I love my
Wildsquigz because their studs are so studly (nm the sub-Jackass record, that's my FUMBBL learning curve). That said, I can't argue that ST4/Blodge isn't at least as good as ST4/Block/SS: I've often wished the two ST4 guys had Dodge, and I've often been glad they had Side Step: it's won me games (plural) when opponents pushed on key blocks, and I've lost games (including the last one) because they took pow/pushes. What I can tell you is that 2x ST4/B/G/T/MB/SS is a LOT better than one, and that I need to get either Horkadakk or Jarromrolrg to Legend, because I need mobile Tackle.
My new BOB track:
Rookie teams, first three Skills: First BOB to skill gets Block. The rest can go Block first or Guard first. After Block, MB or Guard, by your tendencies.
#1: Block, Guard
#2: Guard, Block
#3-4: (either track, to taste)
* Third normal skill is Mighty Blow.
* Ignore doubles until Block, then take Dodge or SS (Dodge is better, SS is more fun, both are both good and fun).
* Ignore 10 and 11. Take +ST, duh.
Developed teams: New rookie BOBs don't get Block. You have to earn Block by making it to 16, and there are two ways to do it. If I'm feeling buildy, or if I need more shock value, you get MB and block your way up. If I feel I need a little more oomph to get the Sea of Little Red Dots going, you get Guard, and I don't worry about your SPP total until you hit 13 and I clear up some garbage time.
Stars:
4-skill guys (Block, Guard, MB, in whatever order) get a team skill, which depends on what I've got. Guard, Grab, Tackle, maaay(and sometimes yy)beee Break Tackle, Frenzy or Fend. I'm down on Fend these days, but Stand Firm is an option if I think I can keep him from getting ClawPOMBed to death (like if I get three of them at once: two B/G/MB/SF BOBs and a B/G Troll can be prohibitive.
+ST: Block, MB, Guard, then at 51+, choice of SF, Grab, Break Tackle; Multiple Block is an option after Grab: this invites much gleeful silliness on the LOS and/or cage: should you be so fortunate as to build this monster to Legend (ST5 B/MB BOBs are tough SOBs, but they either attract scary attention or get played around very hard), Stand Firm would make that combo just stupid on a player with no negatraits. Not that I've been there...
Dodge Track: Block, Dodge, Guard, Break Tackle, Tackle. SS on doubles.
SS Track: Block, Dodge, Guard, MB, Tackle. Dodge (and Break Tackle in lieu of MB) on doubles.
Other Strangeness: Only thing I'd consider is +AV at 51+ SPP, to protect the investment (50% save vs non-Claw pows). +MA was good after Block, before TV. Not great, just not terrible.