Imperial Thrower Build

The Imperial Thrower has been treated a little differently compared to other dedicated “passers” in the new edition. For a start, they’re missing the PA2+ compared to their cousins, the Human Thrower and also start with a new passing skill, “Running Pass”. As mentioned in my article about my favourite skills, Running Pass is one that I’m going to be keeping an eye on as I think it has a lot of utility and works quite nicely on Imperial Nobility teams.

While PA3+ does hurt a bit, Imperial Nobility aren’t really a Passing team in the traditional sense anyway, preferring more of a running game with perhaps a Quick/Short Pass at the end to score with a Noble if the opportunity arises. This is mostly due to the Nobles not being true Receivers like Human or Elf Catchers, instead, they’re more like their namesake, Noble Blitzers who can Catch and reposition the ball/score when needed.

Therefore this puts the role of the Imperial Thrower into more of a Runner/Short Passer, keeping the ball safe until a scoring opportunity arises. This is where Running Pass comes into play as it allows them to reposition after passing, giving them the chance to screen or mark a potential play after moving the ball to a Noble.

They also have a pretty dapper model if you ask me… like, it’s REALLY good!

 

 

 

Randomised Skills:

While the pool in General and Passing isn’t too bad for the Thrower, I’d rather just save the SPP for the skills you need here.

 

Ball Holder | Imperial Thrower Build

Primaries: Sure Hands, Block, Accurate, Safe Pass
Secondaries: Guard/Dodge, Safe Pair of Hands
Characteristics: AG/PA/MV

Unlike other Throwers, the Imperial version doesn’t come with Sure Hands to begin with, so ideally this is the skill you take first. It’s one of those just plain “good” skills that have great value over time, meaning fewer failed pickups and safety for Strip Ball which you’ll start to see after a few games. From then on you’ll want to try and keep the ball as safe as possible, so of course, Block is a must, keeping the Thrower upright more often and thus, the ball in your possession.

From there, I’d look into getting Dodge or Guard. Dodge more for keeping them on their feet as opposed to actually dodging out of tackle zones, although if you can afford an AG buff then that does become a fairly viable option. Guard meanwhile combines really well with Running Pass, allowing you to move the ball then provide an assist after the fact, giving you some more blocks to make your new ball carrier safer.

Accurate will help make those Short Passes a bit better and Safe Pass will make sure your fumbles aren’t catastrophic. Safe Pair of hands is also nice, but ideally, your Bodyguards and Nobles will be stopping the hits on your Thrower anyway.

If you think you can afford a PA bonus, it’s never a bad shout and a little easier than getting AG, although the latter will go nicely with Running Pass and Dodge. MV is fine and does let you move the ball a little faster while also meaning your Throwers can keep up with your faster Nobles.

 

Imperial Passer | Imperial Thrower Build

Primaries: Sure Hands, Accurate, Cannoneer, Cloud Burster, Block, Nerves of Steel
Characteristics: PA/MV

If you save up and manage to get a PA buff early on, then you can look to build into a true Passer. I’d still get Sure Hands to protect against failed pickups and Strip Ball, but from there it’s all about the passing bonuses.

I’d get Accurate first as the shorter ranges are just going to be safer and really your Nobles should never be too far away anyway, followed by Cannoneer after to make those longer ranges better.

I really like Nerves of Steel as it means you can pop yourself into positions you might not usually throw from and if you combine it with Cloud Burster on Long Passes, you should be fairly safe from interfering.

Ideally, you’d then combine this with an AG buffed Noble who can then catch on a 2+ and score in the traditional Reciever fashion.

 

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More often than not you’ll be having just the one Thrower on the Imperial Nobility team, just by virtue of the Bodyguards and Nobles being a better pick overall. However, these pieces are still pretty important on this team and can be built as an effective runner, who can then get the ball into a position from a Noble to receive and score while the rest of the team protects and makes space.

The more Passer based build is good fun as well and not a bad shout if you find yourself being bogged down by opposing teams and need to open the game up a bit, plus it gives you opportunities for quick TD’s to even up or win a game.

That’s it for the Imperial Thrower Build, Head over to our Noble Blitzer, Bodyguard, Linemen & Ogre builds for more BB2020 fun!

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3 Comments

  1. Krunkle

    No leader? No on the ball?

    With leader being one of the better skills in bb2020
    I would build a
    Quarterback- leader, block, fend (fend for even more pitch control)

    And then runner
    Sure hands, block, on the ball accurate – collects the ball uses running pass and mark or screen …

    Reply
  2. Aaron

    On the Ball is *fine*, but with the limit on skills now, I can’t find a way to fit it in when the other skills will get more use. Same with Leader, stuff like Sure Hands/Block are higher up the priority list, then you want to make sure Running Pass isn’t just a wasted skill.

    Of the two you’ve mentioned, Leader I’d definitely consider more so than OTT.

    Reply
    • Krunkle

      Feels like you repeated exactly what I have wrote…

      Block sure hands before on the ball, then accurate to make use of running pass

      And leader… for team with 70k rerolls and multiple reroll per turn… you probably start the league with only 2 RR…

      But different school of thoughts I guess. I think quick pass on 3+ with pass skill to reroll is already pretty good. With my running play style I don’t plan to actually do that many passes.

      Would include two throwers in my team every time just because of the increase value of AV over a lineman.

      Reply

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