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If you answered ball handler well the rest of those skills are a waste.
AG also significantly bumps up your Team Value and now that might not sound like a big deal but then your opponents get free Inducements for a Stat Boost that shouldnt even be on this guy. (Taking a Stat Boost or Skill up not normally allowed costs more TV than it does for players that take said skills normally).
I find that AG even on a dedicated runner can be wasteful and especailly early on.
For that guy I'd say if it was more STR than sure that would make since with something like Block and Multiblock on him.
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Claw before Pile ON....Bear in mind that Pile On places your player model in the "prone" position...So ask yourself again how critical it is that this player remain standing and making blocks as often as possible.
If you have to stand up without a "Blitz Move" your player cant block....So Pile On is best after Claw.
With Claw every successful Block means your getting a +1 Shoot at an Armor Break.
Pile On means another +1 BUT your player is also placed in "Prone" position (which is bad)...
So the whole point is to plan on both, for an assassin character.
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I'd say that "Pile On" is pointless since that character has "MB" or "multiblock" just doesnt make much sence to me.
For your Wrackler - I guess he is your safety/ball popper? In which case probably Frenzy.
He'll be ST4 on a blitz, and will have great chances on getting the carrier down (basically only pushes or arrows mean you won't push the ball free). Strip ball is negated by sure hands, which I imagine at the TV you are playing at is more prevalent.
A lot of teams have sure hands on the thrower, ball picker up. But will often hand off to another player to get up field quickly.
But frenzy is a lot more useful all the time, for that reason I like a frenzy wreckler...with horns even better.
I agree about the frenzy on the wrackle