✦ Stuff
final_v7_REAL_final.docx

Junk Drawer

the junk drawer but make it a webpage

Quidditch Build

i min-max. if u care about character-driven builds u r in the wrong place :P

ARC is a stat Quidditch players have no use for. If you're in this for the long haul and not planning to pivot to something else, leave it at 0 and never think about it again.

Chaser
ACC — max out EVA — max out

Max out ACC and EVA, then pick one of two directions for the third stat.

STA is the safe and boring choice, but it works for anyone likely to draw fire (aka Savior Chasers & team carries with high ACC). With saving rolls sitting around 23 these days, 15+ STA means you pass those without breaking a sweat, and even if you drop into negative HP a Savior can rez you at 1 HP. The only way to shut that down is for the enemy to deal 175% of your max HP in a single round, which realistically only Dopplebeater can pull off (and a lot of teams would still need a nat 20 to get there given their weaker lineups). To put that in perspective, Jorah Moussa, the highest STR holder in site history at 27 STR with broom and Obnoxiously Strong, only hits 2025 on a single bludger. 175% of 15 STA (1500HP) is 2625.

The other option is WIS, which opens up a sneakier build where you cheat more freely and can moonlight as your team's third Seeker if needed. Pick one and commit, splitting them just makes you mediocre at both.

STR is a scam under most circumstances. What are you going to do with it, Body Blow? Contested Quaffle Grab? High enough ACC means you will unlikely to be in such situation, so only consider it if you've run out of places to put stat points after maxing everything else.

Viable Abilities

Core

  • The Muggle Condition — muggleborns get blessed with that sweet ACC boost
  • Statistically Relevant +2 ACC I — break the ACC cap and make opposing teams start having nightmares about you
  • Statistically Relevant +2 ACC II — yes u can take this twice
  • Evasive Maneuvers I — don't die
  • Evasive Maneuvers II — seriously, don't die

Team Mom Build

  • Savior — save your idiots
  • Rapid Reviver — revive one idiot per game; two idiots in one round with Paragon of Health + Savior, or two uses across different rounds with Healing Sage
  • Death Defiance — needs Healing Sage, which is useless in Quidditch (for now), but hey, resurrection
  • Healing Sage — does nothing standalone but gives Rapid Reviver a second use across different rounds, which is the only reason it's on this list
  • Paragon of Health — more HP for your idiots means less dying… on second thought, maybe not

The Sneaky Build

  • Foulplay — because why play fair
  • Cat's Grace — if you're fouling, may as well not get caught

Miscellaneous

  • Calming Presence — 10% auto-hit, because your team needs all the help it can get
  • Fearless — immune to scary people
  • Charmer — be pretty at people, -1 ACC to everyone on the opposing team who forgot to get Sixth Sense
  • Lovely Creature — be pretty at people, plus make the Snitch harder to catch
  • Sixth Sense — your opponents now need to try harder to cheat on your team
  • Terrible Presence — everyone sucks at aiming now, Beaters without Fearless are also doing reduced damage
  • Chaser's Interception — a scam under most circumstances. against teams that prioritise action economy and put minimal hands on the quaffle... there's nothing to intercept in the first place; that said, if your carry has run out of worthwhile abilities to take, it's not the worst filler

Suggested year 1 stat allocation — STA build

STA 10 EVA 10 STR 0 WIS 5 ARC 0 ACC 10

Suggested year 1 stat allocation — WIS build

STA 5 EVA 10 STR 0 WIS 10 ARC 0 ACC 10
Keeper
ACC — max out EVA — max out

Basically a 4th Chaser who also happens to be the only one that can guard the hoops. Everything in the Chaser section applies, just don't forget the hoops exist every once in a while.

Viable Abilities

The One and Only

  • Keeper's Catch — low proc rate, but if you're playing Keeper you really shouldn't leave home without it

Suggested year 1 stat allocation

See Chaser section above; either build works, pick STA or WIS.

Seeker
ACC — max out WIS — max out EVA — ideally max out too

Basically a 5th Chaser, except you're holding the highest leverage win condition on the field. Most rounds you're either searching for or going after the Snitch, but during chase phase you're free to run regular Chaser shenanigans in the meantime — scoring, fouling, save duty, whatever floats your broom.

All three stats matter and there's no easy answer for which to max first: low ACC means you can't catch the stupid snitch, low WIS means you can't find the stupid snitch, and low EVA means you won't survive long enough to do either.

And unlike your average Chaser who might go an entire match without anyone caring about their existence, congratulations! You're everyone's favorite target practice. Expect to be someone's priority hit list in the first two rounds, guaranteed. Because that's just part of the Seeker lifestyle.

All Chaser abilities apply.

Viable Abilities

Seeker-Specific

  • Keen Eye — the snitch isn't going to find itself, y'know
  • Impartial — immune to that Lovely Creature DC boost nonsense
  • Blindvision — halves any debuff foul applied to you. an absolute unit of an ability
  • Statistically Relevant +2 WIS — some would argue Comprehend Languages is the better pick but the math says otherwise if you need a WIS bump

Suggested year 1 stat allocation

Follow the WIS build under Chaser aboveh.

Beater
ACC — max out STR — max out EVA — ideally max out too

Unlike every other role, STR isn't a scam here! OMG! With 27 STR you can dish out 2025 damage and one-shot our resident HP record holder (which is Koko Riddle with her 20 STA/2000 HP, but please don't do that, having 10 EVA is just asking for trouble) — assuming, of course, the opponent for some reason hasn't assigned save duty, since anyone running that can pull off a 1 HP rescue as long as the target clears the STA roll. I alrdy covered why that's hard to prevent in the Chaser section.

You need all three stats. Defender actions need EVA too so do not neglect your EVA, and STR determines how hard you hit while ACC determines if you hit at all.

Everyone seems to be going Durmstrang-style lately, stacking ACC/EVA while letting STA slide, which probably means STR is quietly losing its place in the arms race. Keep it around 18 after Obnoxiously Strong and broom bonuses and prioritise the other two. Jorah might go down as the site's first and last 27 STR Beater.

Ability Priority

Obnoxiously Strong > Fearless > Rebound > Broken Broomshaft.

Also grab the Chaser core stuff since The Muggle Condition's +3 ACC is too good to pass up, and with the 2025 new patch, dual-wielding is less of a gamble now that one Beater can go ham with two bats while the other handles the dirty work, which also makes Foulplay worth considering.

Pick anything from the Chaser Misc list, but skip the team-buff abilities (Calming Presence, Sixth Sense, Lovely Creature), Beaters already have enough must-haves so just let your Chasers handle the support stuff.

Suggested year 1 stat allocation

STA 5 EVA 10 STR 10 WIS 0 ARC 0 ACC 10
Addendum

Broken Broomshaft is more underrated than people give it credit for (past-me included). It's the only ability on the site that can meaningfully pressure a Savior chaser, because once it triggers, whoever gets saved can't immediately return to their broom — they're stuck, and later in the match the team is forced to either run a Two-Headed Dragon or transfer that player onto a teammate's broom, either way tying up actions and locking the Savior out of save duty in the meantime.

Whether it's worth picking up comes down to one question: does the opposing team have a Savior chaser?