WR PowerBonus SA: Pancake, Run Block, Get Low
Height: Optional.
Weight: Max for +2 Strength
Big 3: Strength, Catching, Speed
Starting Build: 25 (27) Strength, 16 Catching
Even though you start out with 27 in Strength, you'll need to buy +20% enhancement ASAP. So buy the 10%, Intense train 3 times, and buy the 20%. By Day 48 you'll be able to buy 1 SP and cap Strength at 49. Keep pounding Strength. On Day -4 you'll be able to buy Strength Multi-training, and start training Catching on the swing attribute.--you'll can also buy the Catching enhancement at +10% at the same time. Day 0, you can 2-cap Strength at 61.20. Then on Day 2 go ahead and pick up the +20% enhancement for Catching. If you don't follow this, then you'll probably end up having to buy a SP with BTs later.
Day 9/10: You'll 3-cap Strength at 68.40. Congratz you are done with Strength
Day 19/20: You'll cap Catching. Maintain your double training for now.
Day 31/32: Just in time for the playoffs, you'll 2-cap Catching at 60.60. Now you have enough BTs saved up to unlock Catching and Speed multi-training, and buy the Speed 20% enhancement and also the Carry 10% enhancement. Set up your training Speed/Strength/Catching with Carry on the swing.
Hang on to your Boosts, no matter what your playoff chances are.Around Day 40, depending on when your training rolls over, you be able to boost twice and 3-cap Catching at 68.80. Then you can boost again and hold onto those SPs.
Here's where we're at so far...
Player Build
Position: wr_power_receiver
Season: 2
Day: 48
Boosts: 6
Level: 19
XP: 0
VA XP: 0
VA: 0
Bonus Tokens: 33
Training Points: 4
SP: 7
Training Status:
strength : 40%
speed : 53%
agility : 0%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 74%
carrying : 42%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 75.2
speed : 18.94
agility : 15.2
jumping : 10
stamina : 11.94
vision : 19.2
confidence : 15.94
blocking : 10
throwing : 8
catching : 69.2
carrying : 21.2
tackling : 8
kicking : 8
punting : 8
Don't boost just yet
Day 3/4: You can 4-cap Catching at 73.60.
Day 10: You'll hit L22. Boost once and 5-cap Catching at 77.60. Congratz you are done with Catching
Boost 2 more times to get your VXP rolling in.
and that's the end of the beginning
Player Build
Position: wr_power_receiver
Season: 3
Day: 10
Boosts: 9
Level: 25
XP: 0
VA XP: 0
VA: 2
Bonus Tokens: 93
Training Points: 2
SP: 13
Training Status:
strength : 5%
speed : 11%
agility : 0%
jumping : 0%
stamina : 0%
vision : 0%
confidence : 0%
blocking : 0%
throwing : 0%
catching : 51%
carrying : 82%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 78.2
speed : 26.6
agility : 17.2
jumping : 10
stamina : 13.6
vision : 21.2
confidence : 17.6
blocking : 10
throwing : 8
catching : 78.2
carrying : 27.2
tackling : 8
kicking : 8
punting : 8
From here, take Speed to the 6-cap, 80.82 around age 120 late in the season. If you do Carry next then you can get away with a 2-cap. Try to end with confidence at 40 so OTK becomes available, and try to get a 1-cap in Jumping. Because Vision is a major, you won't need to train it at all, just cap it when it gets around 30ish. Other than that, just watch your swing attribute, and switch it out when it gets around 30. The 10% enhancements will help you get through them faster and are worth the investment, this is only a 3 AEQ build anyway.
Player Value Calculator
Player Value = 1321.97
Player Build
Position: wr_power_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1201Training Points: 0
SP: 56Training Status:
strength : 1%
speed : 1%
agility : 0%
jumping : 0%
stamina : 5%
vision : 0%
confidence : 8%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 5%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 93.32
speed : 91
agility : 76.38
jumping : 50
stamina : 52
vision : 50.38
confidence : 40
blocking : 10
throwing : 8
catching : 94.32 (149)
carrying : 67.37
tackling : 8
kicking : 8
punting : 8
Top SA Tree: | 0 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 0 | 0 | 0 | 0 | 0 |
Additional SA Tree: | 0 |
with 56 SPs I'd go
Top SA Tree: | 6 | 6 | 0 | 0 | 0 |
Bottom SA Tree: | 3 | 6 | 0 | 0 | 0 |
Additional SA Tree: | 7 | Pancake
AEQ would be 15% Catch, +6 Sticky Hands, +6 Route Running. CEQ would go towards 21% Catch ball.
Now, you always hear that Power WRs are dead. This is partially true. The mechanics of the game don't allow for strength based WRs to break a lot of tackles. There's momentum issues and the power tackle breakers are nerfed down field.
The Strength-based WR is a blocker on the outside. WRs have amazing blocking ability without having to invest in blocking at all. The Power WR takes that to a whole new level, as he can neutralize multiple defenders on outside runs. His High strength will Pancake most CBs allowing him to get after the next would-be tackler. On passing plays, the Power WR becomes an amazing short yardage target. When everyone is covered, the Power WR has the best raw catching ability and he'll be able to out-roll most single coverage to make the catch.
==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==☼==There is a version of the Power WR that has nothing to do with "power".
If you
are looking to try a tackle-breaker, forget about high strength. Spin is the way to go. See here
http://goallineblitz.com/game/forum_thread.pl?thread_id=5018979&page=1#46630553However, in all fairness, this concept could just as well be done with a Speedster or even the Possession WR.
The Big 3 would be Agility, Carry and Speed. You'd go Minimum height for the +2 agility. It's a 4 AEQ build, but that's more for the help with SAs because it's very SA intensive.
The build should end up looking something like...
Player Value Calculator
Player Value = 1291.97
Player Build
Position: wr_power_receiver
Season: 9
Day: 1
Boosts: 30
Level: 79
XP: 0
VA XP: 600
VA: 72
Bonus Tokens: 1550
Training Points: 0
SP: 0
Training Status:
strength : 8%
speed : 0%
agility : 0%
jumping : 4%
stamina : 7%
vision : 6%
confidence : 38%
blocking : 0%
throwing : 0%
catching : 0%
carrying : 0%
tackling : 0%
kicking : 0%
punting : 0%
Attributes:
strength : 39
speed : 92 (147)
agility : 94.32
jumping : 13
stamina : 50.38
vision : 51.38
confidence : 26
blocking : 6
throwing : 8
catching : 84.37
carrying : 94.32
tackling : 8
kicking : 8
punting : 8
Top SA Tree: | 6 | 0 | 0 | 0 | 0 |
Bottom SA Tree: | 2 | 4 | 7 | 5 | 3 |
Additional SA Tree: | 5 | Catch Fake
the AEQ would be, 15% Catch, 15% Break Tackle, +6 Juke (10 total), +6 Spin (12 total). You'd probably want to stack 6% more on your break tackle, but you could also go for 12% fake. You could also forget about Catch Fake, and Route Running, and then you could drop the Spin piece to give yourself another % piece to play with. 11 Spin isn't too shabby.
The high Agility and Carry are essential for making Spin fire. The 147 Speed isn't exactly earth shattering, which is why this build could and maybe should be done out of the Speedster, but then it would have lower chances of breaking the tackles due to the lower agility and carry. The side effect of this build is that high agility goes a long way towards getting open with fakes as well--this build would make the most of the Creative Route Running tactic. But as you can see, 30ish strength really isn't a "power" receiver.