Khemri Thro-Ras Overview:
Every team needs someone to handle the ball and on a Khemri team that falls at the feet of a Thro-Ra. Previously many Khemri coaches didn’t bother with them as Blitz-Ras were faster, with their speed boost though, they are worth taking and it frees the Blitz-Ras up to do other roles. If they were on any other team you wouldn’t really mark them out as being a player who would do much in the way of handling the ball unless the situation got desperate. Like every player on the Khemri team they suffer from having low agility which is probably the single more important stat for a ball carrier. They also have low armour combined with average movement, strength and cost.
They do have Sure Hands though to help combat that low agility when it comes to picking up the ball, this actually makes them better than an AG3 without any form of reroll at picking the ball up. Also like all of their team mates they have Regeneration which can help them to live longer. Lastly they also have the Pass skill which can sometimes come in helpful though there isn’t exactly anyone on the team who looks built to be a receiver.
While it isn’t ideal to be ball handling with AG2, Sure Hands does make up for it to some degree. With the agility on the whole team being low, chances are that once you pick the ball up with someone, they are the one you will be looking to score with. Due to this, Thro-Ras can become SPP hogs on the team. I would recommend building both just to specialise in ball carrying. Having two means you spread the SPP between two rather than one player. It also means you are more likely to have one in range to pick the ball up and it also gives you some cover if one gets injured.
If you aren’t facing Strip Ball then you may want to consider trying to score with someone else on the team. The extra movement on Thro-Ras can help with moving and reforming a cage easier than using your slower team mates.
Ball Carrying Thro-Ra:
I’d start with Block as it makes them harder to knock over and will also let them act like a Blitz-Ra on defence. They will be able to block more reliably, which is very helpful for the team and another option to blitz with means you will more likely have one free who doesn’t need to attempt a dodge. After that I would go for Kick Off Return, it will help in collecting the ball and forming the cage further up the pitch. Khemri are a slow and un-agile team so the shorter the distance you need to cage the less likely you are going to have to hurry up at some point. Fend is also a good option as it can help eliminate dodges and also offers protection. If you don’t want Kick Off Return on both, then taking Fend can be useful. Leader is also an option and you might want to take it after Block on one, depending on your need for rerolls. Don’t take it on both though as you can only get one Leader Reroll anyway.
For doubles as usual on a ball carrier I would take Dodge for protection, also having that skill reroll for when things go bad and you do need to dodge can be a life saver. A strength increase makes getting the ball off them harder, will make blitzing for the end zone easier and also makes them more useful on defence. An agility increase can be a god sent, finally you can pick the ball up much easier and also dodge with greater success. You don’t always have to use them as the ball carrier either as it then gives you an option for a possible receiver should you need to hand off or perform a passing play. Movement is more useful than the armour roll, especially on a ball carrier.
Due to the nature of the team having ball handling issues I think it is sensible to build them both in mind to carry the ball. They have the most movement on the team and also start off with Sure Hands. As I mentioned be sure to try and spread the scoring SPP around if possible though, else they will be even bigger targets than they already are.
As they don’t have options for agility skills they can run out of useful skills to take, Pro is probably the last one most helpful to that role. You can also consider making them a bit more diverse and taking Tackle and other defensive skills can help the team a great deal. If you get stuck for what to pick, consider your common opposition and what your team could do with most to help combat them.
There are also passing skills to consider, the low base agility means they aren’t best suited to passing and you don’t have the options for building good catchers. Taking some skills like Nerves of Steel and Accurate though can possibly get you out of some tight spots, just don’t rely on it. Hail Mary could also be helpful in some situations to just get the ball down the other end of the pitch.