Block (10k)
Dauntless (10k)
Frenzy (10k)
Pro (10k)
Shadowing (10k)
As a random skill on a Human Lineman or Catcher, Dauntless is not a bad early skill. It helps against those rosters that Humans conventionally struggle with. It's also really good on a Stunty player.
Block might be the best skill in the game. Against non-Block players, on 2 dice, it increases your knockdown rate by 35%, or put another way, reduces your chance of failing to knock non-Block players down by 43.75%. It also stops 75% of turnovers against, and reduces Block players' knockdown odds by more than a quarter, increasing fail chances by 77.78%. On 1d blocks, it saves half of all turnovers, and 45% of all turnovers on half-die blocks, in addition to increasing the knockdown chances on both against non-Block players.
Pro is a decent skill late in the turn, late in the half, or when blocking. It's risky, so it's not great when you gotta have it. But on a push/skull or push/push, it's a safe way to fish for pows, or when you aren't sure you'd use a re-roll. Pro is especially good for saving yourself on one-die or half-die blocks, but it's better if you have Block or Wrestle.
Block and Dauntless is a good combo because both are used when blocking. It's also good because Block is a good safeguard for when Dauntless fails.
Dauntless and Pro make for a great combo, and can be used either of two ways. On important blocks, you can Pro the Dauntless roll, keeping a team re-roll safe in case of catastrophe. On less important blocks, Pro can save you if the blocking dice go bad, particularly after failing Dauntless.
Block and Pro is a great way to inflict extra knockdowns, increasing knockdown chance significantly. It's particularly effective as a combo on uphill blocks, but it works on 2-die blocks as well.