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Forum > Pee Wee Leagues > All Pro Coach's Corner - Let's Talk HB Builds
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UGA_XII
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I've been wanting to do something like this for some time now but real life responsibilities and obligations didn't allow me the time to invest in a detailed post like this one is going to be. There's a couple of reasons I'd like to do a post like this, the 1st and foremost is a few of what I consider to be Pee Wee coaching legends, Carumba10, Lord Evil and Gerr, took me aside and gave me tips about the game that would take an agent working alone through trial and error an extensive amount of time to gain if he was not able to befriend someone in the know that was willing to share information. The 2nd reason I'm doing this is I believe the pee wee game as a whole will benefit more from a post that lessens the learning curve for less experienced agents as opposed to pulling 1 or 2 agents aside and whispering in their ear.

The reason I'm choosing the RB position is because while scouting an upcoming opponent last season I ran across a boosted level 10 HB that had an effective level of 11. My immediate reaction was this is more than likely a long term build playing pee wee but later began to think what if that was a pee wee agent that lacked experience building competitive dots. With the latter being a possibility I will do two detailed Elusive HB builds and explain the significance of each build.

So after naming your HB here's why you should choose the Elusive HB archetype as your outside rusher / speed back over the Combo Back. Your HB will go through a series of automatic level gains each time he levels up. These automatic level gains or points will be distributed into the dots major and minor attributes. 2 points will be broken down and distributed equally into all major attributes and 1 point broken down and distributed equally into all minor attributes. The Elusive Back has 4 major attributes with both speed and agility being included into the major attributes group. So each time the Elusive Back levels up you will get an automatic +.50 in each major attribute.

The Combo Back has 5 major attributes and only speed is included in the major attribute group. Agility on this back will unfortunately be a minor attribute. Given the short life span of a pee wee dot cap goals will be a little tougher to reach with speed getting +.20 and agility +.25 each level up as opposed to both getting +.50 making the Elusive Back a more valuable option for pee wee assuming you will be building a one and done dot.

After choosing a special ability for your HB set the height to 5ft 6in. This will give your HB a +2 skill points in agility and stamina. Then set weight to 180lbs. this will add a +2 skill points to both speed and stamina. By choosing these options you have saved 4 skill points in your 2 most important attributes. Equipment will be effective if all is put into speed or if all is placed into agility or it can be split up equally in both. Put your points from creation in speed until it reaches 25 then put the remainder in agility bringing it to 16.

** Using this method will consume all of your skill points to reach cap goals not leaving any for special ability or additional ability distribution but will produce a more rounded and balanced build **

Non Boosted training and build method 1 :

- Manually light train strength until 36 bonus tokens
- unlock stamina / vision / confidence from muti attribute training under the training upgrades tab
- Set auto training to strength / stamina / vision / confidence then train all season long

** Here's a tip worth noting. Many seasons ago I noticed a pee wee dot will perform slightly better early in the season when it's 2nd primary skill is 15 and even better still when
the second primary reaches 22. In other words If you're building speed 1st and agility 2nd. Put 4 of the 15 points from creation in agility taking it from 18 to 22 then put the
remaining skill points in speed. There are obviously some positions I have not tried this with, for instance OLinemen and DLinemen need to cap strength as soon as possible
so sacrificing strength on either would be a bad idea. This is more suited for RQBs HBs and FBs. Of all the agents I've worked with only a couple use this practice and one is
Tazmann **

- Once 15 bonus tokens are reached trade them in for 1 skill point and continue to do so each time you reach 15 bonus tokens
- Once speed reaches 48 and afterwards becomes 2 skill points for 1 save the left over skill point until your next level up then apply it
- Put all skill points from level ups and traded bonus tokens into speed until it reaches 58 ALGs will take it to cap from there
- From this point on continue trading 15 bonus tokens for one skill point and put all skill points into agility
- Remember to save the left over skill point when agility becomes 2 skill points for 1 until your next level up

Your HB will reach 61 speed plus EQ / if any and 61 agility plus EQ / if any on championship day using this method. You wont have any skill points left to distribute into special
abilities or additional abilities but your HB will have a well rounded and solid build of approximately +/- 30 strength +/- 30 stamina +/- 30 vision and +/-30 confidence all relative to
training break throughs.

*** I will edit this and add the 2nd build and training option later today and plan on discussing tactics AI's other position build strategies in future posts if anyone finds this information useful ***


Non Boosted and training Method 2 :

Using this method you will have a few extra skill points to invest in special abilities and / or additional abilities if you choose to build that way or you may opt to push
your cap goal a little higher but you will have to decide before setting training what skill set you want your HB to use. Some tackle breaking ability or the ability to
break off a game changing run of his own after the defense gives up a score or big play. To be more specific training strength all season will give your Elusive HB
some tackle breaking ability meaning the HB wont be great at it but you'll see it from time to time during games. Training confidence all season will lessen morale
drain from big hits and negative plays. Morale drain during a game equals diminished attributes so incorporating confidence into your training cycle either all season or
partially through is an absolute necessary in my opinion

Use the Elusive HB archetype as described in the 1st build method and make your HB 5ft 6in and 180lbs. Put your initial creation points in speed until it reaches 25
then add the remaining points to agility bringing it to 16. The plus 2 in agility and stamina and the plus 2 in speed and stamina will bring your two primary attributes to
27 speed and 18 agility. You can add the 15 skill points left from creation to speed or use 4 to bring agility to 22 then put the remaining points into speed both has it's
advantages. Putting all points into speed means you'll hit your cap goals sooner. Bringing agility to 22 will give your HB a little more cut ability making early season counters more difficult to defend.

After deciding whether to train strength or confidence all season. *** To limit confusion I'll make strength a part of my season long training cycle ***

- manually train strength until the HB reaches 36 bonus tokens
- unlock strength / stamina / vision from muti attribute training under the training upgrades tab
- set auto training to agility / strength / stamina / vision

Once 15 bonus tokens are reached from training and each time there after trade the 15 bonus tokens for 1 skill point and put all skill points
into speed. When speed begins to cost 2 skill points for one save the left over skill point until your next level up and then add it to speed until
speed reaches 58. ALGs will take it to cap by seasons end giving you a few extra skill points to invest in special abilities and / or additional abilities

- Once speed reaches 58 exchange agility with confidence in your traininng cycle and train confidence / strength / stamina / vision
- Begin add skill points from level ups and bonus token exchanges to agility

Remember to hold the left over skill point when agility begins to cost 2 skill points for 1 until your next level up

- Put all skill points into agility until it reaches 60 and let ALGs take it to the 61 cap

The remaining skill points can be used to round off builds or add special and additional abilities

These are a couple of solid builds for a non boosted Elusive HB that will help even the most inexperienced agent
build a quality Elusive Back. If anyone has any questions feel free to ask



Edited by A.I. on May 13, 2019 20:15:24
Edited by A.I. on May 13, 2019 13:46:14
Edited by A.I. on May 13, 2019 13:45:11
Edited by A.I. on May 13, 2019 13:42:43
Edited by A.I. on May 13, 2019 13:29:36
 
im317
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is this a non booster?
 
jkid2
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Put as much of this out there as you want A.I. I'd love to see a few more competitive teams in pee wee. I'm not the best dot builder, but all of this looks pretty much spot on to me.
 
Argonut
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This is very useful an helpful stuff.
 
Fred Ex
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Thanks for the advice, I need to work on dot building and actually follow the guides I find it hard to get away from the orginal long term builds.

1. So do you guys only go as far as two and three cap in a pee wee build for your major skill?
2. How much importance do you guys put into special abilities in pee wee builds?


 
UGA_XII
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Originally posted by im317
is this a non booster?


Yes these are both non boosted builds. If you plan on using the template on a boosted HB I suggest you train your dot throughout preseason and boost on your 1st game day to get the most out of your training. Then boost once and add skill points. Then boost again and add skill points. Then boost the final time then add the skill points. Doing it this way you will get to add the skill points on top of each automatic level gain giving your dot a greater average player value
 
UGA_XII
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Originally posted by jkid2
Put as much of this out there as you want A.I. I'd love to see a few more competitive teams in pee wee. I'm not the best dot builder, but all of this looks pretty much spot on to me.


Cool

 
UGA_XII
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Originally posted by Argonut
This is very useful an helpful stuff.


Hope it helps someone Argonut
 
UGA_XII
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Originally posted by Fred Ex
Thanks for the advice, I need to work on dot building and actually follow the guides I find it hard to get away from the orginal long term builds.

1. So do you guys only go as far as two and three cap in a pee wee build for your major skill?
2. How much importance do you guys put into special abilities in pee wee builds?




1. The life of a pee wee dot is only a season long then you retire and rebuild so pushing past the 3rd cap will put your dot at a disadvantage IMO considering dots with balanced builds have the most success over dots that does one or two things well.

2. Some special abilities are awesome. Aura of Intimidation on a Power Back or WR can cause problems for a defender that doesn't have much confidence. sticky hands on a WR is a necessary IMO if you're looking to counter ball swat and high vision on a DB. Speaking of Ball Swat you'll need at least 2 on a DB but it's useless if vision isn't capped. In short some positions I use it and other I don't
 
im317
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exactly how much stamina do you really need? i can never figure out if its super underrated in peewee or not.
 
Theo Wizzago
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Originally posted by im317
exactly how much stamina do you really need? i can never figure out if its super underrated in peewee or not.


Depends on a few things, the most important of which is # of dots playing the position. Aside from WR's and some defensive dots, most positions are either one or two deep. One deep positions need more stamina (example Returners) than 2 deep positions (example O-line). Multiple depth positions don't really need stamina addressed (example WR's if you have 4 or 5 of them and don't run a boatload of 4 and 5 WR plays). Any dots that are on ST's or made exclusively for ST's need it for sure cuz ST's suck the hell out of stamina.

Add to that it's not so much you need a LOT of Stamina in Peewee leagues... but if you have more than your opponent then you have an advantage. Now you get into the guessing game of just how much your opponents have addressed their stamina issues.

And there's three ways to address Stamina as well. You can use EQ or SP's or training. I don't know which is best but when I played down here we used EQ.
 
Fred Ex
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So for your elusive HB build you neglect carrying all together? I thought for breaking tackles, strength is the main factor but you need carrying to help make it consistent. If this is the case is there a number that it would have to be around? like a 2 to 1 strength/carrying ratio?
 
UGA_XII
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Originally posted by Fred Ex
So for your elusive HB build you neglect carrying all together? I thought for breaking tackles, strength is the main factor but you need carrying to help make it consistent. If this is the case is there a number that it would have to be around? like a 2 to 1 strength/carrying ratio?



1st the disclaimer. This post was never meant to suggest that these builds are the end all be all to building pee wee elusive half backs. The intent is to give agents with less experience a guide to build competitive dots as opposed to spending money on boosts and EQ only to end up quitting because they didn't get the results they hoped for.

Now to answer your question, yes on this particular HB carrying is neglected altogether. Why ? In my experience I have had better results with broken tackles by applying strength vs carrying. Maybe those results aren't exact because they were compared to two different seasons which would obviously mean different defenses. Remeber in my post I said " some " tackle breaking ability. The Elusive HB will play best outside of the tackle box. Sweeps counters stretches cut backs will be the HBs bread and butter, the strength is there just in case someone is carrying a DB with low tackling but if I were to make a Power HB I would exchange the speed and agility in this build to strength and carrying and cap both at 61

 
UGA_XII
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Originally posted by im317
exactly how much stamina do you really need? i can never figure out if its super underrated in peewee or not.


You are actually on to something here. Think of stamina on a pee wee dot in terms of how long can the dot, regardless of position, play at its peak or at a high level. Here's why I say this, If you go to any dots player ID page that has the General special ability " QBs Centers Defensive Tackles and Linebackers " the general special ability text reads the same on each position when you hover over the general special ability." The general skill gives a boost of morale and stamina right before the snap " If I can invest in this ability and give other dots a boost to their abilities then that says to me very loud and clearly that Stamina and morale " confidence " must be the life blood of the dot. I make confidence and stamina a staple in all of the dots I create training cycle. Stamina helps my dots play stonger longer and confidence helps prevent morale drain from negative plays.


** EDIT **


I just realized I answed the importance part of your question but not the how much.


If you train stamina all season you will have somewhere around 30 which is what the top teams will have going into the playoffs. I personally do not put skill points into stamina unless it's below 28 and I only use skill points from my last level up and / or bonus token exchange to round off buids
Edited by A.I. on May 17, 2019 07:09:18
 
Fred Ex
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What about WRs? I notice when watching replays of our games your WR's come down with alot of contested balls. I saw in an old post you talked about confidence having something to do with catching in stride or not slowing down once the ball is thrown?
 
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