u/Mehrubon
Paz: The #1 Player in His Niche
⚽ Rating: AMF T0 Top 10
⚽ Paz: 7-3-9-10-10-4-0 + Agility
Added Skills: Outside Curler, First-time Shot, Pinpoint Crossing
Seeing this title, old followers are probably breaking out in a cold sweat for me again, thinking that Zhuhai is about to get detested for promoting yet another card. But hold on, isn't the point of analyzing a player to explain their unique characteristics? And this title of "#1 player in his niche" isn't just a random label; it actually has some use.
He is the: #1 left-footed, Hole Player Wide AMF.
There really aren't many left-footed Hole Player Wide AMFs. For a 4-2-2-2 formation that needs a right-sided Wide AMF, you either use Messi, or you use a right-footed player whose cutting-in ability will be lacking. If you need a large-model, left-footed Wide AMF with a Hole Player playstyle who primarily cuts inside, Paz is a great option to fill that specific role.
The way Paz cuts inside as a Wide AMF in a 4-2-2-2, see the in-game gameplay—
https://reddit.com/link/1thmf91/video/4yw2ei7xe32h1/player
Paz's ST skills are Visionary Pass + Phenomenal Passing, which allows him to play threatening balls directly from the half-spaces. When he's dribbling, his on-the-ball feel is very similar to Ronaldinho's. His speed is not top-tier, and he doesn't have an advantage in touch frequency; you have to pair him with skill moves to get that silky smooth feel.
Paz's dribbling is very technique-dependent, but if you use his skill moves properly, his large model's wide animation range can get him past a player cleanly, allowing for a composed finesse shot for a goal. Paz's large model provides another advantage at the Wide AMF position, which is that he can provide some pressure on the back post during a cross from the opposite wing. Also, Paz's four defensive stats are better than many dribbling-focused AMFs, so he still serves a purpose as a defensively-tracking AMF. However, his stamina is really not enough!
BT Dimarco, Try Playing Him Like This
Compared to a winger, Dimarco's on-the-ball feel is lacking; compared to a full-back, his mobility is insufficient. The solution is to play him out wide in this 3-2-2-3 setup, paired with the long-lost manager, Amorim.
⬆️ The tall CFs on the team were all smiling.
https://reddit.com/link/1tgcaxg/video/sr18l0gttt1h1/player
Everyone can try out this kind of 3-2-2-3 wide play routine. A more detailed Dimarco player review will be coming later.
Italian League 25-26 Season's Best Poll: Who will you draw from this pack?
reddit.comBT Dimarco/Modrić Pack: Initial Builds & Review
⚽️ Federico Dimarco: 0-3-9-10-10-5-4 + Agility
His stat panel is quite a bit inferior to the full-back Bale's; the point of differentiation is the Cross Specialist playstyle. Compared to Neto, who is also a Cross Specialist, his on-the-ball feel isn't as good, but his advantage is that his four defensive stats are better, allowing him to meet the basic defensive requirements for a side midfielder and full-back. In reality, Dimarco belongs to the "Cross Specialist Side Midfielder" archetype, comparable to the likes of Beckham.
It's important to note that Phenomenal Passing and Edged Crossing cannot be used at the same time. This means that at the twisted body angles where you could use Phenomenal Passing, Edged Crossing will no longer trigger.
⚽️ Nico Paz: 7-3-9-10-10-4-0 + Agility
Compared to Kaká, who has a similar 186cm build, Paz's weakness is that his speed is a whole tier lower, and he doesn't have Momentum Dribbling. His advantages are that his four defensive stats are a tier better, and his playstyle is Hole Player. The Hole Player playstyle, as an AMF, actively tracks back defensively, which can highlight Paz's defensive advantages. I believe this can indeed be considered a differentiated advantage, and he doesn't lose out to Kaká.
Compared to the previous Showtime Yıldız, his disadvantage is ↓5 Speed/Acceleration, but his dribbling and passing technical stats are better. It's a close call, but it can also be considered a differentiated advantage.
I feel that Paz is the strongest player in this pack, but when you compare him back and forth, he's at the level of the bottom of the Top 10, and that's about it.
⚽️ Luka Modrić: 0-2-9-9-12-0-8 + Agility
Another technical Orchestrator. Compared to Pirlo, Modrić is slightly more focused on attack: his Speed/Acceleration is slightly higher, his three core dribbling stats are slightly higher, his player model has a better on-the-ball feel, and with Magnetic Feet, he is more comfortable dribbling in tight circles in the midfield. Pirlo's advantages are a larger model and two tiers higher in his four defensive stats.
This Modrić is very similar to Magnetic Feet Pedri. Both are Orchestrators, both have Magnetic Feet. The difference is that Modrić's four defensive stats are a bit better, while Pedri's dribbling is a bit higher. The fact that Modrić doesn't have Phenomenal Passing is still quite a drawback for a small, quick, and agile Orchestrator.
AMF, the Position with the Worst Playstyle Design
The most successful playstyle design is for CMFs, and the most unsuccessful is for AMFs. Why do I say this? The "success/failure" here refers to whether the various playstyles for a given position are diverse and balanced, rather than being overly monotonous.
See the image below—
The evaluations in the image above are based on the opinions of 25 judges from the pro player group (for the specific scores, see the end of this post). While different playstyles have different uses and there is no absolute 'best' or 'worst,' it's undeniable that some playstyles are unpopular, to the point where even the developers don't want to release new cards for them often.
Most Successful - CMF: All 4 playstyles have high ratings and are spread throughout the Top 10 list:
Most Unsuccessful - AMF: Hole Player completely dominates, with almost all 8 of the Top 5-and-above players being Hole Players:
Recently, the new engine has made the Blitz Curler stronger, and the usage rate of a few Creative Playmakers has increased (e.g., Sneijder). I hope the developers can step up their efforts and release more powerful Creative Playmakers.
Most Awkward - LMF/RMF & LWF/RWF: Even the most popular playstyles for these positions only get a 4-star rating. The wide positions have always been unpopular in eFootball. This is because wide players lack a direct means of attacking the goal and are less efficient in the fast-paced offense and defense of the game. Perhaps continuing to buff the strength of flank-based Blitz Curlers could improve this situation.
Finally, I want to ask: are there any non-meta eFootball friends out there who love using Full-back Finisher and Dummy Runner?
The specific scores—
| Position | Playstyle Name | Average Rating |
|---|---|---|
| CF | Goal Poacher | 4.96 |
| Fox in the Box | 3.92 | |
| Inactive Playstyle | 3.21 | |
| Deep-Lying Forward | 3.17 | |
| Target Man | 2.42 | |
| Dummy Runner | 2.08 | |
| SS | Hole Player | 4.79 |
| Deep-Lying Forward | 3.83 | |
| Creative Playmaker | 2.96 | |
| Inactive Playstyle | 2.96 | |
| Classic No. 10 | 2.42 | |
| Dummy Runner | 2.38 | |
| LWF/RWF | Prolific Winger | 4.17 |
| Creative Playmaker | 3 | |
| Roaming Flank | 2.79 | |
| Cross Specialist | 2.71 | |
| Inactive Playstyle | 2.5 | |
| AMF | Hole Player | 4.92 |
| Creative Playmaker | 3.42 | |
| Inactive Playstyle | 2.71 | |
| Dummy Runner | 2.33 | |
| Classic No. 10 | 2.25 | |
| Box-to-Box | 2.18 | |
| CMF | Box-to-Box | 4.8 |
| Hole Player | 4.4 | |
| Orchestrator | 3.53 | |
| The Destroyer | 3.47 | |
| Inactive Playstyle | 2 | |
| LMF/RMF | Hole Player | 4.29 |
| Box-to-Box | 3.48 | |
| Cross Specialist | 3.46 | |
| Roaming Flank | 3.17 | |
| Creative Playmaker | 3.17 | |
| Inactive Playstyle | 3.04 | |
| DMF | Anchor Man | 4.79 |
| The Destroyer | 4 | |
| Orchestrator | 3.71 | |
| Box-to-Box | 3.08 | |
| Inactive Playstyle | 1.96 | |
| CB | Build Up | 4.88 |
| The Destroyer | 4.04 | |
| Inactive Playstyle | 3.13 | |
| Extra Frontman | 2.21 | |
| LB/RB | Defensive Full-back | 4.71 |
| Offensive Full-back | 4.29 | |
| Full-back Finisher | 2.84 | |
| Inactive Playstyle | 2.83 | |
| GK | Offensive Goalkeeper | 4.83 |
| Defensive Goalkeeper | 3.5 |
A Deep Dive into Goalkeeper Stats: The Definitive Ranking of All 5 Core Attributes
Hi guys, it’s me Mehrubon the translator and today I will be translating an older video of Amadeusz where he talks about each of the 5 GK stats and ranks them in importance. As always, I will attach the original video source at the end of this post, so feel free to double check everything and make sure it is accurate. All credit goes to the Chinese game tester Amadeusz for the incredible research and testing!
Introduction (0:00 - 0:28)
Hey everyone, Amadeusz here.
A good goalkeeper can be worth half your team, while a bad one can ruin your entire match. But what actually makes a goalkeeper good in eFootball?
Today, we're going to do a deep dive into the five core goalkeeper stats to see what they really do, and which ones are the most important.
1️⃣ GK Parrying (0:29 - 3:40)
| GK Parrying | Official Name |
|---|---|
| Japanese Ver. | クリアリング (Phonetic for "Clearing") |
| English Ver. | GK Parrying |
| Official Effect | Indicates a keeper's ability to knock shots to safety to prevent second chances. |
Common Misconception: Many players used to believe this stat governs a goalkeeper's ability to rush out and clear the ball with a big kick in a one-on-one situation (because it used to be called GK Clearing).
The Reality: The official description is about punching or parrying the ball to prevent second chances. It has nothing to do with kicking. My tests confirm that this stat's primary function is to determine how FAR the ball travels after a goalkeeper punches or parries a shot.
The Test: I compared two keepers, one with 99 GK Parrying and one with 40, using identical free kicks.
As we can see, the higher the GK Parrying, the farther the ball travels after a save. A higher GK Parrying stat pushes rebounds farther away from the goal, reducing the chance of a tap-in.
Conclusion: GK Parrying directly affects how FAR the ball travels after a save. It does not mean the keeper will intelligently parry the ball out of bounds. A low GK Parrying stat leads to dangerous rebounds and even a chance of parrying the ball into your own net. At the same time, we've also found that GK Parrying has no relation to the tendency or ability to catch the ball during a save.
2️⃣ GK Awareness (3:41 - 5:30)
| GK Awareness | Official Description |
|---|---|
| Japanese Ver. | GK センス (Phonetic for "GK Sense") |
| English Ver. | GK Awareness |
| Official Effect | Indicates a keeper's reaction speed and affects positioning and recovery speed. |
This stat has been a controversial, unsolved mystery in the community for years. The official descriptions for GK Awareness, Offensive, and Defensive Awareness are all the same: "reaction speed [to the ball]." But what does that mean?
The Test: I had a player dribble horizontally at the top of the box against two keepers: one with 99 GK Awareness and one with 40.
The Result: The 99 GK Awareness keeper constantly and rapidly adjusts their position to match the dribbler's movement, always staying in the optimal spot to cut down the angle. The 40 Awareness keeper is slow to react and can even make incorrect movements (e.g., shuffling left when the attacker moves right).
Conclusion: The game has pre-defined "correct" positions for the AI based on the location of the ball and other players. GK Awareness determines how quickly and accurately your goalkeeper can move to that optimal position. A low GK Awareness keeper is far more vulnerable to conceding long-range shots as well as close-range shots.
3️⃣ GK Reflexes (5:31 - 6:41)
| GK Reflexes | Official Description |
|---|---|
| Japanese Ver. | コラプシング (Phonetic for "Collapsing") |
| English Ver. | GK Reflexes |
| Official Effect | Indicates a keeper's ability to respond to close shots, such as during 1v1s. |
The Misconception: Many believe this is the most important GK stat overall.
The Reality: The official description is "Indicates a keeper’s ability to respond to close-range shots" My tests confirm this; this stat has zero effect on long-range shots.
The Test: I compared a 99 GK Reflexes keeper to a 40 GK Reflexes keeper against both long shots and close-range shots.
Conclusion: GK Reflexes ONLY affects saves on shots taken from close range. A keeper with low reflexes has a noticeable "stutter" or delay in their animation before they dive, which often makes them too late to make the save at close-range. It has no effect on a goalkeeper's ability to save long-range shots.
4️⃣ GK Reach (6:42 - 7:27)
| GK Reach | Official Description |
|---|---|
| Japanese Ver. | ディフレクティング (Phonetic for "Deflecting") |
| English Ver. | GK Reach |
| Official Effect | Indicates a keeper's shot-blocking range against fast-paced or well-placed shots. |
This stat is more straightforward and is often called the "coverage area."
The Test: I compared a 99 GK Reach keeper to a 40 GK Reach keeper against both long shots and close-range shots.
Conclusion: GK Reach determines the size of the area the goalkeeper can make a save in. It has a clear and significant effect on their ability to save both long-range shots and close-range shots.
5️⃣ GK Catching (7:28 - 7:49)
| GK Catching | Official Description |
|---|---|
| Japanese Ver. | キャッチング (Phonetic for "Catching") |
| English Ver. | GK Catching |
| Official Effect | Indicates the player's ability to catch the ball when playing in goal. A higher value means that the player can catch more powerful shots. |
The official description is clear: "Indicates the player’s ability to catch the ball when playing in goal. A higher value means that the player can catch more powerful shots."
The Test: A simple comparison between 99 GK Catching and 40 GK Catching.
Conclusion: A high GK Catching stat allows the keeper to securely hold onto the ball. A low GK Catching stat results in fumbles, which can lead to easy tap-ins for the opponent.
6️⃣ The Importance of Player Model & Jump (7:50 - 9:14)
Height: Height absolutely affects a keeper's saving ability. A 155cm keeper with 99 in all stats cannot save a free kick that a 190cm keeper can comfortably parry. The effect of height is very similar to that of GK Reach. Player model attributes such as Arm Length and Shoulder Width also have an impact.
| Goalkeeper | Height | Arm Length (vs. Avg) | Shoulder Width (vs. Avg) |
|---|---|---|---|
| Donnarumma | 196 | -1 | +3 |
| Courtois | 199 | +1 | -1 |
| Neuer | 193 | +2 | +3 |
| Ter Stegen | 187 | 0 | +3 |
| Čech | 196 | -2 | +4 |
| Oblak | 188 | 0 | +1 |
| Ederson | 188 | -2 | +2 |
| Alisson | 191 | 0 | +1 |
| Handanović | 193 | +1 | +3 |
Jump: Many people think this is important for saves. It is not. My tests show that the Jump stat has no obvious effect on a goalkeeper's diving saves. It is only useful for claiming high balls/crosses.
Final Ranking of GK Stats (9:15 - 9:46)
Based on all the testing, here is my definitive ranking of the five core goalkeeper stats by importance:
1️⃣ GK Reach
2️⃣ GK Awareness
3️⃣ GK Reflexes
4️⃣ GK Parrying
5️⃣ GK Catching
The top three are significantly more important than the bottom two. You can use this as a reference when building keepers in Dream Team. In Dream Team, where all stats are often maxed out at 99, the player model (Height, Arm Length, etc.) becomes the most important distinguishing factor.
Hope this helps! Let me know what you think in the comments.
Source: bilibili.com/video/BV1gq4y1u7By/
Showtime O'Reilly: A T0 Top 10 Contender?
To get the Showtime O'Reilly card, you still need to complete three mission objective lists, with the earliest you can get him being May 28th. But looking at his stat panel and built-in skills, combined with his 193cm/11 leg length model and the Long-reach Tackle ST skill, he is certainly worth looking forward to—
This Showtime O'Reilly, compared to his previous Player of the Week versions, has significant improvements in his three core dribbling stats, passing stats, and defensive stats, truly unlocking his attacking ability. We can now seriously discuss whether his quality is enough to break into the Top 10.
His registered position is LB, and combined with his Full-back Finisher playstyle, this actually fits very well with his real-life tendency to often drift into the central channels to participate in the attack. This playstyle also means he isn't a conventional full-back who just hugs the touchline, but rather one who will often move into the center and fulfill the duties of a midfielder.
Considering this point, my recommended build is to essentially use him as a CMF. For a large-model CMF with an inactivated playstyle, there's really no problem. An inactivated CMF will be a bit more static in their AI movement than a Box-to-Box player, but a large model's job is to hold a defensive position and use their body to hold off opponents in attack. Showtime O'Reilly is perfect for playing this role.
Large-model defensive players are not rare. Showtime O'Reilly's core advantage is this: a 193cm height, 11 leg length, 90 Balance, 90 in the three core dribbling stats, and Speed/Acceleration that can reach the 90/88 passing grade. A player with these qualities who can hold off opponents and turn in midfield is the most comfortable type to use. In the game previously, only Pogba, Ibrahimović, Nick Woltemade, and Kanu could do this. But Pogba's Acceleration is seriously below par, making him more of a stationary playmaker; Showtime O'Reilly, however, overcomes this mobility issue and can truly participate comprehensively in the attack.
The icing on the cake is that his built-in skills come with Double Touch + Marseille Turn. For a free Showtime card, this is truly a sincere effort.
⬆️ Taking a look at the CMF Top 10 tier list, O'Reilly should at least be able to create a differentiated advantage against the similarly 193cm McTominay and compete for a Top 10 spot. O'Reilly's four defensive stats are 4 points lower than McTominay's, but his base attacking stats are significantly higher—
The Clamor is High, I Must Make Amends!
Quite a few people have reminded me that the CMF/DMF tier lists were missing two players—
I. Caicedo (Revote: CMF)
Analysis: Compared to Karembeu, who is also 178cm and has a Medium weak foot accuracy, Caicedo has +4 leg length, +2 to the four defensive stats, and the same Speed/Acceleration (though Karembeu's specialization in Acceleration is actually better). He also has Long-reach Tackle. Caicedo's disadvantage is that he doesn't have Fixed B Form, and his Acceleration, which is very important in the current version, isn't as extreme as Karembeu's.
Compared to Makélélé, another Destroyer, Makélélé has higher defensive stats + Fixed B Form, and also occupies the niche of a tackler with a good on-the-ball feel who can progress the ball. Caicedo definitely still falls a bit short.
There are so many strong CMFs; the gap between the Top 10 and Top 20 is actually very small. Let's see where Caicedo can be placed.
Pro Player Group Comments—
| No. | Submission Time | Comment Text |
|---|---|---|
| 6 | May 12, 11:06 | A mini Makélélé. |
| 8 | May 12, 11:12 | Great on-the-ball feel. |
| 17 | May 12, 11:51 | Serves as a link between tiers, but his Rarely usage /Medium weak foot accuracy is a shame. |
II. Van Bommel (Revote: DMF)
Analysis: 187cm + Fixed B Form + Phenomenal Passing. His stat panel isn't bad either. The DMF position doesn't have that many strong contenders, so if Van Bommel can get on the tier list, he should be given a chance.
Pro Player Group Comments—
| No. | Submission Time | Comment Text |
|---|---|---|
| 3 | May 12, 10:52 | A nerfed version of Rodri. |
| 6 | May 12, 11:06 | Top-tier. |
| 8 | May 12, 11:12 | No weak links in Speed/Acceleration, defensive stats, or passing. |
| 17 | May 12, 11:51 | A better substitute for "The Professor" Busquets. |
Caicedo (CMF): Pro Rank #12
Question 4: [Revote] Caicedo's Ranking as a CMF
| Option | Count | Percentage |
|---|---|---|
| Top 10 (Rice) | 12 | 60% |
| Top 15 (Karembeu) | 3 | 15% |
| Top 20 (Verón) | 2 | 10% |
| Worse than the above | 2 | 10% |
| Pass / Abstain | 1 | 5% |
| Number of valid responses | 20 |
Van Bommel (DMF): Pro Rank #10
Question 5: [Revote] Van Bommel's Ranking as a DMF
| Option | Count | Percentage |
|---|---|---|
| Top of the Top 10 (O'Shea) | 9 | 45% |
| Bottom of the Top 10 (Busquets) | 3 | 15% |
| Top 15 (Gattuso) | 0 | 0% |
| Top 20 (Davids) | 2 | 10% |
| Worse than the above | 3 | 15% |
| Pass / Abstain | 2 | 10% |
| (Blank) | 1 | 5% |
| Number of valid responses | 20 |
Valverde: In-Game Review & Rating
⚽ Rating: T0 (The old card was outside the Top 15; the new card is a minor power-creep, but not a game-changing one)
⚽️ Valverde: 0-8-10-8-8-2-8 + Agility
Added Skills: Outside Curler, Double Touch, Aerial Superiority
A very standard, well-rounded Box-to-Box midfielder. He can run, he can dribble a bit, and he can unleash powerful shots (Low Screamer). His four defensive stats are also at a 90 level, which meets the defensive awareness threshold so he basically doesn't get the acceleration debuff. He has Fortress, so when leading in the second half, his Defensive Awareness/Tackling gets a +5% boost, making him even more solid with a lead.
In-Game Gameplay—
https://reddit.com/link/1ta75b1/video/z72ldasx3j0h1/player
In-game, his ball progression and shooting are satisfying, and he also contributes defensively. However, his essence is still that of a workhorse. With a model in the 180cm range, his on-the-ball feel is indeed not as good as Seedorf's, and his defending, limited by his model, is not as good as a long-legged monster like Bellingham.
He's best suited as a backup for Seedorf.
Standout Midfielders 25-26 Season's Best Poll: Who will you draw from this pack?
reddit.comThe Official Skill Description is Unclear? I've Tested It and Cleared It Up!
Quick Recap: The effect of Fortress is: when leading in the second half, the player with the skill gets a +5% boost to their own Defensive Awareness and Tackling stats.
The original skill description reads: "Improves player's defensive abilities after the second half mark, as long as the team has a goal advantage." Many friends raised a question: the activation condition seems like it could be interpreted as being dependent on the score at the moment the second half begins.
Specifically, does the skill activate in these two scenarios?
1️⃣ You are not leading at the start of the second half, but you take the lead later on.
2️⃣ You are leading at the start of the second half, but the opponent later equalizes.
To be honest, I personally think the skill description is already quite precise, but everyone still wants to see it with their own eyes. So, let's give it a try. The test will still use the "reverse-deduction from running animation" method—
Scenario 1: Taking the lead after the second half has started.
https://i.redd.it/xdjr52lntc0h1.gif
⬆️ Conclusion: The skill activates.
Scenario 2: Leading at the start of the second half, but then the opponent equalizes or even takes the lead.
https://i.redd.it/44hiemkotc0h1.gif
⬆️ Conclusion: The skill deactivates.
So, we can summarize the activation conditions for Fortress as follows: ① be in the second half, ② have a lead.
I've discovered a very interesting phenomenon: when discussing player builds, some friends will praise the builds of certain foreign pros (especially from the Japanese server) who max out the four defensive stats to 100 without adding much to Speed/Acceleration, believing that this makes the defender perform much better in-game. Then, when discussing Fortress, many friends will say that the 5% boost to Defensive Awareness/Tackling doesn't feel very strong. So, are the four defensive stats impactful or not?
My personal view is that the four defensive stats are definitely important, but not so important that they are a full tier above Speed/Acceleration or player model. That's why I always recommend a balanced build, trying to hit the Speed/Acceleration thresholds. At the same time, Fortress is definitely a bit more valuable than many people imagine, but it's certainly not as good as Long-reach Tackle.
A lot of the time, our preconceived notions really do affect our in-game feel.
Link-up Play Tier List
After the dual-group rating, the strength of the various Link-up Plays can be divided into 3 tiers—
Capello's Over-the-Top Pass A for a DMF finding a CF, even though it has been nerfed slightly, still possesses a formidable tactical threat. It is indeed the #1 Link-up Play—
https://i.redd.it/4xzk2xq0oc0h1.gif
As for Beckenbauer’s Breakthrough Pass B for a CMF finding a CF, although it doesn't trigger a special forward run, it can enhance passing accuracy and the smoothness of the first touch. Moreover, its trigger conditions are more common than Over-the-Top Pass A. It's a "silent but deadly" type of tactic. See the gameplay—
https://reddit.com/link/1t9e4u5/video/dmpy1110oc0h1/player
A detailed evaluation table for all Link-up Plays can be found at the end of this post
| Link-up Play | Evaluation Summary |
|---|---|
| Over-the-Top Pass A [Capello] (DMF → CF) | A Classic Tactic (Like "a dog catching a frisbee"): Was once a god-tier link-up play. Although its accuracy has been nerfed in the current version, it's still usable. It has specific player requirements; currently, a large-model DMF (like Rodri) is a good fit, but in some situations, the benefits are not as good as a meta defensive DMF (like Vieira). |
| Over-the-Top Pass B [Rijkaard] (CMF → LWF/RWF) | Specific Role Enhancement: Can trigger a prolific winger to make runs similar to a Roaming Flank. |
| Over-the-Top Pass C [Klopp] (CB → LWF/RWF) | High-Threshold Tactic: Extremely demanding of player stats. It strictly requires the defender to have a Lofted Pass stat of 80+, and at the same time, the winger needs to have an extremely high initial burst of speed. |
| Diagonal Long Pass A [Mourinho] (AMF → LMF/RMF) | Stat & Model Driven: Requires the AMF to have extremely high passing stats, and it's also recommended to choose a wide midfielder with a larger player model to ensure they can successfully receive the pass. |
| Diagonal Long Pass B [Guardiola] (LWF/RWF → LB/RB) | A Niche Tactical Choice: Has a relatively strong element of fun. In practice, it heavily tests the player's ability to spot open space on the weak side and make a large-scale switch of play. |
| Breakthrough Pass A [Alonso] (AMF → CF) | Quick Counter First Choice: The feel of the through ball is very comfortable, making it a meta choice for a quick counter system. It has great chemistry with Goal Poacher CFs; however, there is some feedback that its diagonal run trigger is most effective in a two-striker formation. |
| Breakthrough Pass B [Beckenbauer] (CMF → CF) | Practical & Versatile Choice: The most adaptable and practical ordinary tactic. It effectively improves the stability of a CF's first touch, which directly helps with linking up for a shot. Some players feel the improvement isn't obvious, but its strength lies in its consistency. |
| Aggressive Centering A [Allegri] (LMF/RMF → CF) | No evaluation |
| 1-2 Cut-in A [Cruyff] (LMF/RMF → CF) | No evaluation |
With Fortress Confirmed, Let's Review the Top 10 CBs
My recent testing has confirmed the mechanism for Fortress: +5% to Defensive Awareness and Tackling (Aggression and Defensive Engagement are yet to be confirmed). Today, let's examine the Top 10 CBs from the perspective of this ST skill.
In the table below: "DA" represents Defensive Awareness, and "Tack" represents Tackling—
(The table above is based on a +10 to the Defending group, which is a common build for meeting the 90 Speed / 88 or 91 Acceleration thresholds, and it's also the build I most commonly recommend.)
"With Fortress" row: No Fortress indicates the player does not have the Fortress ST skill.
"Stat Cap" row: This is based on the primary booster. Because some players' primary booster does not increase Defensive Awareness (e.g., Stam), their boosted Defensive Awareness after the Fortress effect cannot break the 99 stat cap.
As you can see, a +10 to the Defending group is a perfect fit for the Fortress boost. For example, Desailly's boosted stats become 100 DA / 102 Tack, and Pepe's become 99 DA / 102 Tack, both of which are right near the booster cap.
What's interesting is that I've discovered the game is quite cautious about giving a player both Fortress and Long-reach Tackle at the same time. Not a single one of the top-ranked large-model defenders has both. In the Top 10 tier list, only Pepe, Thuram, and Bergomi have both. Expanding to other positions, among commonly used players, only Gattuso, Edmílson, Puyol, and Costacurta have this combination.
To some extent, this actually demonstrates how highly the developers rate the Fortress ST skill.
Showtime Dembélé: Final Rating
Showtime Dembélé has been out for five days (coming to the Chinese server later), and he has now entered the dual-group rating phase.
Compared to the Ballon d'Or Dembélé, this card has +2 Physical Contact and Tight Possession, making him a bit more robust, and his stat panel has a slight lead. The lack of his important skill, Momentum Dribbling, lowered my initial expectations for this Showtime card. However, after playing with him for these past few days, several friends in the pro player group have indicated that this Showtime card is a bit better than they expected. Having higher physical stats + Phenomenal Finishing makes this Showtime Dembélé lean a bit more towards being a finisher.
Especially for players who like to use Acceleration Burst, this skill, while still not meta, is quite strong in the current version if you know how to use it. It can be a unique weapon.
Pro Player Group Comments:
| No. | Response Text |
|---|---|
| 2 | His finishing ability is strengthened. Acceleration Burst creates separation, and at the same time, it's very easy to score with his high Kicking Power and Phenomenal Finishing. |
| 4 | God-tier stats and a great on-the-ball feel. |
| 9 | The on-the-ball feel with Momentum Dribbling is the main reason to play Dembélé. |
| 12 | The on-the-ball feel of Dembélé without Momentum Dribbling is still very good. Dembélé himself just has a great feel on the ball. Now that he has an added Phenomenal Finishing skill, his finishing ability is even stronger. And if you play well with Acceleration Burst, he's really a beast. It depends on whether you want a playmaking Dembélé or a finishing-focused Dembélé. "Some like carrots, some like cabbage; to each their own." There is no single right answer. |
In-Game Gameplay—
https://reddit.com/link/1t883lv/video/yyb8fv5or40h1/player
Pro Group: Dembélé ranked #7 (Not as good as Ballon d'Or Dembélé)
| Option | Count | Percentage |
|---|---|---|
| Top 3 | 2 | 15.38% |
| Top 5 (and better than Momentum Dribbling Dembélé) | 2 | 15.38% |
| Top 5 (but not as good as Momentum Dribbling Dembélé) | 6 | 46.15% |
| Top 10 | 1 | 7.69% |
| Pass / Abstain | 1 | 7.69% |
| (Blank) | 1 | 7.69% |
| Number of valid responses | 13 |
Bruno/Vini Jr: Final Rating
Bruno Fernandes has been out for five days (coming to the Chinese server later), and he has now entered the dual-group rating phase.
After playing with him for five days, I've managed to get a few nice highlight clips of Bruno's chip passes and long-range assists. But aside from that, there hasn't been much of a standout performance. I estimate that by next week, not many people will be using him anymore. However, he can still compete for a spot in the Top 10 for AMFs.
Pro Player Group Comments:
| No. | Comment Text |
|---|---|
| 2 | A good passer, but lacks the ability to create on his own. His ceiling isn't very high. |
| 6 | Decent in a two-AMF setup. His pass trajectory has a noticeable curve. A sentimental card. |
| 9 | He has a certain level of strength in a 4-2-2-2, but he still has a hard time making it into an end-game squad. |
In-Game Gameplay—
https://reddit.com/link/1t87ldg/video/hhrwlc35o40h1/player
Also, the evaluation of the new Vinícius Júnior is worth discussing. At first, it was thought that his Medium weak foot would be a major negative, but the new version's advantage lies in having the Prolific Winger playstyle and a powerful Blitz Curler. Now that Blitz Curlers have returned to a strong period in the meta, especially for a wide player who now has the option to either break through or use a Blitz Curler, it's quite interesting.
Pro Player Group Comments:
| No. | Comment Text (for Vini Jr.) |
|---|---|
| 2 | His versatility is not as good as the last one, and his all-around passing and shooting are also slightly worse. |
| 9 | The change to the Prolific Winger playstyle + Blitz Curler in exchange for a worse weak foot is worth it. He's completely outclassed in other positions. |
The LWF/RWF & LMF/RMF are niche positions. When there are many players to rate, we don't open a public vote, so we are publishing the pro player group's opinion results.
New Vinícius Júnior (LWF/RWF): Pro Rank #8 (Powercreeps the old card)
| Option | Count | Percentage |
|---|---|---|
| Top 3 | 0 | 0% |
| Top 5 (i.e., better than the old version) | 6 | 46.15% |
| Top 10 (i.e., worse than the old version) | 3 | 23.08% |
| Pass / Abstain | 3 | 23.08% |
| (Blank) | 1 | 7.69% |
| Number of valid responses | 13 |
New Vinícius Júnior (LMF/RMF): Pro Rank #11 (Powercreeps the old card)
| Option | Count | Percentage |
|---|---|---|
| Top 5 | 1 | 7.69% |
| Top 10 and better than the old version | 4 | 30.77% |
| Top 10 but not as good as the old version | 3 | 23.08% |
| Not in the Top 10 | 1 | 7.69% |
| Pass / Abstain | 3 | 23.08% |
| (Blank) | 1 | 7.69% |
| Number of valid responses | 13 |
Bruno Fernandes (AMF): Pro Rank #13 (Just makes it into the Top 10 tier)
| Option | Count | Percentage |
|---|---|---|
| Top 5 | 0 | 0% |
| Top 10 | 7 | 53.85% |
| Top 15 | 4 | 30.77% |
| Worse than the above | 1 | 7.69% |
| Pass / Abstain | 0 | 0% |
| (Blank) | 1 | 7.69% |
| Number of valid responses | 13 |
Showtime Griezmann: In-Game Review
⚽️ Rating: SS/AMF T0.5 (Raúl T0, Showtime Griezmann T0.5 is very reasonable)
⚽️ Griezmann: 5-4-8-11-11-2-0 + Striker's Instinct
Added Skills: Outside Curler, Long-range Shooting
Highlights:
1️⃣ Super-high Offensive Awareness and super-high Acceleration, combined with the space-finding AI of a Dummy Runner, makes him very interesting to play with. He often makes diagonal runs that creates some open space.
2️⃣ Visionary Pass + Low Screamer, combined with the above stat panel, truly achieves a balance between passing and shooting.
3️⃣ Compared to the old Big Time Griezmann, his Physical Contact is thankfully +13 and his Kicking Power is +5, making him a better fit for the current version of the game.
Considering that he won't often be making long, straight-line sprints, a Speed of 88 is acceptable. As such, I added fewer points to the speed progression group, and his Stamina doesn’t hit 87. His progression points are still tight, and besides, this card is more of a surprise weapon; he doesn't necessarily have to be a starter for the full 90 minutes.
The Dummy Runner playstyle loves to make diagonal runs and will often drift into the half-space to play a pass. He plays a bit like a supporting player, so I've given a balanced build to both his passing and shooting.
In-Game Gameplay—
https://reddit.com/link/1t85yi6/video/1ip6v7tlc40h1/player
Compared to other Dummy Runners:
1️⃣ vs. Fermín López — His advantage is +8 Offensive Awareness, which allows him to better leverage the elusive, surprising runs of a Dummy Runner.
2️⃣ vs. Raúl — Raúl has +1 Offensive Awareness, +6 Speed, +2 Acceleration, +5 Stamina, and a better weak foot. Griezmann really can't find any significant advantages here 😅. Having Visionary Pass allows him to act as a supporting player and play a few chip passes, I guess.
Special thanks for this post to: CNFC-Yuanfang de Xianyu, for providing opinions and help. You can also follow him on Pingqiu (大众评球)—
Revealed! The GK Directing Defence Buff
To test how much Defensive Awareness GK Directing Defence adds, my test method is:
https://i.redd.it/fu5tmq5cbxzg1.gif
Use an attacking corner to create a stable initial state. At this moment, the defending player (red circle ⬆️) will be in a fixed position. After the ball is played, I then control him to sprint forward. The position he is in clearly belongs to the "deep in your own territory" zone.
Because Defensive Awareness affects Acceleration below a certain threshold, and because Acceleration below 88 also causes a player's running animation to change as it decreases, by comparing the running animations, we can know if the Defensive Awareness has been changed.
First, let's verify the stability of this test method:
https://i.redd.it/ox5d3cbebxzg1.gif
Absolutely perfect! The influence of randomness has been eliminated.
Now, let's see if this scenario can reflect a difference in Defensive Awareness:
https://i.redd.it/4tv3a20gbxzg1.gif
Excellent! The change in Defensive Awareness is clearly presented in the difference between the running animations.
Below, we'll start the test, comparing with and without GK Directing Defence.
https://i.redd.it/ofwh7ntibxzg1.gif
So, is it possible that GK Directing Defence adds a very small amount of Defensive Awareness, say just +1, and is therefore impossible to observe through testing? Let's look at the comparison below—
https://i.redd.it/oif4ebblbxzg1.gif
Even a 1-point difference in Defensive Awareness can be tested in this experiment.
Then there is only one answer: GK Directing Defence does not boost Defensive Awareness. The “improves the defensive abilities” in the official description should be referring to a negligible increase to the Tackling stat.
So, what a goalkeeper can direct is not the positioning of the defensive line, but their tackling actions 😅.
After revealing the mechanism of GK Directing Defence, has your evaluation of this skill changed?
(Translator TL;DR: Despite the official description, the Showtime skill GK Directing Defence does not boost the Defensive Awareness or positioning of your defenders. It appears to only provide a very minor, almost unnoticeable boost to their Tackling stat.)
Standout Guardians 25-26 Season's Best Poll: Who will you draw from this pack?
reddit.comIs the Season's Best Pack Worth Pulling? A Look Back at Past End-of-Season BT Packs
With the release of this Monday's Season's Best Attackers pack on the international server, it means the game has entered the stage of various End-of-Season Best BT packs. A friend asked, what is the quality of these end-of-season packs, and will they be easily power-crept in the new season?
Today, let's take a look back at the various End-of-Season Best BT packs from last year. The last pack of the season should be the one with the highest popularity—
I. Squad Pillars 24-25 Season's Best
This pack was deeply impressive. My headline at the time was, "If you don't pull this pack, what are you even pulling?" Because the quality was truly too high: Van Dijk was a T0 Top 3 CB (at the time), Hole Player Bellingham was the T0 #1 CMF, and Visionary Pass de Jong was also a T0 Top 5 CMF.
A trio of superstars in one pack, even stronger than some 250-player packs!
II. Italian League Season's Best
For leagues with less viewership like Serie A, it's easy for them to use the Season's Best theme to release some cards that have unique characteristics (like height) but have always had underwhelming stat panels. The 193cm Box-to-Box midfielder McTominay with Phenomenal Passing was extremely perfect, and was only recently power-crept out of the T0 Top 5.
And then there's the #1 GK I've been hyping, Savić. At 202cm with 11 shoulder width, 8 arm length, and 13 leg length, he is still one of the Top 3 GKs to this day.
III. Spanish League Season's Best
The #1 ball-carrying midfielder at the time, BT Pedri, and Phenomenal Finishing Mbappé. A year later, these two are still in the T0 Top 5!
IV. European Clubs Season's Best
Kvaratskhelia, with his unique large-model Blitz Curler winger profile, won the affection of some players. He is still a Top 10 winger today.
V. European Club Championship Season's Best
The Dembélé from this pack was likely a case of them deliberately holding back for the Ballon d'Or version. The overall quality of the pack was average.
VI. English League Season's Best
Salah's winger attributes don't fit well with the majority of players who don't use wingers. Gabriel was at the bottom of the Top 10 for CBs for a while. Gravenberch was a rare large-model midfielder with Long-reach Tackle at the time, but his stat panel was mediocre.
VII. Big Time & Show Time Portugal (Nations League)
In an era before the 196cm defenders had arrived, BT Ronaldo was the #1 player for combining ground and air duels. A year later, he was only just power-crept out of the Top 5. Vitinha has a great on-the-ball feel. Mendes is also an excellent pacey tank, and is still a T0 Top 10 attacking full-back to this day (though maybe not after tonight).
The quality of this pack is pretty average. Palmer's player model isn't a great fit for a ball-carrier, and Marquinhos is classically weak no matter what kind of card they release.
There's also Lamine Yamal's Season's Best Breakout Stars.
Conclusion: The game's developers are always looking for opportunities to release powerful cards for popular players (as releasing an artificially overpowered 'lab-grown' player is likely to get them roasted hard by the players). Therefore, the Season's Best packs are actually a time when new cards are often very strong. However, this also depends on the player's own characteristics. Some players, like Marquinhos, are weak no matter how they release him, so even putting him in a Season's Best pack would be in vain.