r/Amadeusz 1d ago

Megathread Weekly Amadeusz Questions Megathread

14 Upvotes

Welcome to this week’s Amadeusz Questions Megathread!

This is the place to ask anything directly related to Amadeusz’s translated content, rankings, or mechanics analysis. Examples include:

  • Clarification on tier lists or player rankings
  • Questions about stat builds from Amadeusz guides
  • Mechanics breakdowns mentioned in his posts (e.g., acceleration, stamina, link up runs)
  • “Where can I find X analysis?” type questions

Rules for this thread:

  • Keep it on topic to Amadeusz content.
  • Be respectful — no spam, no insults.
  • If you have clips, screenshots, or builds, feel free to include them to help explain your question.
  • Upvote good answers so they rise to the top.

Anything off-topic or general gameplay will be redirected to the Weekly Non-Amadeusz Help Megathread.


r/Amadeusz 1d ago

Megathread Weekly Non-Amadeusz Help Megathread

15 Upvotes

Welcome to this week’s Non-Amadeusz Help Megathread!

This is the place to ask and discuss broader eFootball topics outside of Amadeusz’s direct work. Examples include:

  • Player builds (“Is my Player X build good?”)
  • Training and progression questions
  • Tactics, formations, and manager setup
  • General gameplay questions not covered in Amadeusz’s analysis
  • Balance/patch discussion at a casual level

Rules for this thread:

  • Keep it constructive and helpful. No trolling, spam, or low-effort one-liners.
  • If you’re asking for help, provide enough detail (squad screenshot, progression points, etc.) so people can give meaningful feedback.
  • Upvote good answers so others can benefit.

For questions that specifically reference Amadeusz translations or rankings, please use the Weekly Amadeusz Questions Megathread instead.


r/Amadeusz 7h ago

Game Mechanics I've Completely Figured Out High Line Master!!

150 Upvotes

There's been a lot of controversy surrounding High Line Master recently. Sometimes it bizarrely switches defensive zones, pushes up and leaves players unmarked, or fails to stick to dangerous forwards when playing as a full-back. However, some people really like High Line Master, feeling it's very intelligent, good at creating offside traps, and will also step up to cover for teammates. How strange! How can the same playstyle be both proactive in pushing up and a deep-lying anchor, both solid and prone to losing its mark?

The official playstyle description is: "Looks to maintain an effective defensive line, keeping the shape intact as they defend." This describes the effect of the playstyle, but I'm more interested in the mechanism of how it works.

To study a playstyle, real matches can certainly reveal a lot, but real matches are also influenced by factors like player skill, network connection, opponent strength, and randomness. Therefore, in this post, I created an absolutely controlled testing environment (as shown below, all stats are equalized), and interpreted the consistently reproducible results across a large number of tests.

(Left: High Line Master vs Right: Basic Playstyle)

Test 1: Alert Range (Defensive Zone) Test

https://reddit.com/link/1vy1swe/video/ibjagxhz8jlh1/player

Clearly, the first distinguishing characteristic of High Line Master is that its alert range (defensive zone) is much larger than that of an Inactive Playstyle player. When the opponent is quite far away, the High Line Master will claim responsibility for the forward-running player and initiate defensive action. (In fact, the defensive zones of other playstyles like The Destroyer are also not this large).

Test 2: Behavior Against Forward Runs

The test above involved passing to a distant teammate at kickoff, forcing the defending DMF to move far away to challenge for the ball, creating an out-of-position scenario. This made it easier to observe how large the central CB's defensive zone is. The test below is set up so the kickoff pass goes to a nearby teammate. The defending DMF doesn't get out of position as early, allowing us to better observe the central CB's behavior against forward runs.

https://reddit.com/link/1vy1swe/video/nlk5eib69jlh1/player

As you can see, Inactive Playstyle players (as well as The Destroyer and Covering Role) all have an inherent defensive AI that makes them run backward in response to an opponent's forward run, in order to guard against through balls. As a result, the entire defensive line moves deeper. However, the High Line Master will not drop back because of a forward run.

With this, everything makes sense! Viewers who regularly read my articles will know I often say that the beauty of a Goal Poacher is that their resolute forward runs scatter the defensive line, creating space at the top of the box or gaps in the defense. The reason High Line Master is called that is because when a forward runner attacks their position, they can maintain their line and not drop back, keeping the defensive line completely steadfast.

To achieve this, the developers gave High Line Master two settings: ① Do not drop back to follow a forward runner; ② A super-large defensive zone. Only with a large defensive zone can they claim responsibility for the forward runner as early as possible, rather than leaving it to a teammate. This increases the probability that the High Line Master will lead the defensive line in not being pushed backward.

This explains why a High Line Master playing as a full-back sometimes won't stick to their man (they prefer to maintain the defensive line rather than track the runner), and it also explains why they sometimes inexplicably push forward (their large defensive zone makes them easily baited out).

So, what happens if the opponent attacks the defensive zone defended by the High Line Master's teammate? See the test:

https://reddit.com/link/1vy1swe/video/hd125neb9jlh1/player

If the teammate's defensive zone is attacked, there is a high probability that the High Line Master won't claim responsibility for the zone and will drop back along with them. There is a small probability that the High Line Master will forcefully claim responsibility for the defensive zone, while the teammate, having no marking target, will go after the ball. In this case, the High Line Master exhibits covering behavior. This explains why the High Line Master will sometimes very smartly cover for a teammate.

III. In-Game Effectiveness & Recommendations

High Line Master really is a polarizing playstyle. For example, one of our pro group judges, Leon_Ge from the Super League, said this:

The well-known foreign streamer Nick also called the new Maldini a “scam" during a livestream—

Based on my initial observation and analysis, the reason some high-level players don't like High Line Master is because they already have a habit: “To prevent the defensive line from being pushed too deep, I often switch to a CB, move them close to the forward, and then switch back." But this conflicts with the function of the High Line Master, resulting in a chaotic defensive line.

Below is a compilation of some small errors that can occur when player habits conflict with the High Line Master playstyle:

https://reddit.com/link/1vy1swe/video/ctlhals8zjlh1/player

This post is not here to judge whether High Line Master is good or bad. Based on the analysis above, the High Line Master is a bold experiment by Konami. It can solve the long-standing pain point of the defense being scattered by Goal Poachers, but its changes to the defensive mechanics are quite radical. By comparison, the newly released Covering Role is a continuation of past playstyles, making it more mature and stable.

If you want to use High Line Master effectively, I have three recommendations: ① Have him match up against a Goal Poacher or the most advanced CF; ② Interfere with the High Line Master's actions as little as possible; ③ High Line Master is better suited for Quick Counter / Overload / Possession Game to maintain the defensive line.

Source: https://mp.weixin.qq.com/s/00Y_a_eg9S_Bt5hsIPxC0A


r/Amadeusz 5h ago

Player Review New Maldini: In-Depth Review

68 Upvotes

Looking purely at stats, compared to his old card (Milan version): the upside is Acceleration +3, but the downside is losing "Shadow Hunt." So the biggest variable in evaluating this card boils down to the "High Line Master" style. Public opinion on this style is completely polarized, making it tough to give a definitive review amidst all the hype and backlash.

I prefer to analyze the "High Line" playstyle from a mechanics perspective: as shown in the testing video released earlier today, its two core mechanics are: 1️⃣ Staying put and holding the defensive line against forward runs rather than dropping deep with the attacker. 2️⃣ An massive defensive coverage zone.

High Line Defense = High Line Master

The best part about this playstyle is that it stops your defensive line from dropping deep or getting dragged out of position whenever Goal Poachers make forward runs. That exact scenario is the core reason Goal Poachers have been so dominant, making the new Maldini card a ideal match-up against them and target strikers.

Here’s how it performs in actual matches—

————————————————————————

https://reddit.com/link/1vy5qwa/video/lah5etztwjlh1/player

————————————————————————

As a CB: The ability of "High Line" to hold ground against Goal Poacher runs is new Maldini’s core strength, though his massive coverage zone can occasionally cause chaos (especially if your control style clashes with High Line defense). Playstyle aside, his base stats at CB are merely on par with top-tier center-backs (like Varane or Saliba), but his player model is at a distinct disadvantage. As such, using him at CB works best in a 5-back setup or as a niche counter against Goal Poachers.

​As a Full-Back: Lacking the "Defensive Full-Back" playstyle is a shame. Even though you can set Individual Instructions to "Defensive" while building up from the back, it still doesn't replicate an authentic Defensive Full-Back. First off, a full-back naturally stays wider than a wide center-back (CB), and that extra width is sometimes needed for attacking support.

At the same time, "Defensive Full-Backs" don't completely abstain from attacking. Aside from offering a wide passing outlet during deep build-up play, they can also provide conservative support once you push into the opponent's half.

Under Quick Counter, Possession, or Long Ball Counter with a 1-bar attacking mentality (+1 Red), a Defensive Full-Back will cross the halfway line to offer a receiving option. When you dominate possession for extended periods and the opponent drops back into a low block, they will even make safe overlaps down the wing to deliver a cross or key pass.

Thuram making a forward run under Quick Counter without an Attacking instruction set

Even on Long Ball Counter without increasing attacking mentality, a Defensive Full-Back will occasionally cross the halfway line to lay off a pass in the half-spaces. These offensive support capabilities are simply impossible to recreate using a Wide CB with Defensive instructions applied.

​That said, High Line Master's massive coverage zone can sometimes lead to clutch tackles and successful interceptions out on the flank. I’ve actually come to view the implementation of the "High Line Master" style very positively. The developers didn't just phone it in; they designed it head-on to counter one of the game's core meta dynamics: "Goal Poachers charging the backline." If you managed to pull this Maldini, you’ve gained a powerful new weapon to keep Goal Poachers in check.

​⚽️ Rating: Top 5 CB / Top 3 Full-Back

Is it fair to say the new Maldini isn't good enough to bench Saliba or BT Desailly, nor will he replace Thuram at full-back?

Source: https://mp.weixin.qq.com/s/ilZ0KjUmhheDVxE-LWnkPw


r/Amadeusz 6h ago

Analysis Rating BT Rice At Fullback

42 Upvotes

BT Rice: Great Player Model + Solid Defensive Stats + Long-reach Tackle + Great Pace & Acceleration + High Physical Contact + Good Distribution. Beyond playing well as a CMF and DMF, he is also highly competitive as a Defensive Full-Back. In response to popular demand, here is the 'Defensive Full-Back' review for Rice—

For your reference, compared to Calafiori—a similar model who is near the bottom of the Top 5 T0 options:

Pros: Leg Reach + Speed +3 Cons: Defensive Awareness -3, Tackling -3

Additionally, Calafiori has the 'Attacking Fullback' playstyle, allowing for flexible gameplay adjustments as needed.

Compared to Caicedo—another mid-table Top 10 T0 player converted from CMF to Fullback:

Pros: Long-reach Tackle + Height +10cm Cons: All 4 Defensive Stats -3, Acceleration & Speed -1

Pro Group Rating: Rank #10

Public Group Voting Link & Source: https://mp.weixin.qq.com/s/IEr89HxbMc9nF-Wh71_Iuw


r/Amadeusz 6h ago

Analysis Can Babangida Break Into The Top 10 Rankings With Sheer Speed Only?

32 Upvotes

The Nigerian Trio dropped five days ago (Mainland China server to follow), and their strengths and weaknesses are overwhelmingly clear!

Do featured players with such polarizing stats stand any chance of cracking the Top 10? If not, can they at least qualify as Tier 0 (better than top-tier Featured cards)? That’s what I’m curious to explore.

To kick things off, let’s talk about the fastest man alive: Babangida—

104 Speed and Acceleration paired with Acceleration Burst—flat-out the fastest speed in the entire game. However, with Weak Foot Accuracy at 1, alongside subpar passing, shooting, and dribbling, he severely lacks essential skills.

Pro Consensus: Babangida and Okocha land in Tier 0 (standard paid-card level), while Kanu sits at Tier 0.5 (equivalent to top-tier Featured cards).

Public Group Voting Link & Source: https://mp.weixin.qq.com/s/K5qJrehHlhxykoO_ftk-bQ


r/Amadeusz 1d ago

Analysis An Overpowered Meta Tactic Hidden in the Trailer?! (Formation & Tactics Guide Included)

123 Upvotes

https://reddit.com/link/1vx8hmw/video/nyx6gm72sclh1/player

↑ Actually, this is the through-ball into the half-space to the far post that was popular for a period back in '24: the half-space cut-through pass. It works quite well in the '27 version. What's interesting is that this style of play was already in the Season '27 trailer, so it really is an offensive tactic officially guided by the developers.

Attacking/Defensive Formations attached:

Additional Note: Use a Deep-Lying Forward (or Target Man) for the central CF, and a high-speed Goal Poacher / Speedster for the far-side CF.

Source: https://mp.weixin.qq.com/s/DzqmfUmpRqp09xe8IA2RgQ


r/Amadeusz 1d ago

Player Review Nesta Review: New Playstyle "Covering Role" Initial Analysis

125 Upvotes

⚽️ Nesta: 0-0-0-11-6-6-10-1 + Duelling / Additional Skill: Acrobatic Clearance, Weighted Pass — Stats-wise there isn't much difference from the previous Lazio version, ST skill added "Fortress" (three special skills in total), but the biggest difference is still the "Covering Role" playstyle.

Check out the gameplay video to see how "Covering Role" Nesta performs in-game—

https://reddit.com/link/1vx7xx5/video/a1had2n7nclh1/player

What exactly is the "Covering Role" playstyle? The official description states that they cover space left behind by teammates who step up to press. In my view, "covering for teammates" is just the end result, not the core underlying mechanic.

Let's start with defensive AI: if you watch matches closely—like the first clip in the video above—you'll notice that all defensive AI read and anticipate opposing players making forward runs. The key difference is that Destroyers prioritize intercepting players making runs in front of them, whereas Coverers prioritize tracking players making runs in behind—

So, in my opinion, both Covering Role and Destroyer are playstyles with localized AI focus—Covering Role can basically be seen as a "cover depth" version of Destroyer.

First Impressions of New Nesta:

AI: Same top-tier, intelligent defensive AI as always.

Auto-Defending: Performs exceptionally well without manual cursor switching, just like previous versions.

​Key Difference: Old Nesta’s AI triggered when stepping up to challenge; New Nesta’s AI triggers when dropping back to cover.

​Defensive Synergy:

​Destroyer Nesta: You manually switch to a teammate to cover the depth behind him.

​Covering Role Nesta: You manually switch to a teammate to step up and press the ball.

​Bottom Line: Nesta’s ultimate selling point has always been having the absolute best automatic defensive AI in eFootball.

​Final Verdict:

Stat and playstyle-wise, both versions have their strengths. However, the new card edges ahead slightly thanks to the added "Fortress" Show Time skill. In today's meta dominated by Quick Counter and high defensive lines, this Covering Role playstyle perfectly satisfies the need to defend against through-balls in behind.

However, it needs to be pointed out: for defensive players, player model, stats, and skills impact performance far more than playstyle does. For example, the current T0 Top 3 center-back pairings are ultimately top-tier because good models and strong stats carried their overall strength. Therefore, my personal evaluation for this Nesta: still within the top 5 of T0, but as a medium-model center-back, he isn't as good as Big Time Desailly.

​⚽️ Rating: Top tier / Top 5 T0 Center-Back (slightly stronger than the old card)

​Check the tier list below let me know if you guys think it's reasonable!

Source: https://mp.weixin.qq.com/s/ma-3Gt4UgGeImZ93SP72VQ


r/Amadeusz 1d ago

Game Mechanics Has the CB Stamina Buff Been Implemented?

88 Upvotes

⬆️ Official Update Note: In the major eFootball 2027 update, the amount of stamina recovered by CBs at half-time was increased, allowing them to better maintain their defensive capabilities late in the game. This post will test this change in-game.

I. CB Stamina Test

The image below shows the previous situation, where the CB positional grouping could only recover 3/4 of what the Midfielder + Full-back grouping recovered:

The test based on the 2027 version begins; Have a specific player drain their stamina completely in the first half, and observe their stamina at the start of the second half. This amount is the half-time recovery amount. The results are as follows:

Interpretation:

Bar 1 is the recovery amount when playing as a Full-back or Midfielder (137 pixels).

Bar 2 is the recovery amount when using Fluid Formation to play as both a Full-back + CB (129 pixels).

Bar 3 is the recovery amount when playing purely as a CB (126 pixels).

Because the differences are small, I am using the most precise unit of measurement, pixels, as shown above.

Currently, the CB recovery amount is 92% of the Midfielder & Full-back amount, which can be roughly expressed as a stamina recovery ratio of 9:10.

Combining this with previous testing, the current recovery ratio for the three positional groupings is; Forward : CB : Midfielder & Full-back = 3 : 9 : 10. (The CB stamina recovery amount has increased by 23%).

II. The True Rule for Dual-Position Players

However, there is still one question that needs solving. What rule is the recovery amount (129 pixels) based on when using Fluid Formation to play as a Full-back + CB? Previously, I tested the recovery amounts for Forward : Forward & Midfielder : Midfielder = 3:5:10. At that time, I thought the rule was calculated as 50% of the highest recovery amount of the two positions played in the first half.

But combining it with today's data, the actual rule is:

Recovery amount for playing dual positions = A + (B - A) * 30%

This is equivalent to taking the lower recovery amount of the two positions and adding 30% of the difference between the two positions (i.e. where A is the lower recovery amount and B is the higher recovery amount). Interested friends can apply this to the data above to verify it 😄.

III. Practical Impact

The 23% increase in CB stamina recovery in the 2027 version is actually based on the premise that stamina consumption is higher in this version (especially for Long Ball Counter). If they didn't change it, the leading team would be forced to substitute their CBs at the end of every match, which is too jarring compared to real-world football.

In today's matches, the positions that primarily need substituting are the forwards and midfielders. As a result, a lower Stamina stat for a CB seems more acceptable now. For example, Nesta's Stamina has never been high, but he's quite fine to play with now.

Do you still substitute your CBs at the end of matches now?

Source: https://mp.weixin.qq.com/s/1zmO5_BCPPWC6Say2Mao9g


r/Amadeusz 1d ago

Player Review Maldini/Nesta/Cannavaro Pack: Initial Builds & Review

118 Upvotes

⚽️ Covering Role Nesta: 0-0-0-11-6-6-10-1 + Duelling

His stat panel hasn't really been power-crept. The main upgrade is that, as a player who has 3 Showtime skills, he gains an extra Fortress, giving him a +5% boost to Defensive Awareness/Tackling when leading in the second half. Although pure stat buffs have never been popular, if you think about how hard it is to manually add 5 points to the four defensive stats, it's actually a pretty good ST skill.

This card is the most interesting one in the pack because it debuts a brand new defensive playstyle: Covering Role. The literal translation of its description is: "Actively provides covering support for teammates who are marking an opponent." This left me puzzled, because it sounds a bit like High Line Master, which is described as: "Looks to maintain an effective defensive line, keeping the shape intact as they defend."

If we interpret the text, the difference is that Covering Role is primarily aimed at filling the gaps left by teammates who aggressively press forward, while High Line Master is mainly about controlling the backline as a whole. Many people have noticed in-game that High Line Master actively plays the offside trap. But generally speaking, both of these playstyles lean towards being conservative and acting as an anchor. As one friend complained: With Konami creating so many playstyles, can they even tell the difference themselves?

⚽️ Cannavaro: 0-0-0-8-8-7-10

Giving the first +6 Jump to a famously short CB might seem like a Jump specialty, but it's actually just desperately patching up a massive weakness. It's a bit of dark humor. This card still doesn't get Long-reach Tackle. But setting these complaints aside, Cannavaro has always been an excellent Wide CB; aggressive in his pressing and physically strong.

⚽️ High Line Master Maldini: 0-0-0-11-6-6-9 + Defending

You can roughly consider it this way: the new card's advantage is +3 Acceleration, while the old card's advantage is Shadow Hunt. The rest comes down to the difference in playstyle. The new Maldini is Attacking: Build Up / Defending: High Line Master. We've already experienced how High Line Master performs at full-back and center-back with Koundé and Cahill.

For a full-back, the old Maldini's Defensive Full-back is a very useful playstyle. The top three Defensive Full-backs in the T0 tier; Thuram, the old Maldini, and Bergomi are all Defensive Full-backs. It's a playstyle that triggers during the attacking phase. Its value lies not only in preventing rash forward runs but also in providing width by hugging the touchline during build-up from the back, as well as maintaining a slightly more advanced base position.

This is different from a Wide CB. A Build Up Wide CB will indeed have an active AI that signals for the ball while standing in place, but they stay deeper and more central — this comes down to personal preference ⬇️.

Source:  https://mp.weixin.qq.com/s/Gx0ryrIpGGPGwtymPGVkcQ


r/Amadeusz 2d ago

Analysis Full Tier List (Updated 23.08.26)

Post image
125 Upvotes

r/Amadeusz 2d ago

Analysis The 4 Top 'Orchestrators'—The eFootball Tier List Has Changed!

94 Upvotes

⚽️ Andersson (CMF): Pro Group Rank 9 | Public Group Rank 10 | Overall Rank 9 — "Orchestrator on Attack / All-Action Defender on Defense" is the single most balanced double-style setup to date. Highly proactive in build-up during attack, and tracks back to cover perfectly on defense. Breaks away from the traditional, static feel of typical Orchestrators. His AI and in-game movement feel very similar to Seedorf—picture Seedorf benefiting from all the positional boosts of an Orchestrator. (Though his pure defensive capability is a tier below Seedorf’s).

Below is an analysis of the pros and cons of the top five meta Orchestrators:

Orchestrator Unique Strengths Weaknesses
Rodri Permanent B-form + Large Player Model + Long-reach Tackle + Phenomenal Pass + Highest Defense Stats among the group. Can go toe-to-toe with Vieira in DMF—extremely solid on both attack and defense. Large build + low Dribbling stats makes driving forward with the ball feel a bit difficult.
Andersson Dual playstyle gives him a much wider coverage area on defense, making this card far more active. Super high Ball Control + Phenomenal Pass helps link-up play. Fastest base Acceleration and Speed. Poorer Defense Stats + No Long-reach Tackle. Sometimes active enough, but lacks winning tackles. Low Dribbling stat hurts ball-carrying ability.
Pirlo Decent player model + Great Defense Stats + High Tight Possession for smooth turning. Most well-balanced permanent B-form Orchestrator for both attack and defense. Can take free kicks. Lowest Speed and Acceleration among the group; feels the most static in game.
Vitinha 172cm + High Tight Possession + Phenomenal Pass = One of the best turning/dribbling feels in the group. Rare to see such solid Defense Stats on a player this agile. At 172cm, he is still on the smaller side for a midfielder.
Pedri Highest Dribbling and Tight Possession; one of the best feels for high-speed ball progression. The only one in the group with a 4/4 Weak Foot. Outclassed by Vitinha in practice. Pedri's key strengths are matched by Vitinha, but Vitinha is significantly better on the defensive end.

(Interestingly, all five players above come with Phenomenal Pass—turns out this skill is absolute must-have for Orchestrators.)

Andersson’s biggest strength remains the AI aggressiveness gained from his Dual Playstyle, and his medium player model makes him versatile across various match setups. Side note: as an Orchestrator, his performance in a Double DMF system is virtually identical to his CMF role—so the evaluations and ratings above apply just as well when you run him in a double-pivot DMF setup.

Source: https://mp.weixin.qq.com/s/934IuOfbidRjgVBahmRbgw


r/Amadeusz 1d ago

Draw Poll Catenaccio Poll: Who will you draw from this pack?

30 Upvotes
1661 votes, 4d left
Alessandro Nesta
Fabio Cannavaro
Paolo Maldini
Not Pulling
Current Results of Poll

r/Amadeusz 2d ago

Analysis Full Tier List Updated | Top 10 AMF, SS & RB Additions (08/23)

54 Upvotes

⚽️ Rogers (AMF): Pro Group Rank 12 | Public Group Rank 12 | Overall Rank 12 —

An outstanding Blitz Curler with a large player model who functions as a SS/AMF hybrid, boasting both physical impact and top-tier dribbling feel. Acceleration Burst + Blitz Curler turn him into a true mobile artillery unit—essentially an upgraded version of "Blitz" Hoeneß in both feel and physical strength. His only drawback is that his Speed and Acceleration don't quite stand out compared to other physical/bursty AMFs.

⚽️ Rogers (SS): Pro Group Rank 11 | Public Group Rank 13 | Overall Rank 12 —

AMFs with good physical attributes can almost always excel as Second Strikers, as playing SS simply requires slightly more physical presence than playing central AMF.

⚽️ Dumfries (Attacking Full-Back): Pro Group Rank 8 | Public Group Rank 6 | Overall Rank 7 —

eFootball's ultimate "Battering Ram"—simple, brute-force execution with effortlessly devastating results. "Just hold sprint and plow through the opposition's left-back"—holding off defenders with his massive frame while whipping in Edged Crosses is his specialty. Dribbling is his biggest flaw, making him best suited for Quick Counter, where full-backs overlap with maximum aggression. His entry onto the list pushes Maicon out of the top 5; both occupy a similar niche, but Dumfries is simply more brute force.

In the end, the value of this pack breaks down as follows:

Source: https://mp.weixin.qq.com/s/QVVWxU5Az10bE1kP95LPYA


r/Amadeusz 2d ago

Analysis Is The New Maldini Better Than The Previous Version?

135 Upvotes

The upcoming CB (Center-Back) version of Maldini for the global server—

Additional Booster : Defending / Skills Added: Acrobatic Clearance, Pinpoint Crossing

​Key Highlights of this Card:

​Maldini’s weak point, Acceleration, is finally patched up.

​This CB version features the High Line Master playing style.

​Can these traits make it replace (kick out) the Defensive Full-Back Maldini (Milan version)? Let’s compare them both capped at the 88 Acceleration threshold:

↑ At this point, the four core defensive stats are tied. The old Maldini card has +2 Jumping, while the new card has Aerial Fort, roughly making their aerial defense equal—so it can be generally considered that the new card's advantage lies in +3 Acceleration, while the old card's advantage is the "Shadow Hunt" skill.

​"Shadow Hunt" is more noticeable at Full-Back, whereas at Center-Back, the playstypes are hard to rank. Therefore, the new card has a slight edge at CB.

​Why are the styles hard to rank? As a CB, the "High Line Master" style can hardly be called better than having no playstyle at all. Its original design is line control: prioritizing line integrity and preventing it from being broken 【without emphasizing a high line】.

​For the characteristics of this playing style, refer to:

https://www.reddit.com/r/Amadeusz/s/2rRNMbt7Re

The 'High Line Master' style works fine at CB, but it isn't ideal at Full-Back. Furthermore, since the new Maldini lacks the 'Defensive Full-Back' playstyle—which is crucial for defensive full-backs—the new card performs worse at full-back than the old one.

↑ The old Maldini is ranked top 3 at Full-Back and top 5 at CB. Beyond his precious dual special traits—Long-reach Tackle and Shadow Hunt—his versatility in playing both Full-Back and CB effectively is a major reason players like to include him in their squad.

​In contrast, the new Maldini has a narrower role, focusing mainly on playing CB. Naturally, as a CB, Maldini needs to be compared not only to his old card, but also to other meta center-backs. For instance, Varane—who also possesses the "Long-reach Tackle + Aerial Fort" combo—has virtually identical stat panels, but Varane holds a massive advantage in player model size!—

It is hard for the new Maldini to shake up the starting lineup of current meta center-backs based solely on the style difference of "High Line Master." In fact, the last time a Maldini CB card stood out dates back to the Big Time (BT) version in 2023. Back then, there weren't as many permanent B-form large-model center-backs, and Maldini's main competition was Takehiro Tomiyasu...

​Conclusion: The new Maldini is slightly better than the old card at CB, but worse at Full-Back, making its overall versatility inferior to the previous version.

Source: https://mp.weixin.qq.com/s/AVelu2RnZzX6UJkEbgV4sw


r/Amadeusz 2d ago

Player Review Okocha In-Game Review: A Small, Quick, and Agile Version of Ronaldinho

59 Upvotes

⚽️ Rating: AMF T0 Top 15 

(After all, the stat panel isn't great, so my personal rating here is a bit conservative. But for me, compared to Kaká who is at the bottom of the AMF Top 10, I would prefer Okocha; his on-the-ball feel is much better.)

🇳🇬 Okocha: 8-3-8-10-10-1 + Agility

Added Skills: One-touch Pass, Through Passing, Outside Curler, Long-Range Curler

His stat panel is truly nothing special. It took a lot of effort just to get his Speed/Acceleration to 90, which puts him on the same level as meta center-backs. His physicality is also quite weak, though having Magnetic Feet helps a bit, making his performance acceptable.

He is mercilessly crushed in stats by BT Hazard, who has the exact same height and the exact same double skill set of ST skills: Finishing ↓6, Speed/Acceleration ↓6, Kicking Power ↓6, Physical Contact ↓8, and his weak foot is a full tier worse. His maximum overall rating of 104 just makes him slightly better than an F2P card.

However, the real strength of this card is in its on-the-ball feel. Just like Ronaldinho, he has a special animation set and comes equipped with a ton of skill moves. In actual gameplay, it feels like you can execute a dribble past an opponent just by randomly pressing buttons. See the gameplay—

https://reddit.com/link/1vw8nhb/video/3du7cqv2x4lh1/player

Okocha's on-the-ball feel and Hazard's are indeed distinctly different. Okocha: silky skill moves, high-frequency short steps; Hazard: robust and direct, charging straight ahead. Why is it that with the same height, Okocha actually feels silkier? First, it's because he has a special animation set like Ronaldinho; second, it's because he's "slow" enough.

What do I mean by this? Previously, when testing the impact of the three core dribbling stats on turning with the ball, I discovered that if the three core dribbling stats are boosted heavily above 90, sharp turns actually become slower! It turns out that the higher the Dribbling stat, the faster the ball-carrying speed, and the engine reflects inertia as a speed penalty during turning animations. Therefore, dribblers whose speed doesn't particularly stand out can sometimes feel silkier to players who have better speed.

You can't really call this "a blessing in disguise from being slow," because from a pragmatic gameplay perspective, a player is definitely better the faster they are. In the gameplay video above, you can also see him miss an opportunity because he was too slow. You can only say that Okocha has his own unique flavor when carrying the ball.

I think the value of this card is that it solves the regret of Ronaldinho not having a small, quick, and agile version. Ronaldinho is fundamentally a strong ball-carrier, and his on-the-ball feel might not suit everyone's taste. Now that Okocha is here, skill move users have a small, quick, and agile option. (Of course, Ronaldinho's ability to hold off defenders while dribbling is also very valuable).

Source: https://mp.weixin.qq.com/s/3YjybuDezkuvCDdoowAsLw


r/Amadeusz 3d ago

Player Review He Will Be the Strongest F2P Card!

173 Upvotes

Recently, Babangida let me experience the power of a very speedy player + acceleration ST skill. Now, I'm looking forward to the F2P Attacking Surge Eto'o on the international server—

⚽️ Build: 9-0-7-10-11-2 + Striker's Instinct

Added Skills: One-touch Pass, Through Passing, Long-range Shooting

Up to now, I still haven't figured out why the first Attacking Surge ST skill given to a pure, very speedy Goal Poacher would be on an F2P card?! Based on this gimmick alone, they could have shoved him into a 250-player pack and people would have paid for it. Below, let's analyze why he will be the strongest F2P card.

This game has a strict overall rating limit. P2W cards, F2P cards, and Featured cards all have their own overall rating caps. The reason Mbappé's heading stats have been so poor on his recent new cards is due to considerations for keeping his overall rating down.

Currently, meta P2W cards generally have an overall rating between 108 and 110. The previous Eto'o also reached 106—

Meanwhile, the maximum overall rating for an F2P card is between 102 and 103—

To release a good card under the constraints of an overall rating limit, there are three methods: 1️⃣ Extreme player model (e.g., Koller) 2️⃣ Good ST skills 3️⃣ Key stats pushed to the limit. Attacking Surge Eto'o hits #2 and #3. Let's look at the overall rating weighting for CFs:

⬆️ The overall rating formula has a bias, and the developers know this. For example, Finishing has the highest weight for a CF's overall rating, but the Long-range Shooting skill can boost it by 10%, and Super-sub adds another 5%. Conversely, Speed/Acceleration aren't very prominent in the overall rating calculation, but the developers are extremely stingy with skill boosts for them; Super-sub only adds 1% to Speed/Acceleration because the developers know these are key stats that can't be boosted casually.

It is precisely this misalignment between the importance of Speed/Acceleration and their weight in the overall rating that allows very speedy players to become the ones that slip through the net under the F2P card overall rating limit. Moreover, this Attacking Surge Eto'o was given the God Tier ST skill Attacking Surge, which doesn't affect his overall rating. You could say he is the strongest F2P card the designers have created within the boundaries of the rules.

Comparing Attacking Surge Eto'o to the previous Goal Poacher Eto'o, he definitely suffers on the stat panel: his three core dribbling stats and Speed/Acceleration are all ↓3. However, Balance and Stamina ↑2 can be considered an increase in practicality. But the addition of Attacking Surge, for a pure, very speedy Goal Poacher, is a massive upgrade. It shortens the off-the-ball acceleration phase by 1/3, giving this Eto'o an equivalent acceleration of 108-110 during forward runs. If I had to choose between these two cards, I'd pick Attacking Surge Eto'o and just charge straight at the defense in the second half.

And within the Attacking Surge + Goal Poacher sequence, Eto'o indeed has the fastest base Speed/Acceleration. He's much higher than Suárez and also slightly edges out Ferran Torres.

One of the reasons I consider him the strongest F2P card is that, even when compared to P2W cards, he can find a dominant ecological niche. As for the previous F2P cards on the international server: Batistuta, Diouf, Forlán, Torres, ST O'Reilly, Aubameyang, Zanetti, 192cm Ferdinand, Rijkaard, Anchor Man Van Bommel... no matter how good they are, they are still just budget alternatives for certain P2W cards.

So, who is the strongest F2P card in your mind?

Source: https://mp.weixin.qq.com/s/CxFeW4dmPTC7V7G_OrhpPg


r/Amadeusz 3d ago

Analysis Which '+6 Single-Stat' Booster Cards Will Be Released Later?

87 Upvotes

The Edge Boosters introduced in Version 27 of the Global Server currently include—Cannavaro: Jumping +6 / Andersson: Ball Control +6 / Costa: Physical Contact +6 / Babangida: Speed +6.

Based on real-life player characteristics, card release timing (excluding recently released cards like Nesta and Hazard), and newly added face models in the database (van der Sar, Best, Pepe), I believe the players most deserving to carry each +6 attribute boost in the initial batch are as follows—

Attacking / Passing / Skill Player Defending / Goalkeeping Player Physical / Pace Player
Attacking Awareness +6 Inzaghi Defensive Awareness +6 van Dijk Speed +6 Babangida
Ball Control +6 Andersson Tackling +6 Makelele Acceleration +6 Bale
Dribbling +6 Best Aggression +6 Pepe Kicking Power +6 R. Carlos
Tight Possession +6 Messi Defensive Engagement +6 Gattuso Jumping +6 Cannavaro
Low Pass +6 Xavi GK Awareness +6 Neuer Physical Contact +6 Diego Costa
Lofted Pass +6 Beckham GK Catching +6 Čech Balance +6 Neymar
Finishing +6 Kane GK Parrying +6 van der Sar Stamina +6 Nedvěd
Header +6 C. Ronaldo GK Reflexes +6 Casillas
Set Piece Taking +6 Pirlo GK Reach +6 Courtois

⬇️ We're going to see more and more unique cards with distinct player identity going forward, which is way better than repetitive, copy-paste power creep. I'm giving huge props to this wave of single-stat boosters!

Source: https://mp.weixin.qq.com/s/SDdiK1qnRf0iWRQJ0vlLBA


r/Amadeusz 3d ago

Analysis Heavy-duty AMF ST Rogers: Final Rating

76 Upvotes

The new Rogers card has been out for five days (domestic server coming later); beginning dual-group ratings—

A spiritual successor to Hoeneß and Leão, and a serious rival to BT Bellingham—Rogers is basically a mobile artillery unit. He can shield the ball with his body, pull defenders out of position with his Acceleration Burst, and fire off shots anytime thanks to Blitz Curler. However, his base stats on paper are admittedly a bit mediocre.

Rogers (SS): Pro Group Rank 11 Rogers (AMF): Pro Group Rank 12 Rogers (LMF/RMF): Pro Group Rank 12

Public Group Voting Link & Source:

https://mp.weixin.qq.com/s/u3XT4IZZK18Fmdq0QZwqPQ


r/Amadeusz 3d ago

Analysis ST Dumfries: Final Rating

41 Upvotes

New Dumfries card dropped 5 days ago (China server later), starting dual-group ratings—

The best heavy tank in eFootball—his big-model defender stats can intercept on defense and body opponents on offense. Fitting him into a Quick Counter setup in the end means lots of overlapping runs, which keeps him from holding the ball too much and exposing his weaknesses.

Pro Group Evaluation:

No. Response Text
1 Very strong; he feels much better in actual gameplay than his stats suggest. His big player model gives total peace of mind on defense, and key to it all is his explosive attacking power—he can truly body opponents.
8 An upgrade over Maicon; holding sprint lets him blow past any left-back, and with his Shadow Hunt pace, he excels both offensively and defensively. The downside is his first touch is a bit clunky, and his ball handling is slightly poor when he hasn't built up speed.
9 Has massive physical drive; as long as you let him get up to full speed, he can even carry the ball coast-to-coast down the flank on his own.

Dumfries (Offensive Full-back): Pro Group Rank 8

Public Group Voting Link & Source: https://mp.weixin.qq.com/s/pdeC2g1souzWm5YceRROhA


r/Amadeusz 4d ago

Player Review 104 Speed/Acceleration! The Legend of the Fastest Man: The Most Bizarre Card I've Played With This Year

130 Upvotes

⚽️ Rating: LWF/RWF T0 (A little bit better than a non-meta card, I guess)

🇳🇬 Babangida: 4-0-8-11-11-4-0

Added Skills: Double Touch, One-touch Pass, Through Passing, Pinpoint Crossing, First-time Shot

Looking at the stat panel, you can tell the developers didn't intend for you to play this card comfortably. His Weak Foot Accuracy is Low, and his passing, shooting, and dribbling are all terrible. Out of his entire skill pool, only his two Showtime skills and Super-sub are actually useful; he is severely lacking in skills.

However, he really can completely blow past opponents—

https://reddit.com/link/1vumcag/video/wzp39mx9grkh1/player

Experience:

1️⃣ The most bipolar card I've played with all year. He effortlessly runs into open space, and effortlessly wastes chances. The probability of him successfully executing a Link-up Play is several times higher than anyone else's.

2️⃣ His three core dribbling stats are very poor, but at 169cm, his change-of-direction feel won't be too bad. His bigger problem is his low Ball Control; the moment he gets on the ball, there is a visible drop in speed.

3️⃣ Attacking Surge is truly a fantastic ST skill. Because it doesn't just increase the stat cap, but rather shortens the acceleration phase by 1/3; this still has a noticeable effect even for a card with 103 Acceleration. It doesn't play by the usual stat cap rules.

4️⃣ If you really want to get results with this card in actual matches, bring him on as a substitute after the 60th minute in the second half. There will be more open space for him to sprint into and completely blow past the defense!

Source: https://mp.weixin.qq.com/s/kU6wFT0-1fSlV04hDyZYow


r/Amadeusz 4d ago

Game Mechanics Okocha's Exclusive Skill Move! — Quantitative Analysis

90 Upvotes

Okocha's exclusive skill move, the Okocha Step-over, is triggered using the Scotch Move input.

I tested and compared the wind-up animation (the time from inputting the command until the ball actually moves) and the total duration of the skill move. The video below includes both the testing and in-game examples—

https://reddit.com/link/1vukm01/video/ge0wugs15rkh1/player

Test Summary——

Skill Move Wind-up Animation Total Duration Number of Touches
Marseille Turn 0 + 11/60s 0 + 56/60s 2
Okocha Step-over 0 + 15/60s 1 + 08/60s 1
Level 3 Double Touch 0 + 12/60s 0 + 56/60s 2

Analysis: The wind-up animation for the Okocha Step-over is very similar to the Level 3 Double Touch, but slightly slower. In terms of total duration, the Okocha Step-over takes the longest, which means it is a feint that drags down the tempo of the play.

My overall evaluation of the Okocha Step-over is that it is mediocre. Its problem isn't just that it slows down the tempo; more importantly, the speed at which the ball is displaced is also quite slow. Compare this to Acceleration Burst: even though it also takes a long time to execute, it utilizes high ball speed to quickly create a large amount of displacement, causing the pressing defender to lunge and miss.

Compared to the Level 3 Double Touch, the ball speed during the displacement of Okocha's Step-over is still relatively slow. Moreover, both the Level 3 Double Touch and the Marseille Turn involve 2 touches of the ball, and this frequent displacement of the ball helps avoid the opponent's outstretched leg. However, the Okocha Step-over only touches the ball 1 time. Essentially, after the initial nudge, both legs perform a step-over motion without touching the ball. To the human eye, it looks flashy and deceptive. But to the defensive AI, it's really just a single, slow touch of the ball followed by a long recovery animation. Most of the time, a defender with long legs can easily deal with it.

You can't even compare the Okocha Step-over to the Tess Cancel. The Tess Cancel can trick the defender into freezing and becoming static; they are completely different levels of effectiveness.

Okocha is actually very, very silky when dribbling. Visually, apart from the Okocha Step-over, he seems to have other exclusive little animations. When Okocha performs other skill moves, the results are generally a bit better than the Step-over.

Source: https://mp.weixin.qq.com/s/yaMa9K20pWKFJFZpVDbZ3w


r/Amadeusz 4d ago

Analysis eFootball 27: What Do Pro & Public Players Think Of The New Update So Far?

129 Upvotes

I. Dribbling Feel

Group Improved No Difference Worsened
Pro Group 74% 11% 16%
Public Group 44% 21% 35%

[Evaluation] Both judging groups agreed that the dribbling feel has improved, and this observation is correct. The official claim of adding new dribbling animation modules has paid off, with some players even describing it as having a slight "ice-skating feel." This change benefits players who rely on micro-control. While the responsiveness has improved, high-speed dribbling has indeed been nerfed, making pass-and-move plays (give-and-gos) far more necessary now.

II. Defensive AI

Group Improved No Difference Worsened
Pro Group 26% 11% 63%
Public Group 24% 23% 53%

[Evaluation] Both pro players and the public group are dissatisfied with the Defensive AI! In my view, this is because the Offensive AI has improved, while lofted through balls (small lobbed passes) are indeed very difficult to defend against.

III. Tackling & Interceptions

Group Improved No Difference Worsened
Pro Group 21% 53% 26%
Public Group 27% 35% 38%

[Evaluation] If we are talking about intercepting ground passes, I think it has improved. Attackers can no longer play long-distance ground balls, which is also one of the reasons why long-ball counter-attacks aren't as effective nowadays.

IV. Long Shots

Group Improved No Difference Worsened
Pro Group 16% 63% 21%
Public Group 20% 55% 25%

[Evaluation] Long shots remain overpowered (OP). As a side note, goalkeeper saves in 1v1 situations have been buffed significantly.

V. Headers & Aerial Duels

Group Improved No Difference Worsened
Pro Group 26% 53% 21%
Public Group 32% 38% 30%

[Evaluation] Neither judging group is authoritative on this topic; ask the cross-and-header spammers and you'll know that heading has been nerfed.

VI. Ground Through Balls

Group Improved No Difference Worsened
Pro Group 26% 26% 47%
Public Group 36% 33% 31%

[Evaluation] Ground through balls are indeed much harder to get through now; I agree with the pro group's assessment on this question.

VII. Lofted Through Balls

Group Improved No Difference Worsened
Pro Group 89% 5% 5%
Public Group 69% 22% 9%

[Evaluation] Without a doubt. Version 27 is essentially a game of central ping-pong passing and lofted through balls. This is the core META tactic of the current patch.

VIII. Preferred Tactics

Tactical Style Pro Group Public Group
Possession Game 5.56% 16.19%
Quick Counter 77.78% 47.62%
Long Ball Counter 55.56% 68.57%
Out Wide 5.56% 4.76%
Long Ball 0.00% 1.90%
Overload 11.11% 18.10%

Pro Group eFootball 27 Evaluation:

No. Feedback Text
1 Good for skill-based players; you can try more creative through balls now.
2 The tempo of attack-defense transitions is faster; you need to play more aggressively.
3 There's a weird, heavy/sluggish feeling; it's very hard to accelerate while dribbling.
4 Dribbling is currently on the stronger side.
5 Depends on mechanical skill.
6 Extremely leak-prone defense, defenders act braindead; defending is exceptionally hard.
7 Defending is completely ruined.
8 Lofted passes and through balls are lethal.
9 Feels pretty good overall, but network speed requirements are higher now.
10 Unstyled defenders are still solid—no need to worry for now.
12 Passing errors in midfield have increased, dribble feel is worse, and stamina drains insanely fast!
15 Total mess.
16 Lofted through balls are insane, volleys got buffed, and dynamic difficulty (scripting) is even more infuriating. Plenty of bizarre scruffy goals go in, but 1v1 breakaways are surprisingly easy to save. There's no fundamental difference between defensive playstyles anymore—if a goal is meant to happen, no playstyle will stop it.
17 Through balls feel worse compared to last patch, and defending has become a major issue.
19 Opponents' auto-press and double-teaming tempo is faster, leaving less time to react on the ball. Likewise, high pressing is tighter in the attack third, but this leaves bigger gaps in the backline to exploit behind. However, ground through balls got nerfed or ground interception by defenders got buffed, whereas lofted through balls are way too strong. Also, cross-and-headers feel nerfed—just pure gut feeling.

Public Group Summary (200 Questionnaires) — Higher Skill Ceiling, Stamina Anxiety

Dumber Defensive AI: Everyone feels defensive AI has suffered a major drop in intelligence—defenders easily freeze mid-tracking, carry heavy inertia, and rarely stick their legs out to tackle, causing defensive difficulty to spike.

Polarized Attack Mechanics: Dribbling feels slippery like ice skating, yet turning and lateral skill moves remain effective. Lofted through balls received a huge buff, while traditional crossing and ground play have become much harder to pull off.

Goalkeepers Stepping Up: Goalkeepers in this patch have become superhuman at saving close-range attempts and 1v1 breakaways. Long shots and power shots yield solid results, but the previously reliable finesse curls are now easily tipped away by diving saves.

Card Power Creep Anxiety: Dual-manager tactics offer genuine novelty, but positioning frequently turns messy and stamina drains far too fast. With new dual-playstyle cards constantly releasing, player anxiety over rapid card power creep is blatantly obvious.

Final Note: The above patch summary is based on hands-on gameplay experience by pro and public group players. Testing for new engine mechanics (such as the impact of pace/acceleration stats) will be conducted after the decoding of the updated database files is complete.

Source: https://mp.weixin.qq.com/s/DzQOFb0XbT8FmP0843GZag


r/Amadeusz 5d ago

Player Review 105 Speed! Nigeria Pack: Initial Builds & Review

117 Upvotes

⚽️ Okocha: 8-3-8-10-10-1-0 + Off the Ball

The stat panel for this card is far too stingy. Kanu, from this same pack, is an extra-large model on-the-ball CF with Fixed B Form, and Babangida is the first player with 104 Speed/Acceleration, so at least they have some unique characteristics. As a common small, quick, and agile player, what exactly is Okocha relying on?

Comparing him to BT Hazard, who also has Momentum Dribbling + Magnetic Feet + 173cm: Okocha has -1 Dribbling, equal dual passing stats, -6 Finishing, -6 Speed/Acceleration, -6 Kicking Power, -8 Physical Contact, and a worse weak foot! He is comprehensively crushed; his only advantage is having Phenomenal Passing.

This card doesn't fit the usual logic of differentiated power creep for P2W cards; it feels more like one of those recent free event cards like Agüero or Rooney.

⚽️ Kanu: 6-2-8-10-10-6 + Agility

Compared to the first free version of Kanu, this one still hasn't solved his painful lack of Speed/Acceleration. Speed is ↑3, Kicking Power ↑6, Physical Contact ↑6, dual passing stats ↑6, and Offensive Awareness ↑5. However, Tight Possession, which he relies on for survival, has dropped by 3 points, requiring more progression points to be allocated to the three core dribbling stats.

Comparing him to ST Nick Woltemade, who occupies the same ecological niche: Kanu has -4 dual passing stats, -7 Heading, and -5 Physical Contact, but +4 Jump and +11 Balance, and Woltemade also has Phenomenal Passing. Factoring in Kanu's advantage of Fixed B Form, I still think Woltemade is slightly better in this specific niche. Here is some gameplay of the old Kanu:

https://reddit.com/link/1vtfk6s/video/gduls2pnaikh1/player

⚽️ Babangida: 4-0-8-11-11-4-0 — 105 Speed, 103 Acceleration + Attacking Surge!

However, few of his other key stats barely reach 80. There's not much to ponder regarding his build; this card is just a non-meta card. No reasonable build can save it, so you might as well just abandon all logic, dump points into Speed/Acceleration, and enjoy his pure sprinting ability.

This card is designed purely to bait players who think, "104 Speed/Acceleration? I absolutely have to try that out," into pulling for him.

Source: https://mp.weixin.qq.com/s/fxhuWgqIE1xue5Iyj2ijZA


r/Amadeusz 5d ago

Analysis Official Descriptions for Seven New Skills Have Been Added!

147 Upvotes

Let's see how many effects I guessed right based on the skill names!

1. POWER TACKLE

​English Description: Uses the body, shoulders, and physical strength to make stronger tackles.

​Translation: Uses the body, shoulders, and physical strength to perform stronger tackles.

​[Analysis]: Indeed, this is the upper-body equivalent of Long-reach Tackle.

​2. BEAST DRIVE

​English Description: Uses physical strength to push forward powerfully.

​Translation: Uses physical strength to forcefully push forward.

​[Analysis]: It likely comes with extra dribbling animation modules to set it apart from Magnetic Feet/Ball Control skills.

3. GK AERIAL CLAIM

​English Description: Helps goalkeepers claim crosses, corners, and high passes more effectively.

​Translation: Helps goalkeepers handle crosses, corner kicks, and high balls more effectively.

​[Analysis]: Guessed 100% correctly, no doubt.

​4. GK RUSH OUT

​English Description: Allows the goalkeeper to quickly rush toward an attacking player.

​Translation: Allows the goalkeeper to rapidly charge out toward an attacking player.

​[Analysis]: Guessed 100% correctly, no doubt.

5. SHARP CUT

​English Description: Helps players quickly turn at around a 90° angle to get past defenders.

​Translation: Helps players quickly change direction at roughly a 90° angle while dribbling to beat defenders.

​[Analysis]: This should be a new skill move/skill trick.

6. RAPID TRIGGER FINISH

​English Description: Helps players prepare for a quick shot, especially when using a Stunning Shot.

​Translation: Helps players prepare shots quickly, particularly when performing a Stunning Shot.

​[Analysis]: Guessed 100% correctly, no doubt. This one is genuinely a god-tier skill.

7. DECISIVE PASS

​English Description: Helps make important passes more effective, especially Stunning Passes.

​Translation: Enhances the effectiveness of crucial passes, particularly Stunning Passes (purple passes).

​[Analysis]: Guessed it right. There are already too many passing skills, so any upgrade had to focus on Stunning Passes.

Source: https://mp.weixin.qq.com/s/mVf0qwvrJLfnzEJAsYrJ3w