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Khemri Blitz-Ras

Utility Support Blitz-Ra

You could view this player as a safety though those builds tend to get Wrestle now so is better suited to a Skeleton.  This build is more to help you with dealing against common opposition, picking on specific opponents and also being able to support his team mates if someone else is blitzing. Depending on your common opposition, or the players you struggle against the most, take either Tackle to deal with Dodge players, or Guard if you have trouble against opponents who also have it. Guard also gives a lot of your team mates good blocking opportunities and makes getting three dice block for the Tomb Guardians easier. After that I would either get Mighty Blow to help with getting SPP and to get opponents off the pitch. Juggernaut is also handy to have if you have a lot of Wrestle opponents and Blitz-Ras tend to do a lot of the blitzing on the team. Grab can also be helpful to set up chain blocks, crowd pushes and also to get opponents next to your Tomb Guardians for them to hit. The ability to cancel out Side Step shouldn’t be overlooked either.

Doubles follow the same reasoning as before with not many other better options. All the stat increases also have the same logic and uses.

Khemri Blitz-Ra Summary:

Your Blitz-Ras will probably be doing a lot of the blitzing on your team apart from perhaps against the opposing ball carrier. Due to that you have two real ways of looking at their development, either take skills to counter ones your opponents have, or take ones that maximise the damage you can cause when you get them down.

Their biggest weakness on the pitch is their low agility which can mean they get easily tied up. If you take damage only skills then a specialist marker may well still take the risk of a knock down as you don’t have the skills to counter theirs. Getting tied up against an opponent you can’t knock over is a disaster and needs to be avoided. The best way to do that is to make sure they have a team mate next to them who can hopefully block them free from having to try and dodge. Break Tackle is an option though you are taking a skill just to be able to do one AG3 dodge a turn, which I don’t think is a very good return when there are so many other useful skills to have.

A lot of older players also got used to using Blitz-Ras for all their ball carrying and didn’t bother with Thro-Ras. If you get an agility increase then it does make them more attractive for doing that, or to use them as an outlet for a hand off or pass. If you get it first skill and want to make them dedicated for the role, then it might be worth trying to fit Sure Hands in there somewhere as well. It could then let you use one of the movement six Thro-Ras as a safety going for Wrestle instead of Block on them. On a team with such poor ball handling ability being able to protect it well is a high priority and adapting to your team’s development plays a big part in that.

2 Responses to Khemri Blitz-Ras

  1. Amunhotepnokhtsemomhet-Ra June 11, 2013 at 11:25 pm #

    First – this article called Khmeri instead of Khemri.
    Second – do I understand correctly that I need to take a break tackle just in case +ST or this skill should be taken in any way?

    • Coach June 11, 2013 at 11:39 pm #

      I’d pretty much always take +ST on Blitz-ra, you can always take Break Tackle on the next skill and good positional play means you should be able to block them free with a team mate should they get marked (though not always). Though if you get desperate an AG2 dodge is only a 4+ which will work 75% of the time with a team reroll or half the time without it. Generally though if you are going to be using a player to dodge for a blitz, it will probably be your Blitz-Ra so Break Tackle can be nice to have but I’d concentrate on the more staple core choices like Tackle first.

      Thanks for spotting and letting me know about the typo in the article name, surprised no one else picked up on that until now!

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