There two skills combine very well to retain possession of the ball and frustrate the opposing side. If you combine Dump-Off with Nerves of Steel on either both or one of the Dump-Off player or the intended target, then marking them becomes somewhat irrelevant. This can be hard for them to do though if your ball carrier is protected by team mates. Their other option is to mark the ball carrier with enough tackle zones that the pass has a good chance of being a fumble and you drop it. Also by having more than one potential receiver, it will make it harder for the other team to properly mark them all with enough tackle zones to make the catch highly unlikely (though low agility players will often not really be considered a receiving option by you or them). I would advice to have more than one target within range so that the opposing coach can’t know for certain who you will try to pass the ball to. To get best use of Dump-Off you need to make sure that you have a team mate within Quick Pass range otherwise it is going to be useless. A successful Dump-Off does count as a completion though and can speed up the development of your player. I personally am of the opinion though that the threat of Dump-Off and the adjustments the opposing team has to make due to it, is more useful than the skill actually is in practice. Dump-Off Overview:Īt first glance Dump-Off appears to be a very useful skill, retaining possession of the ball when the opposing team looks likely to knock your ball carrier down. Dump-Off may not be used on the second block from an opponent with the Frenzy skill or in conjunction with the Bombardier or Throw Team-Mate skills. After the throw is worked out your opponent completes the block, and then carries on with his turn. The normal throwing rules apply, except that neither team’s turn ends as a result of the throw, whatever it may be. Work out the Dump-Off pass before the opponent makes his block. This skill allows the player to make a Quick Pass when an opponent declares that he will throw a block at him, allowing the player to get rid of the ball before he is hit.
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