International Simulation Football League
Which QB Archetype should I pick? - Printable Version

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Which QB Archetype should I pick? - Swanty - 09-29-2021

So you’ve decided to create a Quarterback! But which archetype to choose?

You have five options: Gunslinger, Pocket Passer, Field General, Scrambler or Mobile.

The first thing to note is that these five archetypes fall into one of two categories. Gunslinger, Pocket Passer and Field General excel at passing and will rarely, if ever, take off on their feet. However, if you pick Scrambler or Mobile, your team will run QB run plays as part of their playbooks. The compromise is that their passing may not be on the same level as the non-running QBs.

Let's take a look at the differences in more detail.



Weight

The only real thing that weight impacts for a QB is how easy they are to bring down. For the three passing specialist archetypes, this isn't going to affect their performance all that much, but Pocket Passer (240 lbs) has an edge over both Gunslinger (220 lbs) and Field General (210 lbs). It's definitely a bigger deal for the mobile QBs who will be taking off into the defense regularly. Of the two, Mobile has the big edge (245 lbs) over the lightweight Scrambler (205 lbs).



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This is one of the 'big three' attributes for a QB, the others being Arm and Intelligence. Throw Accuracy makes it easier to complete passes and helps avoid throwing interceptions.

Pocket Passer and Gunslinger are the two best here in terms of their peak of 95, though Pocket Passer will have an easier time getting there, starting off at 60 rather than 55.

Despite being a running QB, Scrambler has the same peak of 90 as a Field General and also has a headstart getting there. Mobile is the worst of the bunch, starting off at 50 and peaking at just 85.



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Arm makes it easier to complete downfield passes and makes it more likely that the QB will decide to throw to a deep receiver. Also helps slightly in avoiding throwing interceptions.

Gunslingers come out on top in this category. As the name hints at, these QBs love to throw deep and are the best at it, starting out at 65 and peaking at 100. 2 other archetypes, Field General and Mobile, are 5 lower in their range (60 to 95).  Pocket Passer starts slightly lower at 55, but can also peak at 95. The lightweight Scrambler has the worst arm of the bunch, starting at 50 and capping at 90.



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Intelligence is one of the most important QB stats for completing passes and avoiding interceptions. Smart players will also commit fewer penalties and have a better chance of dodging tackles.

So far, it might have seemed like Gunslinger is the best of the bunch, but they are the worst of the three passing specialists in this category, starting at 60 and peaking at 90. Pocket Passer starts at 65 and peaks at 95, while the Field General also starting at 65, goes all the way up to 100.

Like the Gunslinger, the two running QBs also peak at just 90 Intelligence, but they will have to work a lot harder to get there, starting at 50.



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Probably the most self explanatory stat we have. Speed makes you run faster.

For the passing specialist QBs, this stat very rarely comes into play, so their 45 to 65 range isn't a huge deal.

For the running QBs, this is the attribute that's going to have a big impact on their YPC. Mobile QBs have quite a bit of extra weight on them and have a range of 65 to 85. The lighter Scrambler might get brought down more easily, but will have a better chance of running away from any potential tacklers, starting at 70 speed and peaking at 90.



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Strength is important for helping QBs avoid being tackled.

The passing specialists all start out at just 40, and while Pocket Passer and Field General max at 65, a Gunslinger can edge up to 70.

Scramblers also only max at 65, but they'll have a slight headstart at 45. Mobile QBs on the other hand are well equipped to avoid being brought down, starting out at 65 and maxing at 80.



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Agility is another attribute that is important for avoiding being tackled, but it also provides a slight boost to pass completion chance and improves performance versus blitzes.

The Scrambler is the best of the bunch here. They start out at a QB-best 50 and peak at 75. Pocket Passer has the next highest peak at 70 and starts out at 40. Gunslinger and Mobile both also start at 40, but their Agility cap is 65. Field Generals are the least agile of the lot, starting at 35 and reaching a high of just 60.



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Higher Endurance helps with avoiding tackles, and also means you’re less likely to be easier to bring down. Higher endurance also helps avoid running slower the more carries you’ve received in the game so far.

This attribute barely differs among the QB archetypes, but the running QBs enjoy 5 points higher in both their min and max Endurance than the passing specialists.



Traits

Mobile and Scrambler QBs have access to a unique trait called 'Dual Threat'. This makes them much faster when running with the ball, as well as making them more likely to scramble, so should definitely be prioritised if rushing is a priority.  The cost for this trait is 100 TPE.

Gunslinger have a trait just to themselves, imaginatively named 'Gunslinger'. Purchasing this will make your QB more likely to decide to throw deep.

Pocket Passer and Field General also have their own trait, Game Manager, but this one costs a whopping 100 TPE. Purchasing this makes them less likely to throw an interception and more likely to throw the ball away when under pressure.



So what’ll it be? Gunslinger, Pocket Passer, Field General, Scrambler or Mobile? Once you’ve made your pick, head over to the CREATE A PLAYER TOOL and start building your Quarterback!