Ability Description
Defenders with this ability force more catch knockouts and react quicker in deep zone coverage, 20+ yards from the LoS and inside the numbers.
Archetypes
Speed Rusher - OLB
Requirements
92 ZCV
Tier
4
AP Cost
2 Ability Points
Power rusher - OLB
Requirements
92 ZCV
Tier
4
AP Cost
2 Ability Points
Pass Coverage - OLB
Requirements
90 ZCV
Tier
4
AP Cost
2 Ability Points
Run Stopper - OLB
Requirements
92 ZCV
Tier
4
AP Cost
2 Ability Points
Field General - MLB
Requirements
90 ZCV
Tier
4
AP Cost
2 Ability Points
Pass Coverage - MLB
Requirements
90 ZCV
Tier
4
AP Cost
2 Ability Points
Run Stopper - MLB
Requirements
92 ZCV
Tier
4
AP Cost
2 Ability Points
Man to man - CB
Requirements
92 ZCV
Tier
3, 4
AP Cost
2 Ability Points
Slot - CB
Requirements
92 ZCV
Tier
3, 4
AP Cost
2 Ability Points
Zone - CB
Requirements
90 ZCV
Tier
3, 4
AP Cost
2 Ability Points
Zone - S
Requirements
90 ZCV
Tier
3, 4
AP Cost
2 Ability Points
Hybrid - S
Requirements
90 ZCV
Tier
3, 4
AP Cost
2 Ability Points
Run Support - S
Requirements
92 ZCV
Tier
3, 4
AP Cost
2 Ability Points
MUT 24 Players with Deep In Zone KO
Advice from Huddle.gg
Rating:
Elite
It was broken all of last season, but Deep In Zone KO finally works. It's best used on a deep middle safety in a Cover 3 or Cover 1 scheme to defend against vertical routes between the numbers by increasing your chances of knocking the ball out. At 2 AP, Deep In Zone KO is a great value right now.