can’t cancel it in return. If you already have a few players with Guard then Mighty Blow can be good and you can turn them somewhat into a killer player going after the weaker opponents. Juggernaut also combines well with Frenzy and cancels out Wrestle for your Block to help get the opposing Wrestlers. It also cancels out Stand Firm which can be a big annoyance to deal with, cancels Fend to keep Frenzy useful and also lets you turn both down into push backs when going for the crowd push.
I wouldn’t turn down +ST or +AG increases at any point, extra strength will make Frenzy an even better option, while extra agility changes their role into one where you are doing more ball handling and retrieving. If you get the latter then some extra skills might be more useful, Sure Hands for example. I would probably pass on movement or armour for the first skill as I would prefer to get Dodge. I could even pass up on them late on as your team already has plenty of speed and the whole team can dodge well to get someone where ever you need them. Extra armour is touch and go, a lot of the time it won’t come into play much and you need to decide if another skill is going to be more useful instead. It does become more desirable if they have some skills already that you would really like to protect though, a ST4, Frenzy and Mighty Blow combo would be getting a lot of attention from the opposition.
High Elf Blitzer Summary:
To reinforce my ideas for High Elf Blitzers, keep them flexible early on and then specialise later towards what your team needs, whilst also considering the kind of opponents you face the most, or have the most trouble dealing with. They have quite a lot of normal skills to take that can be useful and already are so after just two. If you find their development really slows down after that while you look to improve their team mates then that really isn’t anything to be worried about. It may also turn out to be a good thing as the team will be more rounded and you aren’t bloating your team value with needless extra skills.