Thursday, July 23, 2015
Madden 25 A guide to Player Ratings Attributes and Traits
Madden 25 Player Ratings, Attributes, and Traits
This is a subject I think many people have confusion over because EA Sports doesnt always put it in the game manual what each aspect of a players ratings does, and even if they did - who reads the game manual? For instance, play recognition might seem like an obvious attribute but what does it really do on the field in the game? This guide will explain all of that so read on! Make sure you check out our Madden 25 offense guides and Madden 25 defense guides as well!
Lets look at the actual player ratings/attributes first.
Overall Rating (OVR) - This is the overall rating of the player. It is based on a formula that weights certain attributes more heavily depending on the position of the player. QB Throw Power and Accuracy is more important for a QB than a DE so the overall rating is unaffected if you raise a DEs Throw Power. In Connected Careers Mode (CCM), this rating will be affected by your teams scheme and which scheme your players prefer to play in. A 3-4 DE will have a lower OVR rating in a 4-3 scheme.
Strength Rating (STR) - This rating has a direct effect on several player specific abilities below. Higher strength players tend to block better (RBK, PBK), shed blocks better (BSH), use power moves better (PMV), catch in traffic better (CIT), throw harder with (THP), and truck better (TRK). Higher strength players just tend to perform better all around.
Agility Rating (AGI) - This rating determines how well a player can cut. More agile players will respond to your moments on the left control stick easier and ster.
Acceleration Rating (ACC) - This rating determines how st the player will achieve full speed rating
Awareness (AWR) - This rating has a huge effect on the players overall rating. There are multiple aspects of the game this rating improves: Blockers will set-up and react to blocking lanes better, wide receivers will look for the ball ster on routes, defenders react to the ball ster in the air for zone and man coverage, defensive lineman will react to the run and slip screens ster.
Throw Power (THP) - This rating determines the maximum throwing distance of the player along with the speed the ball is thrown (such as a bullet pass).
Throw Accuracy (THA) - A composite rating of the SAC, MAC, DAC. This specific rating is similar to the overall rating for accuracy - it doesnt actually mean anything. EA Sports Game Changer @shopmaster clarified THA rating for us.
Throw on the Run (RUN) - How well a player throws the ball when moving outside of the pocket or on roll out plays
Play Action (PAC) - How well the players play action baits the defender into playing the run (makes them move up towards the line of scrimmage).
Elusiveness (ELU) - How well the runner can juke and use spin moves. Also improves the runners ability to break tackles.
Ball Carrier Vision (BCV) - This rating determines how well a player can navigate in between blocks. Higher BCV players will shift back and forth to weave through blockers naturally.
Route Running (RTE) - How well a receiver can run routes. Higher route runners can create more separation on routes against man coverage.
Spectacular Catch (SPC) - This rating determines how often a player will trigger sideline catches, one handed catches, or jumping catches with crazy animations.
Tackle (TAK) - Determines how successful the player is at a tackle. Lower tackle ratings means the player is more likely to be stiff armed or trucked over.
Hit Power (POW) - How hard a defender tackles. Higher hit power results in more fumbles and injuries.
Power Moves (PMV) - The players ability for using strength to over power the offensive line. Increases ability to use bull rush move player trait. Determines win/loss/super-loss on power-move attempts, used vs. Pass Block rating
Finesse Moves (FMV) - The players ability to use swim move and spin move player traits against the offensive line. Finesse move-groups are: Spin, Swim, Hand Knock-Down, Speed Rush. Determines the max time taken to perform successful finesse move.
Block Shedding (BSH) - The players ability to get off their blocks. When the offensive engages in a block, how st the player will be able to get free to pursue the ball carrier. Also determines the success versus run-block double teams and win/loss chance versus cut blocks in combination with physical rating.
Pursuit (PUR) - If a player is unblocked or sheds a block, this rating determines the ability of the defender to catch up to the ball carrier. This rating is basically closing speed and is separate from regular speed rating, but a high speed, high pursuit player can bring the st blitzes.
Play Recognition (PRC) - The rating determines how well a defender reacts to the run or pass as well as how well they defend specific routes. In addition, a lower PRC player will tend to bite on play action more often. High play recognition defensive lineman (80+) will react to the slip screen more consistently.
Man coverage (MCV) - How well the player will cover the offensive player when man to man coverage is called. Determines chance of keout, used vs. Route Run. Determines the time it takes to cover a cut, used vs. Route Run. Determines the reaction time when in man-coverage assignment. Determines tackle skill chance when in man-coverage assignment, used with AWR. Determines when a defender can break out of play ball (when the ball is in the air). Determines the knockout chance of a tackle during the catch, used vs. Catch in Traffic. Source: EA Website
Zone coverage (ZCV) - How well the player will cover the field in their respective zone, when zone coverage is called.Determines tackle skill chance when in zone, used AWR. Determines accuracy of leverage on receivers when in zone. Determines the time it takes for the DB to track the ball when in zone. Determines knockout chance on a tackle during a catch, used vs. Catch in Traffic. Source: EA Website
Press (PRS) - How well the defender will press the WR at the line of scrimmage when press coverage is called. Higher PRS rating will cause the WR to have a longer delay when starting their routes. Higher RLS players will beat PRS attempts more often.
Run Block (RBK) - How well the blocker engages the defense and holds their blocks when a run play is called.
Impact Block (IBL) - The ability of the blocker to pancake or knock the defender to the ground when a block in the open field
Note: Run Block Strength and Footwork and Pass Block Strength and Footwork are still in the game but are no longer used. Only rating that matters is PBK, RBK, and IBL.
Kicking Specific
Return Rating
The higher return rated players have a better ability to break tackles and are more elusive on kick and punt returns.
Phew! If you are still with me, we aint done yet!
Player Traits
On to the player traits. These traits are specific tendencies that a player might have in a game. Some of them might be good and some bad.
Throw ball away - Determines if the QB is smart enough to throw the ball away instead of taking a sack
Fights for extra yards - How well a ball carrier will push through defenders or ll forward on a play
Makes sideline catches - Determines if a player will be able to make spectacular catches on the sidelines
Clutch - This trait will give players a boost to key attributes during the final minutes of the half or game
Consistency - According to EA Sports Game Changer (has direct access to devs so I believe him) @shopmaster (check him out at ):
Special Player Ratings for Connected Franchise Mode (CFM)
There are six ratings that are special for the CFM. They do not have any affect on the performance of your players but can affect the profitability and n support of your team. Here is the description of each rating, taken directly from the Madden NFL 25 manual.
Personality Rating - Helps determine how marketable the player is. The more marketable the player, the better chance hell have of becoming a top-10 selling jersey in the NFL, which of course means more money for the owner.
Physical Rating - Calculated from a players physical ratings, player type and position. For example, a WRs physical rating would weigh heavier on speed, agility, jumping, and catching, whereas an offensive lineman is weighed on run, pass, and impact blocking
Intangible Rating - Calculated off of a players intangible ratings. Player type and position are also taken into consideration. For example, a QBs intangible rating would be weighed heavier on short, medium, and deep accuracy while a defensive end is weighed on block shed-ding, power, and finesse moves.
Size Rating - Calculated from the height and weight of a player while also ctoring in the position and player type of that individual. For example, a Power RB who is 60 and 247lbs would have a 99 size rating. But if he were a Speed HB, his size grade would be considerably lower
Production Rating - Calculated from the players season and career stats, position and age. It is important to understand that a rookie will enter with a production rating of zero. That will increase as he begins to produce on the field.
Durability Rating - Calculated from a players durability rating. Injury, stamina, and toughness are all ctored in when determining the durability rating. The age and position of a player are taken into consideration as well.
Some have also asked about the Change Predictability Trait. I tried to find some answers on this and after searching the best I could find was a tweet from CFM designer Josh Looman. The question was originally asked by @OSUFL. It appears predictability trait helps determine if a player will retire or re-sign with their team. It has nothing to do with their in-game performance.
@OSUFL Predictability trait has an impact on whether players re-sign with their teams and how likely they are to retire.
Josh Looman (@Josh_Looman) January 19, 2013
I think that about covers everything. Make sure you bookmark this page so you can come back if you are confused about something as you upgrade your players through Connected Careers!
Two points I need clarification on. First, with traits like Force Pass, Sense Pressure, and Throw Ball Away, are they only relevant when the CPU is controlling the QB?
Two points I need clarification on. First, with traits like Force Pass, Sense Pressure, and Throw Ball Away, are they only relevant when the CPU is controlling the QB?
Yeah thats my thought on it. If you are controlling the QB, those traits wouldnt really have an effect on your gameplay. You choose when to throw the ball, move outside the pocket, and use the throw away button. Those traits would only be helpful in a SIM or if it is the CPU controlled team.
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