Player Build 5: All-Round Bigman
This is the standard bigman build. The build between C and PF aren't too different. Really costly, but not as costly as the mono C. There are several important points to take note of for high level bigmen:
1. OD is free, and is very important. It would be great to have their OD somewhere around 11-13, to prevent them from getting torched during reverse patient.
2. PA is free too. In order to limit TOs and improve team offense. Minimum PA would be 11.
3. The most important skills for such a player would be IS and SB. Surprise, it's not ID, that would be second most important.
4. JS is pretty important, as it allows you to run outside offense smoothly. PF will have more JS/JR, while you can have less JS/JR on C. But regardless, you still need a decent amount of them on your bigs.
5. Try to keep rebounds down. Not too low, somewhere around 14 will be sufficient. This is because rebounds take up a lot of cap space, and it is more beneficial to use that space to maximize other skills.
Suitable height for an All-Round Bigman
This is pretty versatile, but anything above 6'9" would be fine. Even 7 footers, although you might not want players who are too tall because you still need to build their outside defense.
Training Plan
1. 1 on 1 forwards
Yes, this seems like our favourite training due to how versatile it is. But at such a height, your player's driving is bound to improve faster than handling, so you might either pick a player with lower driving, or if their driving is too high, you might need to switch to handling instead. But regardless, the minimum handling you want is up to 15 or 16 (depending on how high you want to train your OD and PA, try at least 4 points higher than your target OD/PA). Try to keep driving at 18 or less (switch to handling if your driving hits 18 but your handling is still below 15).
2. JS for forwards
An all-round bigman will need some shooting to take advantage of opposing bigs with low OD, so the aim here is to push it up to around 14, because JS can pop with IS training too.
3. IS for C
All the way to 17 IS. Hopefully your JS will pop to 15 JS too. That should give you sufficient elastics to your ID so you can expect it to pop much faster. Of course I would prefer higher IS, but there is only so much skills you can stuff into a HOF.
4. OD for PG
Off position training time! OD for PG also trains ID, so it should pop faster thanks to the elastics from IS. Go all the way for 11 to 13.
5. PA for PG
Dude is starting to look like a PG now. Well actually you can train PA after fixing the inside skills, but this would be more economical, because imagine playing a 200k player off position? At this point he will only earn around 30k, so it makes sense to continue his off position training, even though the latter might be faster.
6. SB for C
Some people might call it blasphemy for training SB so late, but IMO its an option to get around ID training. ID also improves with SB training, so if your player has relatively high base ID, you might end up not having to train it. Push it all the way to 18. This will also allow your rebounding to improve.
7. Finishing touches
Rebounds or ID. Depending on what you need to finish up your bigman to make him hit the cap. The final product will be something like this:
15 JS
11 OD
15 HA
17 DR
11 PA
17 IS
16 ID
14 RB
18 SB
Salary: 200k
Training bigmen is so much harder than guards, because guards only need 1 bigman skill while such bigmen need almost all skills to be high.
Last edited by BuzzRBeater at 6/1/2025 10:43:48 AM