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Gridiron Notes: X-Factors and Superstar Abilities Requirements in Madden Ultimate Team

Jake Stein and RG breakdown X-Factors and Superstar Abilities Requirements in MUT and how they impact Salary Cap mode

Madden NFL 20

Hey Madden Community!

KRAELO (aka Agent K) here! Welcome back to another installment of Madden 20's Gridiron Notes. For those that are new to Gridiron Notes, Gridiron Notes is where we keep you up-to-date with the latest Madden 20 news. Our goal with this series is to provide you with deeper insight into our game and update you when we have new and relevant information to share about Madden 20.

Today, our goal is to provide you some more details around the requirements for X-Factors and Superstar Abilities in Madden Ultimate Team (MUT). We also want to provide you some early information about how X-Factors and Superstar Abilities play a role in the Salary Cap mode. 

So without further ado, let’s get into it and have Jake Stein, Producer on the Madden Ultimate Team, kick things off!

From the Developers

Hello Madden Fans,

Jake Stein here from the Madden Team! I wanted to take a few minutes as we lead into Madden NFL 20 to talk about the design philosophy we used to implement X-Factors and Superstar Abilities in Madden Ultimate Team (MUT). Those Abilities provide such a compelling and authentic way to play Madden and we were challenged with finding the best way to incorporate that gameplay story inside of MUT. What we ultimately (no pun intended) decided on was to add “archetypes” to Ultimate Team and then broke down the Superstar Abilities into “tiers”. Let’s dive a little deeper…

Archetypes

First step is the addition of archetypes. Doing this provided Ultimate Team the power to separate all of the Superstar Abilities into the archetypes that only made sense for each ability. So, for example QBs have four archetypes – Field General, Improvisor, Scrambler, and Strong Arm. Now let’s take a look at “Red Zone Deadeye” which gives any player with this ability perfect pass accuracy in the red zone. This ability is available for every QB archetype except for Scrambler.

Tiers

The next thing after placing Superstar Abilities into archetypes was to make a pass at breaking them up into 3 Tiers with Tier 3 being what we considered to be the most powerful ability that archetype should get. Let’s go back to the Red Zone Deadeye example. I mentioned that 3 of the 4 QB archetypes can equip this ability but they don’t all unlock it at the same time. For Improvisor, Red Zone Deadeye is a Tier 3 ability meaning it will take a higher OVR to gain access to it. Strong Arm unlocks it at Tier 2 and Field General gets it right away at Tier 1. There’s a little bit of nuance but in general you can expect Power Up players to gain access to Tier 1 Abilities at 80 OVR, Tier 2 at 85 OVR, and Tier 3 at 90 OVR.

Now those of you who played Ultimate Team in Madden NFL 19 are familiar with the upgrade system (i.e. Power Ups) and the mechanic of getting to choose what chemistry, ability, etc. you wanted to equip for that player. The same concept is back when it comes to choosing these Superstar Abilities. You will unlock the “Tier 1 Slot” and then open it up to see what your available choices are. What’s also back is the concept of needing to meet certain OVR and/or attribute rating requirements in order to gain access to the ability. A good example of this would be Gunslinger. For Improvisors and Field Generals, you must be 95 OVR and have 95 Throw Power in order to have the option to choose Gunslinger in your Tier 3 bucket.

Hopefully you have a good sense of how the system design is working so far. There are still two more aspects to cover. So, in this world, players do not get more than 3 Superstar Abilities and we feel like at launch only having (at most) a single Tier 1, 2, and 3 ability is a balanced approach.

However, we know Ultimate Team is a journey, so we have plans in place for players to gain access to additional choices as the year goes on. What that means is that when you reach certain OVR thresholds, your Tier 1 or Tier 2 buckets will receive abilities from the higher Tiers.

Breakdown:

  • At 93 OVR, the Tier 1 bucket will also have Tier 2 choices
  • At 96 OVR, the Tier 2 bucket will also have Tier 3 choices
  • At 99 OVR, the Tier 1 bucket will also have Tier 3 choices

So, if you’re having a real tough time choosing between Cross and Post Specialist in the Tier 2 Route Running bucket, you’ll be able to use your Tier 1 bucket to select one of these once that player hits 93 OVR.

Lineup

The last aspect to cover is how you’ll have to “elect” which 3 players on offense and which 3 players on defense you want to have these abilities activated when you go into game. In the lineup screen, there’s a spot where you can choose which players you want to use and only those 6 total players will have X-Factors and Superstar Abilities activated when you play a game. You’ll always have the option to go in and tweak that loadout as many times as you want but it will need to be done from the lineup screen. 

Superstar Abilities were the tough ones to figure out! The X-Factor abilities are much more straight forward. We are allowing any archetype to choose any X-Factor that makes sense for that position. The requirements to enter and exit the zone are tuned the same way that the rest of Madden has it tuned. Power Ups gain access to the X-Factor slot after melting in the Core item in the upgrade tier.

We understand there’s a lot to unpack here. We have plans to have this information integrated into your play experience in the near future to help with any questions or confusion.

Jake Stein (Follow Jake Stein on Twitter @Jstein2469)

X-FACTORS AND SUPERSTAR ABILITIES REQUIREMENTS

Huge S/O to Jake Stein for the detailed breakdown on how X-Factors and Superstar Abilities will work in Madden Ultimate Team. We all know how much our players love data and information, so Jake Stein and RG put together the following spreadsheet below that looks at each Archetype and what Abilities are available for each one. The best way to use this spreadsheet is to find your Archetype (e.g. Field General - QB) and then click on the filter and deselect N/A so that you can see at what Tier the ability will be available and any additional requirements needed as well (e.g. Tier 3: 95 OVR/95 THP).

8/23/2019 Update: The X-Factors and Superstar Requirements spreadsheet has been updated for the following positions: OL, FB, and K. The spreadsheet also contains a tab highlighting the Salary Cap costs for the new Offensive Line Superstar Abilities.

 

X-Factor & Superstar Requirements (MUT) V3.xlsx

Download

 

Now let’s hear from RG, one of the Game Designers on the Madden Team who has been working on how X-Factors and Superstar Abilities will work in the Salary Cap mode in Madden Ultimate Team. 

X-FACTORS AND SUPERSTAR ABILITIES IN SALARY CAP MODE

Hey Madden Fans! RG here!

If we are talking about abilities in MUT we also need to talk about their impact in MUT Salary Cap (Don’t worry MCS guys, we got you!).

Shown below are some key notes around abilities in Salary Cap that we want players to have going into this upcoming M20 season.

Cap Costs

  • Much like ability chemistries or “red chems” as our community came to call  them last year, X-Factor & Superstar abilities will have a salary cost associated with them when used in Salary Cap mode.  A breakdown of the cap cost for each ability is shown at the bottom of this article for reference.  

Updated Cap Formulas

  • We have updated the salary formula for every position going into M20.  These changes help ensure we are valuing each rating for each position the best we can as we go into M20.  Some examples of these changes are:
  • Increased the weight speed has for a QB's value
  • Lowered the Max Salary for Dline and LB's
  • Lowered the Max Salary of Oline
  • And any more!

Equipping Abilities

  • It is important to note that Salary Cap will be using the same roster limits for abilities as the rest of MUT.  What this means is that players can equip a max of 3 players on each side of the ball (i.e. Offense/Defense) who will have access to abilities (6 players total).  This system will not only help game balance but will also help salary cap players avoid situations where they find themselves having to constantly equip or unequip abilities from their players as they bounce between modes.  Now in M20 if you don’t want a player’s abilities to count toward your cap cost simply do not equip that player in one of your 6 ability slots at the roster screen.  

Updates

  • A big goal for the team this year is to keep Salary Cap fresh and updated.  This means users should expect a variety of updates throughout the year that will be directed to adjusting the different cap cost within Salary Cap mode.  Anything from the total cap, player salaries, ability salaries, or even a positions specific salary formula are all things that could be impacted by these updates.  The team will be using a variety of data throughout the season to ensure these cap updates help maintain game balance, creativity, and more importantly fun.  

More Salary Cap Info Coming Soon

  • Keep an eye out for future Gridiron Notes where we will be posting future updates coming to the Salary Cap mode.

 

RG (Follow RG on Twitter @RG_Madden)

X-FACTOR ABILITY CAPS

X-Factor Ability X-Factor Ability Description Position Cap Gambler Can't be intercepted by AI defenders QB 40 Pro Reads Highlights the first open receiver while in the pocket QB 15 Blitz Radar Highlights extra blitzers after the ball is snapped QB 20 Run & Gun Can't be intercepted by AI while throwing on the run QB 35 Fearless Throw accuracy is unaffected by defensive pressure QB 20 Bazooka Max throwing distance increased by 15+ yards QB 25 Wrecking Ball High success rate on next three trucks or stiff arms HB 35 First One Free High fakeout rate on next juke; spin; or hurdle HB 35 Freight Train Increased chance to break the next tackle attempt HB 35 Rac 'em Up Wins RAC catches vs. single coverage WR/TE 30 Max Security High success rate on possession catches WR/TE 30 Satellite Wins RAC & possession catches vs. single coverage WR/TE 35 Double Me Wins aggressive catches vs. single coverage WR/TE 35 Fearmonger Chance to pressure the QB while engaged with a blocker Dline/LB 25 Run Stuffer Block shedding is more effective vs. run plays Dline/LB 25 Unstoppable Force Pass rush wins lead to quicker block shedding Dline/LB 40 Reinforcement Higher chance to defeat run blocks and disrupt catches Dline/LB 35 Shut Down Tighter coverage and more INTs on contested catches Dline/Safety LB 30 Zone Hawk More catch knockouts and INTs in zone coverage Dline/Safety LB 35
X-Factor Ability X-Factor Ability Description Position Cap
Gambler Can't be intercepted by AI defenders QB 40
Pro Reads Highlights the first open receiver while in the pocket QB 15
Blitz Radar Highlights extra blitzers after the ball is snapped QB 20
Run & Gun Can't be intercepted by AI while throwing on the run QB 35
Fearless Throw accuracy is unaffected by defensive pressure QB 20
Bazooka Max throwing distance increased by 15+ yards QB 25
Wrecking Ball High success rate on next three trucks or stiff arms HB 35
First One Free High fakeout rate on next juke; spin; or hurdle HB 35
Freight Train Increased chance to break the next tackle attempt HB 35
Rac 'em Up Wins RAC catches vs. single coverage WR/TE 30
Max Security High success rate on possession catches WR/TE 30
Satellite Wins RAC & possession catches vs. single coverage WR/TE 35
Double Me Wins aggressive catches vs. single coverage WR/TE 35
Fearmonger Chance to pressure the QB while engaged with a blocker Dline/LB 25
Run Stuffer Block shedding is more effective vs. run plays Dline/LB 25
Unstoppable Force Pass rush wins lead to quicker block shedding Dline/LB 40
Reinforcement Higher chance to defeat run blocks and disrupt catches Dline/LB 35
Shut Down Tighter coverage and more INTs on contested catches Dline/Safety LB 30
Zone Hawk More catch knockouts and INTs in zone coverage Dline/Safety LB 35

SUPERSTAR ABILITY CAPS

Superstar Ability Superstar Ability Description Ability Type Cap Cost Homer Reduces the requirements to get in the zone when playing at home Zone Boost 05 Clutch Easier to get in the Zone and impossible to be knocked out starting halfway through the 4th quarter in a close game Zone Boost 05 Indoor Baller Easier to get into the Zone when playing in a domed stadium Zone Boost 05 In Specialist Receivers with this ability run sharper routes and catch more consistently while running In routes. Receiver 08 Inside Deadeye Passers with this ability have perfect accuracy on all throws outside the numbers (except on high/low throws). Passing 08 Lofting Deadeye Passers with this ability have perfect accuracy on all lob or touch passes (except high/low and cross-body throws). Passing 08 Redzone Deadeye Passers with this ability have perfect accuracy on all unpressured throws inside the red zone (except on high/low throws). Passing 08 Sideline Deadeye Passers with this ability have perfect accuracy on all throws outside the numbers (except on high/low throws). Passing 08 Tip Drill Players with this ability have an increased chance to catch passes that have been tipped into the air. Coverage 08 Clutch Kicker Kickers with this ability are immune to the 'Ice the Kicker' effect that occurs after opponents call timeouts in critical situations. Kicking 10 Gutsy Scrambler Passers with this ability won't be adversely affected by pass rush pressure while throwing on the run. Passing 10 Identifier Players with this ability can detect user-controlled defenders before the snap. Passing/Blocking 10 Long Range Deadeye Passers with this ability have perfect accuracy on all deep throws while their feet are set (except on high/low throws). Passing 10 Roaming Deadeye Passers with this ability have perfect accuracy on all unpressured throws while their feet are set outside the pocket (except on high/low throws). Passing 10 Safety Valve Passers with this ability improve the catch rating for all running backs who are open on pass plays. Passing 10 Slant Specialist Receivers with this ability run sharper routes and catch more consistently while running Slant routes. Receiver 10 Slot-O-Matic When lined up in the slot; receivers with this ability make faster cuts and have better hands on short routes. Receiver 10 Acrobat Defenders with this ability will dive for increased range on pass breakups and interceptions. Coverage 12 In Out Elite Receivers with this ability run sharper routes and catch more consistently while running out and in routes. Receiver 12 Secure Tackler Defenders with this ability have an increased success rate when using conservative or diving tackles. Tackling 12 Unfakeable Defenders with this ability are rarely faked out by ballcarrier moves (and cannot be faked out when user-controlled). Tackling 12 Agile Extender While in the pocket; passers with this ability are almost guaranteed to evade the first sack attempt by a blitzing defensive back. Passing 15 Anchored Extender While in the pocket; passers with this ability are almost guaranteed to break the first sack attempt by a blitzing defensive back. Passing 15 Backfield Mismatch Running backs with this ability have better catch in traffic and route running when coming out of the backfield against linebackers and linemen. Receiver (HB) 15 Cross Specialist Receivers with this ability run sharper routes and catch more consistently while running Cross routes. Receiver 15 Curl Comeback Elite Receivers with this ability run sharper routes and catch more consistently while running Curl and Comeback routes. Receiver 15 Double-Move Specialist Receivers with this ability run sharper routes and catch more consistently while running Double-Move routes vs. man coverage. Receiver 15 Gift-Wrapped Passers with this ability have a better chance to complete passes to uncovered receivers. Passing 15 Pick Artist Defenders with this ability have higher chance to catch uncontested interceptions; and they have unlimited stamina on the return (until using a special move or breaking a tackle). Coverage 15 Pocket Deadeye Passers with this ability have perfect accuracy on all unpressured throws while their feet are set in the pocket (except on high/low throws). Passing 15 Pocket Lead Passers with this ability have extended range on all unpressured precision passing from the pocket (except on high/low throws). Passing 15 Post Specialist Receivers with this ability run sharper routes and catch more consistently while running Post routes. Receiver 15 Reach Elite Defenders with this ability can reach out of engaged blocks to tackle or sack nearby ballcarriers. Tackling 15 Route Technician Receivers with this ability have a high success rate when creating separation on the last cut of any route. Receiver 15 Set Feet Lead Passers with this ability have extended range on all unpressured precision passing while their feet are set (except on high/low throws). Passing 15 Sleight of Hand Passers with this ability have an increased success rate when using pump fakes on double-move routes against zone coverage. Passing 15 Streak Specialist Receivers with this ability run sharper routes and catch more consistently while running streak routes. Receiver 15 Under Pressure Defenders with this ability can apply pressure to the quarterback from a greater distance. Line Play 15 In Post Elite Receivers with this ability run sharper routes and catch more consistently while running In and Post routes. Receiver 20 Matchup Nightmare Receivers with this ability make sharper cuts and frequently win contested catches when covered by linebackers and linemen Receiver 20 Out Corner Elite Receivers with this ability run sharper routes and catch more consistently while running out and corner routes. Receiver 20 Run Stopper Quick block shed & tackles while engaged by run blocks Line Play 20 Tackle Supreme Defenders with this ability have better conservative/dive tackling; are rarely faked out by ballcarrier moves; and cannot be faked out when user-controlled. Tackling 20 Conductor Passers with this ability can make all hot route and blocking adjustments twice as fast (excluding audibles). Passing 25 Fastbreak Passers with this ability immediately respond to user input (and defenders react more slowly) on designed quarterback run plays. Passing 25 Last Ditch Passers with this ability have a higher chance of completing a pass animation (and throwing the ball) while being sacked. Passing 25 Pass Lead Elite Passers with this ability have extended range on all precision passing (except on high/low throws). Passing 25 Secure Protector Blockers with this ability reduce a pass rusher's chances of using a quick block shed move. Line Play (O) 28 Dashing Deadeye Perfect passing accuracy when throwing on the run when outside the pocket, excluding High/Low throws, Under Pressure & Cross-Body throws Passing 30 Enforcer Defenders with this ability don't allow broken tackles when hit-sticking ballcarriers - regardless of the runner's size or power. Tackling 30 Focused Kicker Kickers with this ability experience a slower kicking meter for better power and accuracy. kicking 30 Leap Frog Ballcarriers with this ability have faster and higher hurdle animations. Ball Carrier 30 Man Up Defenders with this ability play tighter coverage and force more catch knockouts in man-to-man. Coverage 30 No-Look Deadeye Passers with this ability have perfect accuracy on all cross-body throws (except on high/low throws). Passing 30 Post Flag Elite Receivers with this ability run sharper routes and catch more consistently while running post and corner routes. Receiver 30 RB Apprentice When lined up at running back; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver (HB) 30 Red Zone Threat When in the red zone; receivers with this ability have a better chance to win contested catches against single coverage. Receiver 30 Strip Specialist Defenders with this ability can still tackle effectively while trying to strip the football. Tackling 30 TE Apprentice When lined up at TE; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 30 Zoned Out Defenders with this ability force more catch knockouts and react quicker in zone coverage. Coverage 30 Arm Bar Ballcarriers with this ability have more powerful stiff-arm animations. Ball Carrier 35 Bulldozer Ballcarriers with this ability have more powerful truck animations. Ball Carrier 35 Finesse Specialist Defenders with this ability have faster finesse move animations during their pass rush. Line Play 35 Grab-N-Go After securing a catch; ballcarriers with this ability can quickly shift momentum; change direction; and turn the corner without sacrificing speed. Receiver 35 Gun Slinger Passers with this ability have faster passing animations and increased velocity on bullet passes. Passing 35 Juke Box Ballcarriers with this ability have faster juke animations. Ball Carrier 35 Lurker Ability to make jumping and 180 degree interceptions when in coverage over the middle of the field. Coverage 35 Outside Apprentice When lined up at wide receiver (excluding slot); players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 35 Playmaker Receivers with this ability will immediately and precisely react to a user's playmaker inputs. Receiver 35 Power Specialist Defenders with this ability have faster power move animations during their pass rush. Line Play 35 Slot Apprentice When lined up in the slot; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 35 Spin Cycle Ballcarriers with this ability have faster spin animations. Ball Carrier 35 Backfield Master When lined up in the backfield; players with this ability have access to four additional hot routes; better route running; and improved catching against linebackers and linemen. Receiver (HB) 40 Edge Threat Defenders with this ability use dominant pass rush moves while rushing from the edge of the defense. Line Play 45 WR Apprentice When lined up at any wide receiver position; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 45 Edge Threat Elite Defenders with this ability use dominant pass rush moves and apply significant QB pressure while rushing from the edge of the defense. Line Play 50 Route Apprentice Players with this ability have access to four additional hot routes; regardless of where they line up. Receiver 50 Universal Coverage Defenders with this ability play tighter coverage and force more catch knockouts in both man-to-man and zone. Coverage 50 Bruiser Ballcarriers with this ability have more powerful truck and stiff-arm animations. Ball Carrier 55 Escape Artist Passers with this ability are faster and more responsive to user input while scrambling behind the line of scrimmage. Passing 55 Evasive Ballcarriers with this ability have faster juke and spin animations. Ball Carrier 55 Inside Zone Guru Ballcarriers with this ability receive better blocking on Inside zone plays. Ball Carrier 55 Outside Zone Guru Ballcarriers with this ability receive better blocking on outside zone plays. Ball Carrier 55 Pass Rush Elite Defenders with this ability use faster pass rush moves for a better chance at shedding pass blocks. Line Play 55 Pin-N-Pull Guru Ballcarriers with this ability receive better blocking on pitch, toss, and counter plays Ball Carrier 55 Hot Route Master Passers with this ability have access to four extra hot routes during pre-play adjustments. Passing 60 Human Joystick Ballcarriers with this ability can quickly shift momentum; change direction; and turn the corner without sacrificing speed. Ball Carrier 60 Protected Passers with this ability receive better pass blocking from their offensive linemen. Passing 65 QB Playmaker Passers with this ability can elicit immediate and precise playmaker reactions from any receiver. Passing 110
Superstar Ability Superstar Ability Description Ability Type Cap Cost
Homer Reduces the requirements to get in the zone when playing at home Zone Boost 05
Clutch Easier to get in the Zone and impossible to be knocked out starting halfway through the 4th quarter in a close game Zone Boost 05
Indoor Baller Easier to get into the Zone when playing in a domed stadium Zone Boost 05
In Specialist Receivers with this ability run sharper routes and catch more consistently while running In routes. Receiver 08
Inside Deadeye Passers with this ability have perfect accuracy on all throws outside the numbers (except on high/low throws). Passing 08
Lofting Deadeye Passers with this ability have perfect accuracy on all lob or touch passes (except high/low and cross-body throws). Passing 08
Redzone Deadeye Passers with this ability have perfect accuracy on all unpressured throws inside the red zone (except on high/low throws). Passing 08
Sideline Deadeye Passers with this ability have perfect accuracy on all throws outside the numbers (except on high/low throws). Passing 08
Tip Drill Players with this ability have an increased chance to catch passes that have been tipped into the air. Coverage 08
Clutch Kicker Kickers with this ability are immune to the 'Ice the Kicker' effect that occurs after opponents call timeouts in critical situations. Kicking 10
Gutsy Scrambler Passers with this ability won't be adversely affected by pass rush pressure while throwing on the run. Passing 10
Identifier Players with this ability can detect user-controlled defenders before the snap. Passing/Blocking 10
Long Range Deadeye Passers with this ability have perfect accuracy on all deep throws while their feet are set (except on high/low throws). Passing 10
Roaming Deadeye Passers with this ability have perfect accuracy on all unpressured throws while their feet are set outside the pocket (except on high/low throws). Passing 10
Safety Valve Passers with this ability improve the catch rating for all running backs who are open on pass plays. Passing 10
Slant Specialist Receivers with this ability run sharper routes and catch more consistently while running Slant routes. Receiver 10
Slot-O-Matic When lined up in the slot; receivers with this ability make faster cuts and have better hands on short routes. Receiver 10
Acrobat Defenders with this ability will dive for increased range on pass breakups and interceptions. Coverage 12
In Out Elite Receivers with this ability run sharper routes and catch more consistently while running out and in routes. Receiver 12
Secure Tackler Defenders with this ability have an increased success rate when using conservative or diving tackles. Tackling 12
Unfakeable Defenders with this ability are rarely faked out by ballcarrier moves (and cannot be faked out when user-controlled). Tackling 12
Agile Extender While in the pocket; passers with this ability are almost guaranteed to evade the first sack attempt by a blitzing defensive back. Passing 15
Anchored Extender While in the pocket; passers with this ability are almost guaranteed to break the first sack attempt by a blitzing defensive back. Passing 15
Backfield Mismatch Running backs with this ability have better catch in traffic and route running when coming out of the backfield against linebackers and linemen. Receiver (HB) 15
Cross Specialist Receivers with this ability run sharper routes and catch more consistently while running Cross routes. Receiver 15
Curl Comeback Elite Receivers with this ability run sharper routes and catch more consistently while running Curl and Comeback routes. Receiver 15
Double-Move Specialist Receivers with this ability run sharper routes and catch more consistently while running Double-Move routes vs. man coverage. Receiver 15
Gift-Wrapped Passers with this ability have a better chance to complete passes to uncovered receivers. Passing 15
Pick Artist Defenders with this ability have higher chance to catch uncontested interceptions; and they have unlimited stamina on the return (until using a special move or breaking a tackle). Coverage 15
Pocket Deadeye Passers with this ability have perfect accuracy on all unpressured throws while their feet are set in the pocket (except on high/low throws). Passing 15
Pocket Lead Passers with this ability have extended range on all unpressured precision passing from the pocket (except on high/low throws). Passing 15
Post Specialist Receivers with this ability run sharper routes and catch more consistently while running Post routes. Receiver 15
Reach Elite Defenders with this ability can reach out of engaged blocks to tackle or sack nearby ballcarriers. Tackling 15
Route Technician Receivers with this ability have a high success rate when creating separation on the last cut of any route. Receiver 15
Set Feet Lead Passers with this ability have extended range on all unpressured precision passing while their feet are set (except on high/low throws). Passing 15
Sleight of Hand Passers with this ability have an increased success rate when using pump fakes on double-move routes against zone coverage. Passing 15
Streak Specialist Receivers with this ability run sharper routes and catch more consistently while running streak routes. Receiver 15
Under Pressure Defenders with this ability can apply pressure to the quarterback from a greater distance. Line Play 15
In Post Elite Receivers with this ability run sharper routes and catch more consistently while running In and Post routes. Receiver 20
Matchup Nightmare Receivers with this ability make sharper cuts and frequently win contested catches when covered by linebackers and linemen Receiver 20
Out Corner Elite Receivers with this ability run sharper routes and catch more consistently while running out and corner routes. Receiver 20
Run Stopper Quick block shed & tackles while engaged by run blocks Line Play 20
Tackle Supreme Defenders with this ability have better conservative/dive tackling; are rarely faked out by ballcarrier moves; and cannot be faked out when user-controlled. Tackling 20
Conductor Passers with this ability can make all hot route and blocking adjustments twice as fast (excluding audibles). Passing 25
Fastbreak Passers with this ability immediately respond to user input (and defenders react more slowly) on designed quarterback run plays. Passing 25
Last Ditch Passers with this ability have a higher chance of completing a pass animation (and throwing the ball) while being sacked. Passing 25
Pass Lead Elite Passers with this ability have extended range on all precision passing (except on high/low throws). Passing 25
Secure Protector Blockers with this ability reduce a pass rusher's chances of using a quick block shed move. Line Play (O) 28
Dashing Deadeye Perfect passing accuracy when throwing on the run when outside the pocket, excluding High/Low throws, Under Pressure & Cross-Body throws Passing 30
Enforcer Defenders with this ability don't allow broken tackles when hit-sticking ballcarriers - regardless of the runner's size or power. Tackling 30
Focused Kicker Kickers with this ability experience a slower kicking meter for better power and accuracy. kicking 30
Leap Frog Ballcarriers with this ability have faster and higher hurdle animations. Ball Carrier 30
Man Up Defenders with this ability play tighter coverage and force more catch knockouts in man-to-man. Coverage 30
No-Look Deadeye Passers with this ability have perfect accuracy on all cross-body throws (except on high/low throws). Passing 30
Post Flag Elite Receivers with this ability run sharper routes and catch more consistently while running post and corner routes. Receiver 30
RB Apprentice When lined up at running back; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver (HB) 30
Red Zone Threat When in the red zone; receivers with this ability have a better chance to win contested catches against single coverage. Receiver 30
Strip Specialist Defenders with this ability can still tackle effectively while trying to strip the football. Tackling 30
TE Apprentice When lined up at TE; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 30
Zoned Out Defenders with this ability force more catch knockouts and react quicker in zone coverage. Coverage 30
Arm Bar Ballcarriers with this ability have more powerful stiff-arm animations. Ball Carrier 35
Bulldozer Ballcarriers with this ability have more powerful truck animations. Ball Carrier 35
Finesse Specialist Defenders with this ability have faster finesse move animations during their pass rush. Line Play 35
Grab-N-Go After securing a catch; ballcarriers with this ability can quickly shift momentum; change direction; and turn the corner without sacrificing speed. Receiver 35
Gun Slinger Passers with this ability have faster passing animations and increased velocity on bullet passes. Passing 35
Juke Box Ballcarriers with this ability have faster juke animations. Ball Carrier 35
Lurker Ability to make jumping and 180 degree interceptions when in coverage over the middle of the field. Coverage 35
Outside Apprentice When lined up at wide receiver (excluding slot); players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 35
Playmaker Receivers with this ability will immediately and precisely react to a user's playmaker inputs. Receiver 35
Power Specialist Defenders with this ability have faster power move animations during their pass rush. Line Play 35
Slot Apprentice When lined up in the slot; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 35
Spin Cycle Ballcarriers with this ability have faster spin animations. Ball Carrier 35
Backfield Master When lined up in the backfield; players with this ability have access to four additional hot routes; better route running; and improved catching against linebackers and linemen. Receiver (HB) 40
Edge Threat Defenders with this ability use dominant pass rush moves while rushing from the edge of the defense. Line Play 45
WR Apprentice When lined up at any wide receiver position; players with this ability have access to four additional hot routes during pre-play adjustments. Receiver 45
Edge Threat Elite Defenders with this ability use dominant pass rush moves and apply significant QB pressure while rushing from the edge of the defense. Line Play 50
Route Apprentice Players with this ability have access to four additional hot routes; regardless of where they line up. Receiver 50
Universal Coverage Defenders with this ability play tighter coverage and force more catch knockouts in both man-to-man and zone. Coverage 50
Bruiser Ballcarriers with this ability have more powerful truck and stiff-arm animations. Ball Carrier 55
Escape Artist Passers with this ability are faster and more responsive to user input while scrambling behind the line of scrimmage. Passing 55
Evasive Ballcarriers with this ability have faster juke and spin animations. Ball Carrier 55
Inside Zone Guru Ballcarriers with this ability receive better blocking on Inside zone plays. Ball Carrier 55
Outside Zone Guru Ballcarriers with this ability receive better blocking on outside zone plays. Ball Carrier 55
Pass Rush Elite Defenders with this ability use faster pass rush moves for a better chance at shedding pass blocks. Line Play 55
Pin-N-Pull Guru Ballcarriers with this ability receive better blocking on pitch, toss, and counter plays Ball Carrier 55
Hot Route Master Passers with this ability have access to four extra hot routes during pre-play adjustments. Passing 60
Human Joystick Ballcarriers with this ability can quickly shift momentum; change direction; and turn the corner without sacrificing speed. Ball Carrier 60
Protected Passers with this ability receive better pass blocking from their offensive linemen. Passing 65
QB Playmaker Passers with this ability can elicit immediate and precise playmaker reactions from any receiver. Passing 110

What's Next?

So what is next? RATINGS, RATINGS, RATINGS! Head over to Muthead.com to see the full Madden Ultimate Team (MUT) Ratings database at launch. 

You can find MUT Ratings here: www.muthead.com/20/players

Also stay tuned for some special editions of Gridiron Notes this week. Here is a quick breakdown of articles you can expect to see later this week. 

  • July 23: Details on Madden 20 Achievements per platform (i.e. Xbox, PS4, and PC) for Achievement Hunters.
  • July 24: Details on the Rewards Structure for the following modes in Madden Ultimate Team (MUT): Solo Battles, Head to Head Seasons, and MUT Drafts

Madden NFL 20 is out worldwide on August 2. Pre-order the Superstar Edition and play 3 days early. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and EA Forums. Sign up for the Newsletter today to receive updates on Madden, and other EA news, products, and events, all season long.