![]() ![]() It will combine well with Claw as well to making breaking armour against anyone fairly easy! After that you can go for Piling On to ramp up the killing potential of the player, it will also combine well with Jump Up if you already have that. Mighty Blow is going to help in getting players off the pitch and if you get a numerical advantage that can negate needing more Guard. ![]() The team benefits a lot from taking Guard though I would perhaps leave that for everyone else to take as you have so many great alternatives. There are plenty of other options though but they are all much the same and I would look at the whole team overall to make a decision, if you are stuck for advice then create a thread on the forum and post your whole team.Īs I’ve mentioned already there are a lot of choices for doubles. Sometimes though the extra blocks you can get from it make it great. You could aldo probably take Jump Up next, there can be a case against it as you still have five squares of movement after standing up. You could give some consideration to Leap, though while not great with AG3 it can really open more crowd pushing options causing the opposing team to worry about the sidelines a lot more. High armoured teams aren’t going to like having this done to them! Side Step will also protect you from a lot of crowd push situations after you used Frenzy to do that to an opposing player. It will let you mark up players and leave opponents in their tackle zone for you to hit. After that if facing lots of Dodge opponents look to take Tackle (unless you have a lot on other players), otherwise I would go for Side Step. Follow that up with Dodge, helping with protection and letting you get them to who you want to hit.
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