I am going to try to do this for each position. The following are my preferences for SAs by position. I have shared my rationale. I hope this will generate discussion and benefit new coaches and possibly some veteran coaches as well.
QB
I prefer the combination of gold Thread the Needle and gold Sideline Bomb on a passing non S* QB.
I have never built a running QB. In my mind, that is what HBs are for. So I will leave that up to Kvo.
I have been told that Iron Grip is good to minimize sacks. I try to throw the ball before getting sacked. This works well for me against most competition not named; ellix, Kvo or Ph33p.
I have seen some coaches have success with Shed Sack but not me for the same reasons as Iron Grip.
Pump Fake works well against Zone but is useless versus Man defense.
Hail Mary is too limited, which is unfortunate because if it was more like the long version of Quick Hitter that might be a cool combo to try.
I used to be married to Quick Read but I have been convinced that it is not all that.
I am intrigued by the idea of gold Home Town Hero and gold Road Warrior but I am not sure that it is better than the combo of TtN and SB.
HBs
For S* Power HBs, gold Power Through (+Power-Running and Carry Grip), gold Mr Reliable ( +Carry Grip and Rec Grip), silver Home Town Hero and Road Warrior seems to be the Meta build. Opposed to Freight Train (Gold: speed loss from dragging tacklers reduced by 40%, tackler loses 10 extra energy and 5 extra morale, and initial tackle grip reduced by 25%) or Goal Line Back (+15 to Power Running, Carry Grip and Carry Awareness in the red zone)
For S* Elusive HBs, gold Brace for Impact (+ Carry Grip and Toughness, energy and morale loss reduced by 100%), gold Surefooted (quickly regain balance), silver HomeTown Hero and Road Warrior seems to be the Meta build. Opposed to Juke.
I am not a fan of Stiff Arm due to the carry grip penalty.
Silver HTH and RW increase Heart, Toughness and conditioning and reduce penalties from weather.
For non S* HBs, I would suggest cutting HTH and RW.
FB
I use my FB to lead the way for my HBs, for this reason I do not bother with any receiving or rush SAs. There are builds for scat backs and rushing FBs, but that is not my area of expertise.
I usually gold Pancake Chef and Sure Footed. Goal Line Blocker is also a good choice.
Center
In my experience, most pressure comes from the outside. At the moment, only a few teams are successful at bringing heavy inside pressure. Unless I am dealing with a S* D-line, heavy inside pressure can be beat by very good run blocking. Another idea is to use your second center as a pass blocker and only use him to rest your run blocker and versus teams that can bring the heat from the inside. For this reason, my center’s job is to block for inside runs.
I like gold Pancake Chef ( powered by run blocking tech, while active, + run block power and the defender loses 100% more balance) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Get Low (powered by run blocking power, while active, the defender is pushed the maximum possible distance) is another popular SA. If choosing Get Low, I would pair it with Immovable Object (also powered by run blocking power)
For a pass blocking center, I would choose gold Absolute Unit ( if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike. Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I like First Strike better.
Guards
My favorite SA combo for guards is gold Pull Specialist and gold Pancake Chef.
OTs
My OTs are tasked first with slowing down the outside blitz. For this reason, I like the combination of gold Absolute Unit (if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I prefer First Strike.
TE & WRs
TEs are my favorite offensive position.
For a S* TE and S* WR, I recommend gold Prime Time (increased receiving hands, catch in traffic and catch grip, penalties from jumping or diving are reduced to zero and if the catch is made the offense gains morale and the defense loses morale),gold Catch in Stride ( increased speed, quickness and footwork and the player automatically passes the balance check), silver Home Town Hero and silver Road Warrior.
For a non S* TE I would go with gold Prime Time, gold Catch in Stride.
Some other considerations for non S* WRs are First Strike, and/or First Step.
QB
I prefer the combination of gold Thread the Needle and gold Sideline Bomb on a passing non S* QB.
I have never built a running QB. In my mind, that is what HBs are for. So I will leave that up to Kvo.
I have been told that Iron Grip is good to minimize sacks. I try to throw the ball before getting sacked. This works well for me against most competition not named; ellix, Kvo or Ph33p.
I have seen some coaches have success with Shed Sack but not me for the same reasons as Iron Grip.
Pump Fake works well against Zone but is useless versus Man defense.
Hail Mary is too limited, which is unfortunate because if it was more like the long version of Quick Hitter that might be a cool combo to try.
I used to be married to Quick Read but I have been convinced that it is not all that.
I am intrigued by the idea of gold Home Town Hero and gold Road Warrior but I am not sure that it is better than the combo of TtN and SB.
HBs
For S* Power HBs, gold Power Through (+Power-Running and Carry Grip), gold Mr Reliable ( +Carry Grip and Rec Grip), silver Home Town Hero and Road Warrior seems to be the Meta build. Opposed to Freight Train (Gold: speed loss from dragging tacklers reduced by 40%, tackler loses 10 extra energy and 5 extra morale, and initial tackle grip reduced by 25%) or Goal Line Back (+15 to Power Running, Carry Grip and Carry Awareness in the red zone)
For S* Elusive HBs, gold Brace for Impact (+ Carry Grip and Toughness, energy and morale loss reduced by 100%), gold Surefooted (quickly regain balance), silver HomeTown Hero and Road Warrior seems to be the Meta build. Opposed to Juke.
I am not a fan of Stiff Arm due to the carry grip penalty.
Silver HTH and RW increase Heart, Toughness and conditioning and reduce penalties from weather.
For non S* HBs, I would suggest cutting HTH and RW.
FB
I use my FB to lead the way for my HBs, for this reason I do not bother with any receiving or rush SAs. There are builds for scat backs and rushing FBs, but that is not my area of expertise.
I usually gold Pancake Chef and Sure Footed. Goal Line Blocker is also a good choice.
Center
In my experience, most pressure comes from the outside. At the moment, only a few teams are successful at bringing heavy inside pressure. Unless I am dealing with a S* D-line, heavy inside pressure can be beat by very good run blocking. Another idea is to use your second center as a pass blocker and only use him to rest your run blocker and versus teams that can bring the heat from the inside. For this reason, my center’s job is to block for inside runs.
I like gold Pancake Chef ( powered by run blocking tech, while active, + run block power and the defender loses 100% more balance) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Get Low (powered by run blocking power, while active, the defender is pushed the maximum possible distance) is another popular SA. If choosing Get Low, I would pair it with Immovable Object (also powered by run blocking power)
For a pass blocking center, I would choose gold Absolute Unit ( if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike. Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I like First Strike better.
Guards
My favorite SA combo for guards is gold Pull Specialist and gold Pancake Chef.
OTs
My OTs are tasked first with slowing down the outside blitz. For this reason, I like the combination of gold Absolute Unit (if losing a 1v1 pass blocking interaction increased power blocking and balance, defender technique rolls decreased by 33% and pass block power rolls are guaranteed to be at least 60% of max) and gold First Strike ( nearest opponent within 8 yards loses morale and balance, snap reaction improved and player’s balance can not be lowered).
Resolute (while active, ignore the effects of stuns or fakes) is also an option instead of First Strike, but I prefer First Strike.
TE & WRs
TEs are my favorite offensive position.
For a S* TE and S* WR, I recommend gold Prime Time (increased receiving hands, catch in traffic and catch grip, penalties from jumping or diving are reduced to zero and if the catch is made the offense gains morale and the defense loses morale),gold Catch in Stride ( increased speed, quickness and footwork and the player automatically passes the balance check), silver Home Town Hero and silver Road Warrior.
For a non S* TE I would go with gold Prime Time, gold Catch in Stride.
Some other considerations for non S* WRs are First Strike, and/or First Step.
Edited by agerm73 on Jun 24, 2022 19:38:51
Edited by agerm73 on Jun 24, 2022 14:02:20
Edited by agerm73 on Jun 24, 2022 13:56:26
Edited by agerm73 on Jun 24, 2022 10:37:51
Edited by agerm73 on Jun 24, 2022 10:16:06






























