Attributes Guide
Attributes Guide
Attributes Guide
Physical
Acceleration how quickly a player can reach his top speed. Some players have high acceleration
but only average sprint speed so, in this case acceleration become almost irrelevant it is no good
getting to your top speed really quickly if that top speed is not very quick.
Agility the ability to change direction at pace. Players with high agility can perform acrobatic shots
or clearances.
Balance the likelihood of a player staying on his feet during/after a physical challenge. Also affects
how well a player can perform a difficult shot whilst facing away from goal.
Agility and balance influence a players dribbling skill and, more generally, how responsive the player
you are controlling feels. If a player has high stats for agility and balance then they will move fluidly
and be able to get in or out of tight spots. Also, high agility and balance are needed to get the most
out of fast players; your fast player could feel sluggish and a little unresponsive if they lack agility
and balance.
Jumping how high a player can jump/how well he reaches the ball through the air. However, for a
player to be really good in the air they need to have high jumping, strength, aggression and heading
accuracy attributes. Remember to compare the jumping attribute of the player with his height. A
65 player does not need having a high jumping attribute to connect with the ball.
Reactions how well and the amount of time it takes a player to react to certain events (e.g.
spotting opposition runs and attacking loose balls after tackles/deflections). An attribute that is vital
for effective dribbling.
Sprint speed how fast the player runs while at top speed. It needs to be combined with
acceleration, agility, balance and reactions in order to be fully effective.
Stamina affects the amount of time a player can sprint before slowing down. Also dictates the loss
of energy during a match and how fast it recovers after a match.
Strength the likelihood of a player succeeding in a physical challenge/jostle.
Technical
Ball control how well a player initially controls the ball, then how good they are at keeping it under
control. Desirable for dribblers and also for strikers you could have the best striker in the world up
front but if he cannot trap a bag of cement then he is not going to get goals.
Crossing the likeliness of a player finding his teammate in the box when performing a long ball
from the wing. Also dictates the power in the cross (as in the pace of the ball, not distance) and the
amount of curve that he can apply at such pace (coupled with the curve attribute). Also determines
how easy it is for a player to get the ball in the box in the first place. If your winger keeps getting
blocked when you are expecting him to whip the ball in , there is a good chance he has a low
crossing attribute.
Curve how much bend a player can get on the ball. Matters for shots, crossing, short passing and
through balls if an opposing player is obstructing the straight ball to a teammate.
Dribbling how well the player controls the ball while moving. A player with a high dribbling stat will
keep it close to his feet and knock it through tight gaps to beat his opponents.
Finishing the accuracy of shots (using foot), inside the penalty area.
Free kick accuracy the frequency of which a player will hit the target when taking a free kick.
However, some of this is up to you.
Heading accuracy affects your players ability to get their head on the ball, then how accurate that
header is going to be. It applies to headed passes as well as headers at goal.
Long passing the ability to pick out a teammate that is far away. Also determines how quickly the
ball gets to them. This applies to x/ no matter the length of time you hold it, switching the play and
any kind of through ball.
Long shots the accuracy of shots from outside the penalty area.
Marking - your players ability to stay close to an opposing attacker and stop him getting to a
cross/pass from a teammate. Also contributes to tracking runs. AI players will do this off the ball, and
when you are in control of a defender their marking stat will affect how good they are at containing.
Penalties a player with a high penalty attribute will have an easier time scoring a penalty as the
green zone will be bigger and the marker will move slower.
Short passing the players accuracy and speed of passing over a short distance (does not include
through balls).
Shot power the amount of power a player can put into a shot while still keeping it accurate. This is
not power alone. A player with a low shot power can still hit the ball hard into the back of the net
but the longer you hold B/O the more likely he is to miss.
Sliding tackle how well a player can win the ball and keep possession of the ball while making a
sliding challenge without conceding a foul. If the stat is low, he is more likely to miss time the
challenge or kick the ball away.
Standing tackle how well a player can win the ball and keep possession of the ball while making a
standing challenge without conceding a foul. If the stat is low, he is more likely to miss time the
challenge or kick the ball away.
Volleys technique and accuracy of shots taken when the ball is in the air (this tends to be coupled
with the balance trait if he is not fully facing the goal).
Goalkeeper
GK Diving in combination with height determines the goalkeepers ability to reach and make a save
whilst diving through the air.
Gk Handling the frequency that the keeper catches the ball rather than parrying it and whether or
not he holds onto it.
GK Kicking the length and accuracy of goal kicks, from out of the hands or on the ground. The
length and accuracy of throws are partially determined by the kicking attribute but mainly
determined by the long throw trait.
GK Positioning the goalkeepers ability to position himself correctly when saving shots. Implies that
you should rely solely on the AI to position your goalkeeper; henceforth even goalkeepers with high
positioning can sometimes make bad decisions. Do not focus on this attribute too much, if the other
attributes are high enough you can have a good goalkeeper.
GK Reflexes how quickly the goalkeeper reacts to a shot on goal. If the stat is low he will make a
move later or could miss it entirely.
Mental
Aggression - This works in tandem with strength; youll usually find that a player has high scores for
both, rather than one or the other. The frequency of jostling, stand tackling and slide tackling.
Aggressive players generally win more tackles, but also risk giving away more free-kicks.
Attacking positioning a players ability to spot open space and move into good positions that offer
an attacking advantage. The higher this attribute, the more likely a player is to make enough space
to receive the ball in dangerous areas.
Interceptions - This applies more to AI controlled team-mates rather than the player you have
selected, as it determines the ability to read the game and intercept passes. If you have seen players
stick out legs or do something unexpected to prevent a pass, it is likely that they have a high score
for Interceptions.
Vision the players awareness of the position of his teammates and opponents around him. You
may be able to see an AI players run but if the player you are controlling has low vision, he will not
be able to pick out that pass and will most likely opt for something that he can see or just hit it
however hard he wants in the direction you happen to be holding your analogue. Work in tandem
with the long passing attribute.
Additional
Performance consistency type player performance when under pressure from an opponent.
Player awareness how well the player executes his teams tactics.