Skye's eFootball Encyclopedia

eFootball

A tighter eFootball reference for skills, stats, thresholds, player model mechanics, form probabilities and build recommendations.

Background

About the encyclopedia

Source notes, contents and the important warning about “Player ID”.

Welcome

Welcome! I hope you find this spreadsheet useful.

If you have any questions or suggestions, send me a DM on Reddit to u/6kye, or ping me in the Amadeusz or eFHUB Discord.

Please don't request editor access

If you wish to use any information from this spreadsheet in a YouTube video or social media post, please credit Amadeusz.

Player ID: the useful version

Player ID is an extremely overused term in the eFootball community and holds no tangible meaning. It seems that people use it as an universal explanation to why a card is good, or vice versa. Statements such as "His runs / finishing is better because of Player ID" or "Player ID makes him press higher" are complete nonsense. One exception is Neuer's unique positioning, but that's basically the only instance.

An alternative definition for Player ID is the player's physical model and animations. This actually makes sense, as the reason behind the advantage that Vieira and Schmeichel have over smaller players with similar stats is their otherworldly leg / arm coverage.

Neymar being able to perform ball roll without Sole Control, Ronaldinho's dancing fake shot, Beckham's set piece animation etc are just simple animation changes that do not magically enhance gameplay.

Almost all the time, what people call "Player ID" is just great stats and skills combined with a suitable playing style. Within the community, it is the epitome of gaslighting caused by confirmation bias.

Workbook sections

Page 1 - Background information and contents you are here
Page 2 - Actual effects of Player Skills
Page 3 - Actual effects of Player Attributes (stats)
Page 4 - Stat thresholds
Page 5 - Explanation of player model
Page 6 - Exact probabilities of Conditions
Page 7 - Player Skill reccomendations
Page 8 - Booster reccomendations
Page 9 - Amadeusz's tier lists
Page 10 - Spreadsheet changelog

Information about skills and stats in this spreadsheet are based on series of in-game tests performed by Zhuhai Amadeusz, a renowned Chinese eFootball tester who has performed tests since PES 2021, and collaborated with eFHUB to introduce player model data into the app. You can find his videos on Bilibili, but they are not in English.

All tests are performed on PC, and are applicable for all platforms of eFootball (including mobile) as they all run on the same engine and have the same physics model and animations.

Skill / booster recommendations are solely based on my (Skye) own evaluations, and in no way related to Amadeusz.

Mechanics

Player Skills

Grouped by skill family, with the tested effect, activation condition and skill type.

Skill types
  • 3 types of skills
  • 1. Skills that change animations - these skills add animations therefore can completely change the actions of the player
  • 2. Skills that change parameters - these skills do not change animations or stats at all but they change the outcome of an action (ball movement most of the time)
  • 3. Skills that change stats - these skills directly increase the stats of the player
  • Note on Type 3 skills - Stats round up when calculating a boost from a skill. For example, 82×1.2=98.4=99. All stats are capped at 99 without a booster, so even 90×1.2=108 is still 99.
  • Type 2 skills seem to all be the most OP ones. Coincidence? I think not

Dribbling

Double Touch

Animation

Also recovers balance of the player; the main advantage of DT Boom is because the GK's "shuffling sideways" motion does not react to the extra width created when DT is performed

Activate: Perform the skill

Scissors Feint

Animation

Performs a faster Scissors Feint / step-over than the standard animation, with a smoother exit into the next touch. It does not boost dribbling stats. The move itself became slower and less effective after the v5.4-era control changes, although players with the skill still appear to exit more smoothly.

Activate: Perform a Scissors Feint

in-game description

Flip Flap

Animation

Unlocks ball roll with Double Touch and Sole Control, creates more width but animation is slower

Marseille Turn

Animation

Performs a faster, smoother Marseille Turn than a player without the skill. Since v5.4, it can also trigger a special trapping motion during certain backward-diagonal Sharp Touches. The turn angle and general effectiveness were reduced in v5.4.

Activate: Perform a Marseille Turn or a qualifying Sharp Touch

v5.4 source

Sombrero

Animation

Enables situational Sombrero Turn and Flick Turn animations when trapping an incoming ball, and improves the accuracy of the resulting flick. It is unpredictable because the animation selected depends on the situation.

Activate: Perform a Sombrero while trapping the ball

controls

Chop Turn

Animation

Performs a quicker Chop Turn, cutting the ball sharply across the body to change direction. It changes the feint animation rather than increasing any attribute.

Activate: Perform a Chop Turn

controls

Cut Behind & Turn

Animation

Also adds Cruyff turn fake shot animation

Scotch Move

Animation

Enables the Draw-and-Close / Scotch Move change-of-direction feint. No separate attribute or parameter benefit has been demonstrated; its value depends entirely on whether the user performs this particular move.

Activate: Perform a Scotch Move

in-game description

Sole Control

Animation

Dribbling, first touch or tight control improvements were NOT observed during testing, its main purpose is to combine with DT and Flip Flap to create ball roll

Momentum Dribbling

Parameter

Increases Touch Frequency compared to players with the same stats without the skill; Touch Frequency goes beyond stat limit; nerfed greatly after initial release

Activate: Possess the ball when in the final third of the pitch

Acceleration Burst

Animation

Adds new sharp touch animations. As sharp touch is a feint, it is affected by the dribbling stats, not Acceleration

Activate: Perform a sharp touch

source

Magnetic Feet

Parameter

Partially confirmed: Activates while in possession when opponents are within 5 metres, scaling with up to four nearby opponents. Controlled PC testing found no increase to Ball Control, Dribbling or Tight Possession and no improvement to ordinary non-contact dribbling. Its apparent benefit is stronger ball retention or shielding during physical contact, but the exact parameter and amount remain unconfirmed.

Activate: Possess the ball with opponent players within 5 metres

controlled test

Shooting section source

Heading

Parameter

Increases the likelihood of downward headers therefore more accurate. Does not affect animation or stats

Activate: Perform a header

Bullet Header

Parameter

Greatly reduces error of a headed shot when under physical pressure from opposing defenders. Does not change animations

Activate: Perform a headed shot

source

Long-range Curler

Parameter

Equivalent to increasing Finishing and Kicking Power by over 10% and also curl; it is not Type 3 and can go beyond the 99 stat cap, can compensate for weak foot debuff

Activate: Perform a curl shot anywhere (does not need to be "long-range")

source

Blitz Curler

Parameter

Modifies the path of curl shots to take a high dipping trajectory aimed at top corners, does NOT change stats

Activate: Perform a curl shot

Chip Shot Control

Parameter

Historically changed chip shots to a steeper, more useful trajectory and helped retain accuracy while running. In v5.4.0 testing, chips with and without the skill followed almost identical trajectories because ordinary chip shots had been buffed; its current practical effect appears negligible.

Activate: Perform a chip shot

v5.4 test

Knuckle Shot

Parameter

Knuckleball movement. Increases goalscoring chance but not as much as dipping shot. Can also be used in free kicks

Activate: Perform a stunning shot at 50% to 65% power

Dipping Shot

Parameter

The ball travels straight and moves vertically up and down, greatest increase of goalscoring chance out of the 3 because of a straight trajectory and easier to target bottom corners

Activate: Perform a stunning shot at 20-50% power, ideally 40-50%

Rising Shot

Parameter

The ball rises sharply. Though very satisfying when it goes in, it decreases overall goal chance because the ball often rises beyond the crossbar

Activate: Perform a stunning shot at 65% power or above

Long-range Shooting

Stat boost

10% increase of Finishing, does not add Kicking Power

Activate: Perform a normal or stunning shot from outside the box

source

Low Screamer

Parameter

Low driven shot, most effective at 40-50% power. Ball speed increases by 5.5% (equivalent to 25 Kicking Power). Does not change shot animation or the speed of the shot animation

Activate: Perform a stunning shot at under 50% power, ideally 40-50%

source

Acrobatic Finishing

Animation

Adds acrobatic shot animations, e.g. bicycle kick, scorpion kick etc

Activate: Perform a shot

Heel Trick

Animation

Was not found to affect the likelihood of heel shots or passes, more testing required

Activate: Perform a shot / pass towards the back of the player

First-time Shot

Parameter

OTP but for shooting - reduces the error when a shot is taken first-time

Activate: Perform a shot first-time

Phenomenal Finishing

Parameter

Greatly reduces the shot error caused by the position of the player; does NOT change animation or stats

Activate: Perform a shot when the body is at a weird angle

source

Willpower

Stat boost

Increases Finishing and Kicking Power by 1 every time a shot is taken, up to +8

Activate: Perform a shot with feet (headers don't count)

source

Passing section source

One-touch Pass

Parameter

FTS but for passing - reduces the error when a pass is performed without controlling the ball

Activate: Perform a pass first-time

Through Passing

Stat boost

20% increase of both passing stats when performing a low or lofted through pass; does not affect curl or kicking power

Activate: Perform a low through pass / lofted through pass

source

Weighted Pass

Parameter

The ball drops steeply and lands closer to the pass reciever, therefore more accurate. Activates only when performing a lofted pass / lofted through pass from your defensive half

Activate: Perform a lofted pass / lofted through pass from your own half

Pinpoint Crossing

Stat boost

10% increase of both passing stats depending on the button pressed; does not affect curl or kicking power

Activate: Perform a low cross / lofted cross

Edged Crossing

Parameter

Changes the rotation of the ball from horizantal to vertical; activates using weak foot when WF Accuracy is "Very High"; greatly increases ball speed if a normal cross is used

Activate: Perform a lofted cross

Outside Curler

Parameter

Enables trivela kicks, with the animation activating 3 frames earlier than normal. Shots are slower but significantly more accurate; passes

Activate: Perform a pass / curl shot

source

Rabona

Animation

Rabona animation for shots and passes

No Look Pass

Animation

Completely useless "looking away" animation when performing a pass

Activate: Perform a pass

Game-changing Pass

Stat boost

10% increase of both passing stats

Activate: Be drawing or losing during the 2nd half of the match

Visionary Pass

Parameter

Basially a weaker FTS and OTP for the pass reciever; also increases the quality of the first touch; ONLY HELPS THE PASS RECIEVER

Activate: Recieve a pass from a player with this skill

Phenomenal Pass

Parameter

Phenomenal finishing but for passes

Activate: Perform a pass when the body is at a weird angle

Low Lofted Pass

Parameter

The ball travels lower than usual and takes a shorter path therefore it is faster and more accurate; does not activate when performing a lofted through pass or cross

Activate: Perform a lofted pass (not through, not a cross)

GK & Others

GK Low Punt

Parameter

Changes the path of the ball to fly lower and faster

Activate: Perform the lofted pass command when GK is holding the ball

GK High Punt

Parameter

Increases the distance and speed of the high kick, useful if you have a tall striker up front to head it

Activate: Perform the clear command when GK is holding the ball

Long Throw

Parameter

Maximum throw range increases from 21m to 29m

Activate: Throw the ball

GK Long Throw

Parameter

Increases the maximum throw range for a goalkeeper

Activate: Throw the ball with GK

Penalty Specialist

Stat boost

Increase of 10 (not 10%) to Finishing and Place Kicking when taking a penalty

Activate: Take a penalty

GK Penalty Saver

Stat boost

Partially confirmed: Improves a goalkeeper's reactions or save success against penalties. The underlying attribute boost and percentage are unknown, and community testing is conflicting, so it should not be treated as a confirmed increase to every goalkeeping stat.

Activate: Save a penalty

community evidence

GK Directing Defence

Stat boost

Partially confirmed: Improves the defensive ability of teammates positioned deep in their own half. Controlled testing rules out any increase to Defensive Awareness. The remaining effect appears to be a small Tackling improvement, but its size and any possible effect on Interception or Blocker remain unconfirmed. It does not demonstrably organise or reposition the defensive line.

Activate: Have teammates defending deep in their own half

controlled test

GK Spirit Roar

Stat boost

Partially confirmed: When the team is leading after the second-half kick-off, increases the physical ability of defenders. Physical Contact is the most likely affected attribute, but the exact figure and whether Jump, Balance or Stamina are also affected remain unconfirmed.

Activate: Be leading after the second-half kick-off

official description

Gamesmanship

Parameter

Easier to win fouls, especially useful for players with low balance

Defending

Man Marking

Unclear

Improves the AI player's reaction to an opponent's off-ball movement, producing tighter and more persistent marking. This is a passive player skill and should not be confused with the separate Man Marking Individual Instruction, which forces one assigned defender to follow a particular opponent and can pull that defender out of position. No numerical stat increase has been established.

in-game description

Track Back

Unclear

Causes the AI-controlled player to pressure the current ball carrier aggressively from the front line. It does not specifically make the player retreat into the back line or track off-ball runners. It is most noticeable on forwards, wingers and midfielders and may increase stamina consumption.

community evidence

Interception

Unclear

Improves the player's ability to read and cut out passes when positioned in or near the passing lane. No improvement to Defensive Awareness or automatic positioning has been quantified.

in-game description

Blocker

Unclear

Increases the likelihood of using a leg or body-block animation to stop or deflect a pass or shot when the player is already in its path. It improves the blocking action rather than moving the player into the correct position.

in-game description

Aerial Superiority

Parameter

Increases chance of winning an aerial duel when both players have similar Jump Height; duels won because of the skill have low accuracy and therefore does NOT help with scoring goals

source

Sliding Tackle

Parameter + animation

Improves the accuracy and success rate of manually performed sliding tackles. It also enables situational sliding-block animations that players without the skill do not attempt. It is therefore more than a predicted increase to the Tackling attribute.

Activate: Perform a sliding tackle

official explanation

Long-reach Tackle

Animation

Adds new tackling animations and increases tackling range for standing tackles

Activate: Perform a standing tackle

Fortress

Stat boost

5% increase of Defensive Awareness and Tackling, possibly also Defensive Engagement and Aggression but further testing needed

Activate: Lead at any point during the 2nd half, deactivates when not leading

source

Acrobatic Clearance

Animation

Adds animations for acrobatic clearance kicks, e.g. bicycle kick clearance

Activate: Perform the clear command

Aerial Fort

Parameter

Allows the defender to reach their maximum Jump Height during every clearance (check eFHUB website); useless if the attacker has considerably greater jump height than the defender

Activate: Press the clear button when facing an incoming high ball

source

Miscellaneous

Captaincy

Unclear

Partially confirmed: When a player with this skill is selected as captain, it is intended to reduce the effects of fatigue on teammates. Existing testing did not show a measurable stamina benefit, so the exact effect and magnitude remain unconfirmed; it should not be treated as a proven Stamina-stat increase.

Activate: Select a player with the skill as Captain

in-game description

Attack Trigger

Stat boost

While the skill owner has possession, increases the Attacking Awareness of every other teammate. The player possessing the skill does not receive the boost. It can improve AI-controlled repositioning, offside-line adjustments and attempts to find space, but the exact numerical increase remains unknown.

Activate: Possess the ball with the player who has the skill

official clarification

Super-sub

Stat boost

5% increase of Attacking Awareness and Finishing (DOES NOT increase the condition arrow by one step)

Activate: Sub on a player with the skill during or after half time

Fighting Spirit

Parameter

Reduces shot and pass error when opposing players are nearby; stamina-related effects were not seen during testing

Reference

Stats

The raw stat explanations have been turned into grouped reference cards.

Attacking

Attacking Awareness

  • How often a player makes diagonal movement to escape from their marker (literally the reverse of Defensive Awareness)
  • How quickly they are able to stop an unsuccessful run and return to a neutral position (reduce offsides)
  • Increases acceleration when the player is controlled by AI during an attacking run, max at 90 OA

Ball Control

  • Quality of first touch
  • Quality and speed of feints (skill moves and fake shots)

Dribbling

  • High speed Touch Frequency
  • Acceleration with the ball (alongside Acceleration in 1:2.6 ratio, Acceleration more important)
  • Speed with the ball (alongside Speed, Speed slightly more important)
  • Speed of high speed direction changes that do not trigger the low speed stage

How the low speed stage is triggered

  • Not pressing dash
  • Turn more than 15 degrees to either side the player is facing

Tight Possession

  • Low speed Touch Frequency
  • Smoothness of all turns
  • Finesse dribble (inside 10 degrees from direction player is facing)

Low Pass

  • Accuracy, speed and curl of low passes
  • Accuracy and speed of low crosses
  • eF25 test

Lofted Pass

  • Accuracy, speed and curl of lofted passes
  • Accuracy and speed of lofted crosses

Finishing

  • Accuracy of shots
  • Does not mean shot power

Set Piece Taking

  • Accuracy of set pieces

Curl

  • Amount of curl on Controlled Curl Shot
  • Amount of curl on crosses, not passes
  • Amount of curl on set pieces
  • Does not affect passes

Defending

Defensive Awareness

  • AI controlled Man Marking (sticking to target and reaction to movement)
  • Acceleration stat decreases in defensive scenarios by 0.5 for every point of DA below 70

Tackling

  • Accuracy of tackles

Aggression

  • Tendency to tackle (how likely they are to stick a leg out when near the ball holder)
  • Does not affect AI movement

Defensive Engagement

  • AI controlled positioning for interceptions / blocks

Goalkeeping

GK Awareness

  • Speed of the shuffling movement to react to opposing ball holder
  • Tendency to run out

Catching

  • Ability to catch

Parrying

  • Distance the ball can be knocked away

Reflexes

  • How quickly they can react to a close-range shot
  • Do not mean hesitation

Reach

  • Coverage of the goal (alongside Arm Coverage)

Athleticism

Speed

  • Speed with the ball (alongside Dribbling in 2.6:1 ratio, Speed slightly more important)
  • Speed without the ball

Acceleration

  • Acceleration with the ball (alongside Dribbling in 2.6:1 ratio, Acceleration more important)
  • Acceleration without the ball
  • Smoothness of high speed turns

The pace of an off-ball run consists of 2 phases:

  • Acceleration stage
  • Full speed stage

Acceleration stage:

  • Lasts for 3 grass blocks, ~17m
  • Speed stat is completely ignored during this stage
  • As the 17m distance is fixed, a player will have moved faster and further when the 17m starts in a direction closer to the player's facing direction (this is why CFs with poor balance like Shevchenko are bad at doing small turns, but fast if he can receive the ball and run straight in 1 direction)
  • Low Acceleration + high Speed will still leave the player being much further behind and is impossible to catch up by Speed afterwards, giving an impression that the player is slow
  • Unless the run is over a very long distance like the GK charging out, Acceleration is much more important than Speed

Full speed stage

  • Speed stat only activates after 3 grass blocks, or approximately 17m
  • High Speed is only useful when a lot of space is available

Kicking Power

  • Speed of shots
  • Speed of set pieces
  • DOES NOT affect pass and cross speed
  • Only affects pass speed during set pieces, e.g. Short Corner or Passing from Free Kick

Jump

  • Jump Height (will be explained in the Model tab)

Physical Contact

  • How well a player can hold up a defender
  • How well a player can defend by physically contesting an opponent
  • Very slight effect on aerial duels

Balance

  • How quickly players recover from loss of balance
  • Ability to maintain their form when shooting or passing under physical pressure
  • Recovery speed from fake shots
  • Probability to jump over tackles

Stamina

  • Rate at which the stamina bar depletes
  • Stamina recovery at half time ONLY depends on which position the player is playing, and does not depend on the Stamina stat
  • Once stamina falls below 50%, ALL stats except Place Kicking and Stamina start to decrease
  • At 15% stamina, the affected stats will drop to the maximum decrease of 20%
  • Exception for Speed and Acceleration - maximum decrease is only 10%

Characteristics

Weak Foot Usage

  • How often the player uses their weak foot

Weak Foot Accuracy

  • How accurate the player's weak foot is, "Very High" is NOT equivalent to 5-star weak foot in EAFC
  • Finishing and Passing stats are reduced by the following amounts:
  • Very High - 10%
  • High - 15%
  • Medium - 20%
  • Low - 30%

Form

  • Probability of the player's Condition in a match
  • Exact numbers will be in the Form tab

Injury Resistance

  • How easily the player gets injured after being slide tackled

Other Mechanics

AI response rate

  • Rate at which AI controlled player responds to the movement of opposing players
  • Relevant stats: Attacking Awareness, Defensive Awareness, GK Awareness

Movement without the ball

  • Affected by Playing Style, Formation, Team Playstyle, Individual Instruction, Attack/Defense Level

Common misconceptions

"Super-sub increases Condition by 1 level"

  • NO, it increases Attacking Awareness and Finishing by 5% as written in the Skills page

"Jump increases Goalkeeper's saving ability"

  • NO, it does not increase the rate of normal saving animations or top corner saves. Reach + Arm Coverage are the only variables in normal saving animations. Jump is only relevant for chip shots or aerial balls.

"Curl affects passes"

  • No, curl does not affect passes. It affects crosses (activated by the Cross Specialist playing style) and set pieces.

"Kicking Power affects pass and cross speed"

  • No, pass and cross speed are determined by the passing stats. Kicking Power only affects set-piece passes.

"Stats increase in increments of 5 points / benefits when reaching 85/90/95/99"

  • No, absolutely no idea where people got this idea from. There is definitely no special increase at any number.

"Ball Control has turning thresholds"

  • No. Debunked by Amadeusz.

"75 Physical Contact unlocks shielding"

  • This was a test for eF25, since then Konami has balanced Physical Contact

"85 Acceleration is the maximum you should go"

  • Wrong interpretation from this diagram:
  • You will understand why this is false by reading the pace section above.
Breakpoints

Thresholds

Useful stat targets, debunked thresholds and old values that are no longer valid.

Important: thresholds are ideal minimums, not “stop at this number” ceilings.

Main thresholds

StatThresholdReasonSource
Offensive Awareness90Acceleration gain from OA maxes out at 90source
Passing (min)82To get 99 from the 20% gain from Through Passing
Passing (ideal)87Extra point with 89 manager, sufficient for normal use
Lofted Pass90To get 99 from the 10% gain from Pinpoint Crossing
Finishing90Sufficient for normal use, other stats are more important
To get 99 from the 10% gain from Long-range Shooting
Speed90Returns beyond 90 are 2.4x less than before 90source
Acceleration (min)88Unlocks new animation with increased stride lengthsource
Acceleration (ideal)91Maximum benefit before greatly diminished returnssource
Heading89Unlocks "arching backwards" heading animationsource
Defensive Awareness70Acceleration decreases by 0.5 per point below 70 DAsource
90Acceleration decreases, exact value unknownsource

WRONG Thresholds

StatThresholdReasonSource
Ball Control91/92/?Misinformation from YouTube channel eFootball Lab
source

NO LONGER VALID

StatThresholdReasonSource
Tight Possession86eF24/25
Acceleration hard cap90eF24
Physical Contact75eF25

Stats that will never have thresholds

StatThresholdReasonSource
These stats all increase linearly
Kicking Power
Jump
Stamina
Body mechanics

Player Model

How body shape creates reach, collision, jump height and on-ball feel.

The “5 parameters” are: Leg Coverage, Arm Coverage, Leg Length Based Height, Torso Collision and Jump Height. Height is the main input behind all five, which is what the old note was trying to say.

Practical read: height and limb proportions help reach and physical coverage, but shorter models usually feel smoother on the ball.

video source

Five derived model values

Derived valueWhat it meansMost useful for
Leg CoverageHow far a player can extend their legs.Interceptions, standing tackles, blocks, crowded-box touches.
Arm CoverageHow far a player can extend their arms.Goalkeeper saves, pulling/reaching animations for defenders.
Leg Length Based HeightA quick comparison value for how much a player plays like a long-legged model.Simple reach comparisons when Leg Coverage feels too abstract.
Torso CollisionThe body volume involved in contact when arms and legs are not extended.Shielding, shoulder-to-shoulder contact, holding players off.
Jump HeightThe maximum height the player can reach when jumping.Aerial duels, defensive clearances, headers, chip-shot situations.

Height, feel and trade-offs

FactorEffectHow to use it
HeightMain driver of the five derived model values: Leg Coverage, Arm Coverage, Leg Length Based Height, Torso Collision and Jump Height. Also affects Touch Frequency alongside dribbling stats.Taller players cover more space, but usually feel clunkier no matter how high their dribbling stats are.
166–173 cmReported sweet spot for smoothness.Best range for small dribblers and tight-control attackers.
174 cmSmoothness noticeably drops at this point, unless Momentum Dribbling helps the player.Still workable for cards such as Baggio, Lookman or Marcelo when Momentum Dribbling is present.
WeightIncreases body width/volume and has roughly a 1:1 relationship with Torso Collision.Useful for contact and shielding; does not itself make dribbling feel heavier.

Body parameters

ParameterMain effect
Neck SizeVisual only.
Neck LengthAffects actual height; 14 neck length is about 2 cm taller than 7.
Shoulder WidthMain body-shape input for Torso Collision after Height; slightly affects Arm Coverage.
Shoulder HeightVisual only.
Arm LengthAffects Arm Coverage.
Chest SizeSlightly affects Torso Collision.
Waist SizeSlightly affects Torso Collision.
Thigh SizeSlightly affects Torso Collision.
Leg LengthAffects Leg Coverage and Leg Length Based Height.

Formula reference

ValueFormula
Leg Coverage[ 0.16*height + 0.7*height*(0.56+0.03*(legLength/14))*2 ]
Arm Coverage[ (0.23+(shoulderWidth/14)*0.02)*0.7*0.5*height + height*(0.35+(armLength/14)*0.04)*2 ]
Leg Length Based Height[ height + legLength - 7 ]
Torso Collision[ (0.26 + (shoulderWidth/14)*0.032)*height*0.7 + (((chestSize + thighSize + waistSize)/42)*0.115 + 1)*height*0.27*0.3 ]
Jump Height[ height + 54 + 0.666*(Jump - 40) ]
Condition

Form

Exact probability tables for condition arrows by form type and live update rating.

FormLive Update⬆️↗️➡️↘️⬇️
UnwaveringA14.8%61.6%23.6%0%0%
UnwaveringB10%53.6%36.4%0%0%
UnwaveringC3.6%32%60.4%3.2%0.8%
UnwaveringD0%14.8%70.8%10.8%3.6%
UnwaveringE0%0%73.2%16%10.8%
StandardA24.4%41.6%34%0%0%
StandardB18.8%31.2%50%0%0%
StandardC4.8%24.4%51.2%18%1.6%
StandardD0%16%58.4%15.6%10%
StandardE0%14.4%44.4%20.8%20.4%
InconsistentA46.5%19.3%34.2%0%0%
InconsistentB31.5%18.6%49.9%0%0%
InconsistentC32.4%14.8%6.8%28.4%17.6%
InconsistentD13.6%26.4%12.4%21.2%26.4%
InconsistentE5.2%22.4%15.6%30%26.8%

Epic (B)

Form⬆️↗️➡️↘️⬇️
Unwavering10%53.6%36.4%0%0%
Standard18.8%31.2%50%0%0%
Inconsistent31.5%18.6%49.9%0%0%

Credits are recorded in the original sheet to vearwu and ZAJ, with an additional link for what the arrows actually do.

arrow explanation
Build help

Skill Suggest

Position-by-position skill priority. Colours from the spreadsheet have been converted into readable labels.

MustYesCanChoiceNoblank = not marked in the sheet

Dribbling

SkillCFSSL/RWFAMFCMFL/RMFDMFL/RBCBGK
Double TouchMustMustMustMustYesYesCanCan
Scissors Feint
Flip Flap
Marseille TurnCanYesMustMustYesYes
Chop Turn
Cut Behind & Turn
Sole Control

Shooting

SkillCFSSL/RWFAMFCMFL/RMFDMFL/RBCBGK
HeadingYesCanCanCan
Long-Range CurlerCanYesMustMustYesCan
Chip Shot ControlCanCanCanCan
Knuckle Shot
Dipping ShotYesYesCanCanCanCan
Long-Range ShootingMustMustMustMustYesCan
Acrobatic FinishingMustMustYesYesCanCan
Heel TrickCanCanCanCanCanCanCanCan
First-time ShotMustMustMustMustCanCan

Passing

SkillCFSSL/RWFAMFCMFL/RMFDMFL/RBCBGK
One-touch PassYesMustMustMustMustMustMustMustCan
Through PassingYesYesMustMustMustMustMustMustCan
Weighted PassCanCanCanCanYesCanMustYesCan
Pinpoint CrossingCanCanMustCanCanMustMust
Outside CurlerMustMustMustMustMustMustMustMustMust
Low Lofted PassCanCanCanCanYesCanCan

Goalkeeper

SkillGK
GK Low PuntCan
GK High Punt
GK Long ThrowMust
GK Penalty SaverCan

Defending

SkillCFSSL/RWFAMFCMFL/RMFDMFL/RBCBGK
Man MarkingCanMustMustMust
Track BackYesCanYesCan
InterceptionYesCanMustMustMust
BlockerCanYesCanMust
Aerial SuperiorityCanCanCanCanCanYesMustCan
Sliding TackleCanYesMustYes
Acrobatic ClearanceCanCanMust

Miscellaneous

SkillCFSSL/RWFAMFCMFL/RMFDMFL/RBCBGK
GamesmanshipCanCanCanCanCanCanCanCan
Super-subChoiceChoiceChoiceChoice
Fighting SpiritYesYesYesYesYesYesYesYesYesNo

Not worth adding

SkillReason
SombreroUnpredictable
Scotch MoveWorst skill move in history
Rising ShotActually reduces chance of scoring because the ball often rises too much, going beyond the crossbar
RabonaDoes not bring in any benefit
No Look PassSame as above
Long ThrowNot worth spending GP doing Player Fusion with this skill
Penalty SpecialistSame as above
CaptaincySame as above
Amadeusz pro-player group

Amadeusz' Players Suggest

A clean shooting-skill ranking from Amadeusz' pro-player group. Scores are average marks out of 5 from 19 judges.

Source note: this came from Amadeusz' pro-player group, shared on r/Amadeusz. The original post asks which shooting skills are essential and which Showtime shooting skills are weaker than ordinary skills.

Reading the table: skills marked as Showtime in the original post are labelled below. Outside Curler is included as a reference because the post records its previous score of 4.52, but it was not re-voted in this exact table.

source

Top priority

First-time Shot is the clear number one. Bullet Header is the top Showtime shooting skill. Long-range Shooting, Long-Range Curler and Phenomenal Finishing form the next elite group.

Practical difference

Low Screamer and Blitz Curler are both strong, but Low Screamer is presented as easier to use in ordinary attacking situations. Blitz Curler is more location-dependent and can waste possession if forced.

Low priority

Willpower is the lowest-rated Showtime shooting skill in this vote. Rising Shot, Chip Shot Control, Knuckle Shot and Penalty Specialist are the bottom standard skills.

Shooting skills in ranked order

RankSkillTypeAvg. scoreWebsite summary
1First-time ShotStandard4.95The clearest essential forward skill in the vote.
2Bullet HeaderShowtime4.79The highest-rated Showtime shooting skill; especially valuable for aerial pivots.
3Long-range ShootingStandard4.68High-value finishing boost for normal or stunning shots from outside the box.
4Long-Range CurlerStandard4.63High-value curling-shot skill; mandatory for players built around curling shots.
5Phenomenal FinishingShowtime4.63Quietly improves awkward-angle finishing without forcing a specialist shot type.
6Low ScreamerShowtime4.58Strong meta skill when space opens near the box; more generally usable than Blitz Curler.
RefOutside CurlerPrevious rating4.52Included as a reference score from a previous rating, not as part of this vote table.
7Blitz CurlerShowtime4.26Powerful but more shot-location dependent; failed attempts often end the attack.
8Dipping ShotStandard4.05A useful “mini Low Screamer” with a noticeable goal-scoring boost.
9Acrobatic FinishingStandard3.06Situational rather than core.
10WillpowerShowtime2.47The lowest-rated Showtime shooting skill in the vote.
11Rising ShotStandard2.16Low priority compared with Dipping Shot and the elite long-range skills.
12Chip Shot ControlStandard2.05Low priority; not treated as a serious shooting build target.
13Knuckle ShotStandard1.95Low-scoring specialist shot skill.
14Penalty SpecialistStandard1.68Bottom of the evaluated list.

Practical read

Forward baseline: First-time Shot comes first, then build around your player type.
Long-shot builds: Long-range Shooting and Long-Range Curler are both valuable, but Long-range Shooting does not help outside-the-box curling shots.
Blitz Curlers: Long-Range Curler matters more than Long-range Shooting if the player mainly relies on curling shots.
Aerial pivots: Bullet Header is the headline Showtime skill because it reduces the game engine's headed-shot accuracy debuff.
Build help

Booster Suggest

Playing-style booster recommendations, with primary and alternative options.

Reccomendations are by me (Skye) and do not reflect Amadeusz's opinions.
Playing StyleRecommendedOption 2Option 3
Goal PoacherStriker's InstinctFantasistaShooting
Dummy RunnerStriker's InstinctOffence CreatorOff the Ball
Fox in the BoxStriker's InstinctOff the BallOffence Creator
Target ManAerialStrengthStriker's Instinct
Deep-lying ForwardStriker's InstinctBall ProtectionFantasista
Blitz Curler SpammerFree-kick TakingShootingPassing
Prolific WingerStriker's InstinctAgilityBall Protection
Roaming FlankStriker's InstinctAgilityBall Protection
Cross SpecialistCrossingAgilityBalancer
Creative PlaymakerBall ProtectionTechniqueOffence Creator
Hole PlayerStriker's InstinctOffence CreatorFantasista
Classic No. 10Striker's InstinctOffence CreatorTechnique
Box to BoxCounterHard WorkerBalancer
Anchor ManDefendingRegistaStealing
Orchestrator (Attacking)AgilityHard WorkerOff the Ball
Orchestrator (Defensive)RegistaCounterDefending
DestroyerDefendingStealingShutdown
Build UpDefendingStealingShutdown
Extra FrontmanDefendingStealingHard Worker
Attacking Full-backHard WorkerAgilityBalancer
Defensive Full-backStealingHard WorkerDefending
Full-back FinisherAgilityHard WorkerOff the Ball
Attacking GoalkeeperSaving
Defensive GoalkeeperSaving

Booster names in this sheet

AerialAerial BlockAgilityBalancerBall ProtectionBall-carryingBreakthroughCounterCrossingDefendingDuellingFantasistaFree-kick TakingGoalkeepingHard WorkerOff the BallOffence CreatorPassingPhysicalityRebuildingRegistaSavingShootingShutdownStealingStrengthStriker's InstinctTechnique
Rankings

Tiers

Tier lists available as values in the workbook. Some visual tiers in the original may have been image/format-only and are not represented as cell text.

Showtime Skills

TierSkill
MythicPhenomenal Pass
MythicLong-reach Tackle
T0Phenomenal Finishing
T0Momentum Dribbling
T1Low Screamer
T1Acceleration Burst
T1Blitz Curler
T1Visionary Pass
T1Aerial Fort
T1Magnetic Feet
T1Edged Crossing
T2Willpower
T2Fortress
T2GK Spirit Roar
T2GK Directing Defense
T2Game-changing Pass
N/AAttack Trigger

Link Up

TierLink UpCenterpieceKey ManExample
T0Over-the-top Pass ADMF OrchestratorCF Goal PoacherCapello
T0Breakthrough Pass BCMF Box-to-boxCF Goal PoacherBeckenbauer
T1Breakthrough Pass AAMF Creative PlaymakerCF Goal PoacherXabi
T1Aggressive Centering AWMF Cross SpecialistCF Fox in the BoxAllegri
T11-2 Cut-in AWMF Creative PlaymakerCF Fox in the BoxCruyff
T1Over-the-top Pass BCMF OrchestratorWF Prolific WingerRijkaard
T2Over-the-top Pass CCB Build UpWF Prolific WingerKlopp
T2Diagonal Long Pass AAMF Creative PlaymakerWMF Hole PlayerMourinho
T2Diagonal Long Pass BWF Creative PlaymakerWB Attacking FullbackGuardiola
Sources in sheet: source source source
Version history

Changelog

Updates recorded in the source spreadsheet.

YearUpdate
20268 May - Remade skill and booster suggestion pages
20267 May - Updated most stuff, created thresholds page
202511 Nov - Added links to r/Amadeusz Reddit posts for skills
202531 Oct - Updated tierlists + spreadsheet maintenance
202511 Oct - Booster reccomendations changed to fit eF26
202521 Sep - Tierlists changed to Amadeusz's own instead of mine
202516 Sep - Started eF26 revamp
202519 Aug - Final update (maybe not)
202511 Aug - Grammatical corrections
202517 Feb - Updated tierlists
202530 Jan - Added information about the impact of height on dribbling, and explanation of the actual effect of stamina
202515 Jan - Added tierlists
202513 Jan - Added stat explanations
202512 Jan - Added skill suggestions
20251 Jan - Added page on form and condition
20241 Dec - Skill definitions added
202425 Nov - Sheet created
2024Google Sheet