Nurgle Pestigors Overview:
Nurgle Pestigors may be the most important players on a Nurgle team as they do a lot of the heavy lifting and fill a lot of roles. They have average movement though it is the fastest on the team, topped off with average strength, agility and armour. Cost wise they aren’t the cheapest players but I wouldn’t say they are expensive, very similar players to their Chaos Beastman cousins, though they have the addition of Regeneration and Nurgle’s Rot. As Nurgle teams don’t have an access to an Apothecary, like most of their team mates, Regeneration helps keep them alive and Nurgle’s Rot can net you the occasional free player. They also have Horns like Beastmen along with general, strength and mutation skill access.
Due to their role in the team you may find that they get targeted a lot by opposing teams and even despite Regeneration they may not live that long. The rest of the Nurgle team can cause problems but Pestigors offer the main offensive threat. Due to their movement and having Horns, Pestigors are also the most the likely players to do the blitzing on the team. It is really a toss up between these two roles that you need to decide how to develop each of them.
As such they have a lot of development options, so even despite the builds I offer up below, there are lots of variations possible. Nurgle teams don’t develop very quickly generally either and this plays a large part in how you should develop them. With so many skills that could be useful it can be confusing to know what actually may be the best choice for you. Also a rookie Nurgle team may require a different order of skill choices compared to players on a developed Nurgle team. As ever if you want more advice then post your team on the forum and we can discuss the options.
Ball Carrier Nurgle Pestigor:
- Normal: Block / Sure Hands / Extra Arms, Fend / Two Heads / Kick Off Return
- Doubles: Dodge / Sure Feet / Side Step
- Stat Increase: +ST +AG +MV
With an effective offence being the weakest point of a Nurgle team a specialist ball carrier comes in very helpful. Some coaches advocate only needing one as they can hog SPP so replacements can be developed quickly and it frees up the other three for the different blitzing styles. This does mean the opponent only has one to target but hopefully you can make do using a team mate if they are missing. There are a few choices for the first skill, Block is standard skill for a ball carrier and if it is on a rookie team getting some Block early can be vital. If you are running with only one ball carrier and only field him on offensive drives you can take a risk and forgo Block entirely. Doing that frees up another spot in your defensive formation, perhaps for a Kick Rotter or another defensive build. On offence they should be protected in a cage anyway, though personally I prefer to have Block but not taking it can work.
The other first skill choices are either Sure Hands to help with picking it up and negating Strip Ball. Nurgle teams have expensive players and rerolls, with the latter not usually being very numerous for the team. The other option is Extra Arms which can make ball handling easier, having Extra Arms also can let you carry the ball with a team mate and then have an Extra Arms player as an option for a pass or hand off. After that Fend can offer more protection and cut out some dodges, or Two Heads makes dodging away from or past opponents easier. Kick Off Return can also make a handy addition to your ball carrier, especially if you only have one. Nurgle are a slow team and advancing the ball can take a while, Kick Off Return will let you get to that ball easier from the kick off and may also provide vital if you need to try a two turn touchdown.
For doubles you have some choices, Dodge is pretty standard for protection and to improve success in dodge rolls. You won’t have much Dodge on the team as a whole though and thus can be negated easier by opposing Tackle players. Sure Feet can be very helpful though to give you more reliable extra movement, that can make keeping the ball safe in cages easier and also for scoring from further out or going for quick scores. The last choice I would consider is Side Step to help avoid getting tied up and avoid chain blocks.
A strength increase is useful as it makes them harder to hit and they can blitz their way free even easier. It perhaps isn’t the best use of a strength increase as an offence only ball carrier though and if you get it early enough I may switch to a more flexible build. For a ball carrier an agility increase is probably the best you can get, all ball handling becomes easier as well as dodging. Movement is also very useful for this build giving you the extra range for carrying the ball, if you do get it then Sure Feet on a double can give them an impressive range for such a slow team.
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