Shooting
Passing
Dribbling
Dexterity
Lower Body Strength
Aerial Strength
Defending
GK 1
GK 2
GK 3
Each stat uses its own research. Colours change only at the listed points; there is no shared 70/80/90/100 scale. A stat with fewer supported points uses fewer colours. Neutral means no point is reached or no numeric breakpoint is established, not that the stat is unimportant.
Markers compare the current underlying value before rounding. Training, manager, arrows and enabled scenarios update it. Read the scope for each stat: some points describe one action or mechanic, not a universal unlock or a recommended build.
No threshold · Blue-grey rows and ∞ identify no-threshold stats. Higher values do not receive milestone markers. Read each stat’s explanation for its effects.
Reported breakpoints
The 1 October Q&A retains 90 for the start of attacking movement. This does not establish that positioning stops improving at 90 or that every player should be trained to it.
Research source2026-10-01
Disputed threshold claim
A controlled earlier-engine test challenged the 92 Ball Control turning-animation theory. It distinguishes receiving/skill control from turning. No current universal numerical threshold was established in the reviewed sources.
Research source2026-01-12
No numeric threshold established
The September 2027-engine tests report slower high-speed dribbling and longer touch intervals. Their 99/99 build and 79-Speed pursuit example depend on the scenario; they do not establish universal Dribbling thresholds.
Research source2026-09-04
No numeric threshold established
The researcher explicitly retired the old 86 turning-foot theory in an earlier-engine report. A later 100-Tight-Possession Gullit review is card-specific gameplay evidence, not a controlled universal 100 threshold. Current numeric steps remain unresolved.
Research sourceEarlier engine / 2026
Reported breakpoints
60/90 are reported breaks in the action-accuracy curve. Gains continue above 90. A displayed 85 plus a qualifying +5 skill can reach 90 for that action only; this is not a separate 85 threshold for all passes or shots.
Research source2026-10-18
Reported breakpoints
60/90 are reported breaks in the action-accuracy curve. Gains continue above 90. A displayed 85 plus a qualifying +5 skill can reach 90 for that action only; this is not a separate 85 threshold for all passes or shots.
Research source2026-10-18
Reported breakpoints
60/90 are reported breaks in the action-accuracy curve. Gains continue above 90. A displayed 85 plus a qualifying +5 skill can reach 90 for that action only; this is not a separate 85 threshold for all passes or shots.
Research source2026-10-18
Mechanic-specific
60 and 90 are heading-accuracy breakpoints from the October analysis. The 3 November report separately identifies 86 Heading on the card for special heading animations. A squad value of 89 can include manager bonuses, so use the card value for the animation requirement.
Research source2026-11-03
Mechanic-specific
Set Piece Taking affects free-kick accuracy and spin. The 30 October report also found a chance of a second trajectory roll on free-kick shots crossing just inside a post. The chance drops as Set Piece Taking rises, with no fixed card-rating threshold identified.
Research source2026-10-30
Mechanic-specific
60/90/99 are segment boundaries in the reported preferred-foot Blitz Curler launch-angle weight. This is a skill-specific formula, not a general curling-shot or scoring threshold. Above 99 has separate processing; it is not declared worthless.
Research source2026-10-17
Reported breakpoints
The 1 October Q&A retains 90 for the start of defensive movement. This is a movement-start finding, not a cap on all defensive performance; old per-point acceleration equivalences are not used.
Research source2026-10-01
No numeric threshold established
The 17 October analysis relates Defensive Engagement to finding a defensive target; the 1 October Q&A discusses earlier retreat under a fully defensive setting. Neither provides a current numeric breakpoint.
Research source2026-10-17
No numeric threshold established
Amadeusz recommends assessing Tackling alongside Defensive Awareness. The reviewed sources do not establish a fixed Tackling breakpoint. Skill-specific tackle motions are not raw attribute thresholds.
Research source2026-10-01
No numeric threshold established
Temporary Aggression bonuses and their activation conditions are documented, but they do not define a numeric Aggression threshold. No fixed target is assigned from those skill bonuses.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
Reported breakpoints
60/90 are reported breaks in the off-ball running-target curve. The researcher notes that the old 96–99 plateau is absent from the recovered formula and unresolved against gameplay timing. Above 90 still contributes.
Research source2026-10-17
Reported breakpoints
Version 27 analysis identifies 60/90. The old 88/91 prescriptions are superseded. Acceleration varies with current running speed; values above 90 still contribute.
Research source2026-10-17
Continuous returns
The 1 October Q&A reports linear returns. The weak-foot analysis gives action-specific ball-speed curves and caps. Neither justifies shared tier boundaries or a universal 90/99 stopping point.
Research source2026-10-01
No numeric threshold established
The reviewed research does not establish a universal Jump threshold. Height, action, aerial conditions and local effects also matter. The site's reach estimate is not evidence for a new engine breakpoint.
Research source2026-10-17
Mechanic-specific
The 3 November report identifies 85 Physical Contact on the card for a special off-ball screen. It also requires active Target Man, height of at least 185 cm, and a position within 45 m laterally and at least 15 m lengthwise from the ball carrier. Manager and skill bonuses do not count. The October report found smooth returns in contact duels.
Research source2026-11-03
Mechanic-specific
Selected targets 80/83/89/94/99 combine different reported branches:80/99 jostling posture,83/89 directional-control recovery,94 shielding transition. Below 80 is neutral and 99 is the final selected visual target. The recovery branch also reports 75/95/100;99 is not a universal engine cap. Credit: wyzzzzzzz, translated in r/Amadeusz.
Research source2026-10-22
Mechanic-specific
70%,40% and 10% describe remaining in-match reserves, not the card's Stamina rating. The report separates attribute fatigue and AI running tiers. These percentages must not become coloured thresholds at Stamina 70/40/10 on a card.
Research source2026-10-19
Reviewed: · eFootball 2027; older evidence is identified below
Offensive Awareness
AttackingAI offensive positioning/runs while the player is not controlled, the higher it is the better the AI controlled player will find the space to score.
Ball Control
AttackingQuality of receiving, settling and controlling the ball, especially the first touch.
Dribbling
AttackingControl of the ball while carrying it, including touches and changes of direction.
Tight Possession
AttackingSmoothness of low-speed turns and Finesse Dribbling control.
Low Pass
AttackingAccuracy, speed, and curl of ground passes and low crosses.
Lofted Pass
AttackingAccuracy, speed, and curl of air passes and lofted crosses.
Finishing
AttackingAccuracy of shots (not power).
Heading
AttackingAccuracy and consistency of shots with the head.
Set Piece Taking
AttackingCurl
AttackingCurve on shots, crosses and set pieces; the effect depends on the selected action.
Defensive Awareness
DefendingAI-controlled man-marking and reaction speed to the ball carrier.
Defensive Engagement
DefendingHow quickly an AI-controlled player identifies a defensive target and engages in defensive play.
Tackling
DefendingAccuracy and success rate of standing tackles.
Aggression
DefendingThe AI's tendency to press and attempt tackles aggressively.
GK Awareness
GoalkeepingSpeed of GK shuffle movement regarding the ball holder and tendency to rush out.
GK Catching
GoalkeepingGK Parrying
GoalkeepingGK Reflexes
GoalkeepingReaction speed to shots.
GK Reach
GoalkeepingVertical and horizontal jump range for saves.
Speed
AthleticismTop running speed without the ball. Community research reports curve breakpoints at 60 and 90, with diminishing returns rather than hard caps. The older 96–99 plateau remains unresolved.
eFHUB community research · 2026-10-19
Acceleration
AthleticismHow quickly a player gains speed without the ball. Reported curve breakpoints: 60 and 90; returns diminish, but higher ratings can still help. Acceleration decreases as running speed approaches its maximum.
eFHUB community research · 2026-10-19
Kicking Power
AthleticismPower of shots and other kicks; the effect on ball speed depends on the action and its animation.
Jumping
AthleticismPhysical Contact
AthleticismAbility to hold off defenders and shield the ball.
Balance
AthleticismAbility to retain balance and recover after being challenged or put off balance.
Stamina
AthleticismRemaining stamina: no attribute penalty at 70% or above. Between 70% and 10%, affected attributes decrease linearly. At 10% or below: Speed/Acceleration ×0.9; Physical Contact, Balance, Kicking Power, Jump, Dribbling, Ball Control, Finishing, Low Pass and Lofted Pass ×0.8.
Offensive Awareness, Heading, Place Kicking, Curl, all four defensive and all five GK attributes are unaffected.
Separate AI running downgrade: below 40%. Captaincy lowers this threshold by 10 percentage points; Fighting Spirit and The Destroyer by 15 each, stacking. These do not protect attributes from stamina penalties.
eFHUB community research · 2026-10-19
Select only conditions met in your scenario. Skills must belong to this build; teammate effects are separate.
Recommended Boosters
1: Technique | 2: Ball Carrying | 3: Fantasista
Each stat uses its own research. Colours change only at the listed points; there is no shared 70/80/90/100 scale. A stat with fewer supported points uses fewer colours. Neutral means no point is reached or no numeric breakpoint is established, not that the stat is unimportant.
Markers compare the current underlying value before rounding. Training, manager, arrows and enabled scenarios update it. Read the scope for each stat: some points describe one action or mechanic, not a universal unlock or a recommended build.
No threshold · Blue-grey rows and ∞ identify no-threshold stats. Higher values do not receive milestone markers. Read each stat’s explanation for its effects.
Reported breakpoints
The 1 October Q&A retains 90 for the start of attacking movement. This does not establish that positioning stops improving at 90 or that every player should be trained to it.
Research source2026-10-01
Disputed threshold claim
A controlled earlier-engine test challenged the 92 Ball Control turning-animation theory. It distinguishes receiving/skill control from turning. No current universal numerical threshold was established in the reviewed sources.
Research source2026-01-12
No numeric threshold established
The September 2027-engine tests report slower high-speed dribbling and longer touch intervals. Their 99/99 build and 79-Speed pursuit example depend on the scenario; they do not establish universal Dribbling thresholds.
Research source2026-09-04
No numeric threshold established
The researcher explicitly retired the old 86 turning-foot theory in an earlier-engine report. A later 100-Tight-Possession Gullit review is card-specific gameplay evidence, not a controlled universal 100 threshold. Current numeric steps remain unresolved.
Research sourceEarlier engine / 2026
Reported breakpoints
60/90 are reported breaks in the action-accuracy curve. Gains continue above 90. A displayed 85 plus a qualifying +5 skill can reach 90 for that action only; this is not a separate 85 threshold for all passes or shots.
Research source2026-10-18
Reported breakpoints
60/90 are reported breaks in the action-accuracy curve. Gains continue above 90. A displayed 85 plus a qualifying +5 skill can reach 90 for that action only; this is not a separate 85 threshold for all passes or shots.
Research source2026-10-18
Reported breakpoints
60/90 are reported breaks in the action-accuracy curve. Gains continue above 90. A displayed 85 plus a qualifying +5 skill can reach 90 for that action only; this is not a separate 85 threshold for all passes or shots.
Research source2026-10-18
Mechanic-specific
60 and 90 are heading-accuracy breakpoints from the October analysis. The 3 November report separately identifies 86 Heading on the card for special heading animations. A squad value of 89 can include manager bonuses, so use the card value for the animation requirement.
Research source2026-11-03
Mechanic-specific
Set Piece Taking affects free-kick accuracy and spin. The 30 October report also found a chance of a second trajectory roll on free-kick shots crossing just inside a post. The chance drops as Set Piece Taking rises, with no fixed card-rating threshold identified.
Research source2026-10-30
Mechanic-specific
60/90/99 are segment boundaries in the reported preferred-foot Blitz Curler launch-angle weight. This is a skill-specific formula, not a general curling-shot or scoring threshold. Above 99 has separate processing; it is not declared worthless.
Research source2026-10-17
Reported breakpoints
The 1 October Q&A retains 90 for the start of defensive movement. This is a movement-start finding, not a cap on all defensive performance; old per-point acceleration equivalences are not used.
Research source2026-10-01
No numeric threshold established
The 17 October analysis relates Defensive Engagement to finding a defensive target; the 1 October Q&A discusses earlier retreat under a fully defensive setting. Neither provides a current numeric breakpoint.
Research source2026-10-17
No numeric threshold established
Amadeusz recommends assessing Tackling alongside Defensive Awareness. The reviewed sources do not establish a fixed Tackling breakpoint. Skill-specific tackle motions are not raw attribute thresholds.
Research source2026-10-01
No numeric threshold established
Temporary Aggression bonuses and their activation conditions are documented, but they do not define a numeric Aggression threshold. No fixed target is assigned from those skill bonuses.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
No numeric threshold established
The reviewed analysis documents GK attribute channels, condition groups and local penalty-save branches. It does not establish a universal numeric threshold for this GK attribute. Keeper builds, body dimensions and skill bonuses cannot substitute for such a test.
Research source2026-10-17
Reported breakpoints
60/90 are reported breaks in the off-ball running-target curve. The researcher notes that the old 96–99 plateau is absent from the recovered formula and unresolved against gameplay timing. Above 90 still contributes.
Research source2026-10-17
Reported breakpoints
Version 27 analysis identifies 60/90. The old 88/91 prescriptions are superseded. Acceleration varies with current running speed; values above 90 still contribute.
Research source2026-10-17
Continuous returns
The 1 October Q&A reports linear returns. The weak-foot analysis gives action-specific ball-speed curves and caps. Neither justifies shared tier boundaries or a universal 90/99 stopping point.
Research source2026-10-01
No numeric threshold established
The reviewed research does not establish a universal Jump threshold. Height, action, aerial conditions and local effects also matter. The site's reach estimate is not evidence for a new engine breakpoint.
Research source2026-10-17
Mechanic-specific
The 3 November report identifies 85 Physical Contact on the card for a special off-ball screen. It also requires active Target Man, height of at least 185 cm, and a position within 45 m laterally and at least 15 m lengthwise from the ball carrier. Manager and skill bonuses do not count. The October report found smooth returns in contact duels.
Research source2026-11-03
Mechanic-specific
Selected targets 80/83/89/94/99 combine different reported branches:80/99 jostling posture,83/89 directional-control recovery,94 shielding transition. Below 80 is neutral and 99 is the final selected visual target. The recovery branch also reports 75/95/100;99 is not a universal engine cap. Credit: wyzzzzzzz, translated in r/Amadeusz.
Research source2026-10-22
Mechanic-specific
70%,40% and 10% describe remaining in-match reserves, not the card's Stamina rating. The report separates attribute fatigue and AI running tiers. These percentages must not become coloured thresholds at Stamina 70/40/10 on a card.
Research source2026-10-19
Reviewed: · eFootball 2027; older evidence is identified below
Offensive Awareness
AttackingAI offensive positioning/runs while the player is not controlled, the higher it is the better the AI controlled player will find the space to score.
Ball Control
AttackingQuality of receiving, settling and controlling the ball, especially the first touch.
Dribbling
AttackingControl of the ball while carrying it, including touches and changes of direction.
Tight Possession
AttackingSmoothness of low-speed turns and Finesse Dribbling control.
Low Pass
AttackingAccuracy, speed, and curl of ground passes and low crosses.
Lofted Pass
AttackingAccuracy, speed, and curl of air passes and lofted crosses.
Finishing
AttackingAccuracy of shots (not power).
Heading
AttackingAccuracy and consistency of shots with the head.
Set Piece Taking
AttackingCurl
AttackingCurve on shots, crosses and set pieces; the effect depends on the selected action.
Defensive Awareness
DefendingAI-controlled man-marking and reaction speed to the ball carrier.
Defensive Engagement
DefendingHow quickly an AI-controlled player identifies a defensive target and engages in defensive play.
Tackling
DefendingAccuracy and success rate of standing tackles.
Aggression
DefendingThe AI's tendency to press and attempt tackles aggressively.
GK Awareness
GoalkeepingSpeed of GK shuffle movement regarding the ball holder and tendency to rush out.
GK Catching
GoalkeepingGK Parrying
GoalkeepingGK Reflexes
GoalkeepingReaction speed to shots.
GK Reach
GoalkeepingVertical and horizontal jump range for saves.
Speed
AthleticismTop running speed without the ball. Community research reports curve breakpoints at 60 and 90, with diminishing returns rather than hard caps. The older 96–99 plateau remains unresolved.
eFHUB community research · 2026-10-19
Acceleration
AthleticismHow quickly a player gains speed without the ball. Reported curve breakpoints: 60 and 90; returns diminish, but higher ratings can still help. Acceleration decreases as running speed approaches its maximum.
eFHUB community research · 2026-10-19
Kicking Power
AthleticismPower of shots and other kicks; the effect on ball speed depends on the action and its animation.
Jumping
AthleticismPhysical Contact
AthleticismAbility to hold off defenders and shield the ball.
Balance
AthleticismAbility to retain balance and recover after being challenged or put off balance.
Stamina
AthleticismRemaining stamina: no attribute penalty at 70% or above. Between 70% and 10%, affected attributes decrease linearly. At 10% or below: Speed/Acceleration ×0.9; Physical Contact, Balance, Kicking Power, Jump, Dribbling, Ball Control, Finishing, Low Pass and Lofted Pass ×0.8.
Offensive Awareness, Heading, Place Kicking, Curl, all four defensive and all five GK attributes are unaffected.
Separate AI running downgrade: below 40%. Captaincy lowers this threshold by 10 percentage points; Fighting Spirit and The Destroyer by 15 each, stacking. These do not protect attributes from stamina penalties.
eFHUB community research · 2026-10-19
A player who takes advantage of any opening in the defence to set up goals and orchestrate attacks.
Plays in line with team instructions and personal traits.
Double Touch
Effect: Enables the Double Touch feint. Also forms the special ball-roll combination with Flip Flap and Sole Control; no fixed attribute bonus is established.
Activation: Perform the skill command.
Cut Behind & Turn
Effect: Enables the Cut Behind turn and the Cruyff-turn fake-shot animation.
Activation: Perform the skill command.
Sole Control
Effect: Enables the special ball-roll combination with Double Touch and Flip Flap. The reviewed tests do not establish a general passive bonus to first touch or dribbling.
Activation: Perform the compatible skill command.
Long Range Drive
Effect: Local Finishing +5 for an eligible controlled curl shot; can exceed 99.
Activation: Perform the qualifying controlled curl-shot animation.
Heel Trick
Effect: Enables heel actions; eligible heel shots use local Finishing +5 and heel passes use local Low Pass +5. These additions can exceed 99.
Activation: Perform a qualifying heel-shot or heel-pass animation.
One-touch Pass
Effect: Reduces error when passing on the first touch.
Activation: Pass immediately upon receiving.
Through Passing
Effect: Local Low Pass or Lofted Pass +5 on the corresponding through ball; can exceed 99.
Activation: Perform a ground or aerial through ball.
Outside Curler
Effect: Enables outside-of-foot passes and shots when a compatible animation is selected. The reviewed current-version sources do not establish a universal release-time or accuracy bonus.
Activation: Perform a pass or curl shot when the outside-of-foot animation is available.
No Look Pass
Effect: Enables no-look pass animations.
Activation: Contextual pass animation.
Low Lofted Pass
Effect: Enables lower-trajectory lofted passes. The result depends on the selected passing animation; no fixed attribute bonus is established.
Activation: Perform a compatible lofted pass; the reviewed sources do not establish a complete list of excluded pass types.
Select up to 5 skills
Select only conditions met in your scenario. Skills must belong to this build; teammate effects are separate.
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