Necromantic Zombies Overview:
Much like their counterparts on the Undead team, Zombies perform much the same sort of roles for a Necromantic team. They are cheap, fairly expendable with average armour and Regeneration. As such you are quite happy for them to get hit by opposing players if that means one of your better ones doesn’t. They are slow and have low agility but these aren’t really a problem when you are just there to get hit. The other bonus about them is that you can sometimes get a free Zombie player for your team if you kill one of the opposition.
So beyond the standard job of getting hit you can also consider making one into a kicker so that you don’t have to use a skill advancement on another player to get it. You have some fast players on your team and can take good advantage of this. The last usual role that you will find a Zombie fulfils well is that of a fouler. Their cheapness and general lack of flexibility on the pitch to do anything fancy means you are quite happy to exchange them for a more expensive opponent should they get sent off.
Zombies will tend to gain SPP rather slowly, especially if they get sent off early in matches all the time but they can pick some up for causing the odd casualty. This isn’t a big issue though as they don’t have a great amount of useful skills to take and if they are off the pitch due to a sending off or getting hurt, then that is less team value you are losing from the pitch.
Fodder Necromantic Zombie:
- Normal: Block, Fend / Tackle / Dauntless, Pro
- Doubles: Guard
- Stat Increase: +ST +MV / +AV
Start off with Block so they get knocked down less and you can also risk blocking with them more. You could opt for Wrestle though they are rather slow and will struggle to get in position after standing up. Next you can consider Fend as it can allow you to reposition in your next turn when marking someone stronger. This can be great if they are slowly pushing you towards the sideline. The other benefit is that it lets you move along with a cage easier, or get in a better position to assist a team mate. Tackle would be another alternative to deal with Dodge players. Dauntless could also be helpful if you are playing against a lot of stronger teams. The last real option from their normal skills is Pro, handy to try and reroll double pushes when blocking, or at a pinch lets you dodge or gfi a bit better when you don’t want to waste a team reroll. It also makes Dauntless a bit better as you won’t often want to use a reroll on that.
For doubles Guard is the best choice to help combat other teams who have a lot as you don’t have as many players with normal strength skill access. If you get more then Stand Firm or Side Step may be a consideration. A strength increase is very useful for obvious reasons but doesn’t change the skill selection. Agility would be a waste so don’t take that and movement edges out an armour increase though there isn’t much in it and you could take the latter.
Kicker Necromantic Zombie:
- Normal: Kick, Block, Fend
- Doubles: Dodge
- Stat Increase: +ST +AV
As already mentioned having a kicker would be helpful so start off with Kick and follow up with Block and Fend for protection. Doubles I would take Dodge again for protection and it makes them slightly more mobile. If you take Guard they will end up getting hit a lot more often which can leave you without Kick on the team if they die or miss games. The stat increases aren’t really very beneficial though I would have a hard time not taking strength as it can make them harder to hit and having a ST4 player (who hopefully already has or will get Block) never hurts. I might be tempted to take an armour increase again for protection, over extra movement.
Dirty Player Necromantic Zombie:
- Normal: Dirty Player
- Stat Increase:
I personally think this build only needs the one skill and that would be Dirty Player. You want to look to gang foul with them in order to break armour and then get your +1 on the injury. If they get sent off then you don’t want to lose more value off the pitch. If they do get more increases then you might consider Block to keep them on their feet a bit more and on the pitch more. If you roll a double then you might want Sneaky Git though if you are gang fouling and going through the armour anyway, then it won’t be much use.
Necromantic Zombie Summary:
Zombies aren’t really very special players but they do what they do well and very cheaply, so that does make them worth while to the team. With slow development, lack of skill access and often taking a lot of hits, they don’t often get many skills which is reflected by the above builds. If you do happen to get one who manges a long and successful life on the pitch then by all means ask on the forum for ideas what to take.