Safety Blitzer Khemri Skeleton:
- Normal: Wrestle, Tackle / Strip Ball, Pro / Fend
- Doubles: Dodge / Guard / Side Step
- Stat Increase: +ST +AG +MV
As I mentioned the positional players on Khemri teams are all suited to getting Block or already start with it. As Wrestle is such a great skill to have for taking down opposing ball carriers who will often have Block, someone on the team should really have it. I think two is probably worth having as Skeletons are both slow and don’t like dodging. Having two would mean it more likely to have one free where you need them and also then harder for the other team to avoid both. Try and keep a buddy by them to block them free if possible, though a dodge into the open with a team reroll does succeed 75% of the time. So start with Wrestle to counter Block and it can also be useful for slowing down bashing teams. Tackle or Strip Ball next, mostly depending on your frequent opposition, if you are developing two then perhaps give each one either skill.
After that Fend is probably best to help keep them alive (they are going to develop slowly) and to avoid some dodges. Pro could be handy as well for times you have already used a reroll up that turn. For doubles, Dodge is a nice choice to keep them alive and help with those low agility dodges when it is your best option. Guard though can be a handy alternative as usual, or Side Step can give them some marking ability.
A strength increase will make blitzing with them easier and also harder for them to get blocked. Agility will makes dodging much more likely and offer up some chance of them being an outlet for the ball. As they have Wrestle they wouldn’t perhaps be the best suited for carrying the ball even with an agility increase. So an option as a hand off or pass target to then go and score could come in useful. Getting extra range from a movement increase also outweighs an armour increase.
Scrimmage Khemri Skeleton:
The last most common role for Skeletons is that of the usual Lineman job of sitting on the Line of Scrimmage to get hit. Typically you are going to use unskilled Skeletons for this but at some point you may well have the chance to develop some specially. Start off with Wrestle to take down opposing Block players and also get some protection. This also gives your team more flexibility to hopefully having a Wrestle player in a blitzing position of the ball carrier when you get the chance. Fend comes next for more protection and to free them up from having to dodge. Not a load of overly useful options from this point, though you could probably make use of having more Tackle, or if facing a lot of teams with stronger players, then Dauntless could be worth a look. Even though you have four really strong team mates, they don’t have general skill access and sometimes having another option comes in handy.
For doubles I would get Guard, they are most likely to be tied up in tackle zones and also in a position to be assisting Tomb Guardians to help them get three dice blocks. A strength increase is great but then makes them too useful to stick on the Line of Scrimmage. Agility is also very helpful on a Khemri team, though I would look to go down the blitzing / safety build afterwards. Movement is nice to have, though perhaps armour could be considered here as they are probably getting blocked more and often may need to dodge in order to move at all.
Ball Handling Khemri Skeleton:
This build will only really come about if you get an agility increase on their first skill and with the team lacking in even average agility players you should take it. They then become an option for being the ball carrier and could free up a Thro-Ra to become a safety if you wished. So after the agility increase Block and Sure Hands are the standard skill options, I personally prefer Block first as the team doesn’t start with much and their higher agility will give you more blitzing opportunities. Fend would come next as usual for protection to avoid some dodges.
Doubles I would go for Dodge like usual for ball carriers, both for protection and to help with those times you have to dodge away. A strength increase is great as it makes them harder to knock over, gives you a stronger player to hit with and makes blitzing free far easier. Assuming you have already taken an agility increase, I certainly wouldn’t pass up taking another to get an somewhat slow Elf like option on the team! Movement is more useful than armour for a ball carrier / blitzing role.
Khemri Skeleton Summary:
While they are cheap, Khemri Skeletons are very important players on the team. Their biggest disadvantage will probably be getting them developed as SPP may prove hard to come by. So don’t count on many of them getting much in the way of multiple skills. Their low armour will also mean that they are probably going to be the most targeted players as well. With Regeneration though some of them may have quite a long playing time and actually give you some development options.
Their team mates roles are rather well defined through their skill access and starting abilities so consider what your team could do with the most when deciding how to proceed. Sometimes your hand can be slightly forced in a certain direction with a nice stat increase. Skeletons though like most Linemen types take a lot of hits so planning on long term development may just be wasting your time.