Ability Description
Ballcarriers with this ability have steerable juke animations.
Archetypes
Field General - QB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Strong Arm - QB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Improviser - QB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Scrambler - QB
Requirements
88 JKM
Tier
2, 3
AP Cost
2 Ability Points
Power Back - HB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Elusive Back - HB
Requirements
88 JKM
Tier
2, 3
AP Cost
2 Ability Points
Receiving Back - HB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Blocking - FB
Requirements
90 SPM
Tier
2, 3
AP Cost
2 Ability Points
Utility - FB
Requirements
88 SPM
Tier
2, 3
AP Cost
2 Ability Points
Deep Threat - WR
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Playmaker - WR
Requirements
88 JKM
Tier
2, 3
AP Cost
2 Ability Points
Physical - WR
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Slot - WR
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Blocking - TE
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Vertical Threat - TE
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Possession - TE
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Man to man - CB
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Slot - CB
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Zone - CB
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Zone - S
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Hybrid - S
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Run Support - S
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Guru - QB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Maestro - QB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Bruiser - HB
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Dasher - WR
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Endzone Hunter - WR
Requirements
88 JKM
Tier
2, 3
AP Cost
2 Ability Points
Sentinel - TE
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Renegade - TE
Requirements
90 JKM
Tier
2, 3
AP Cost
2 Ability Points
Lockdown - CB
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Shadow - CB
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Watchman - CB
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Hawk - S
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Shadow - S
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
Enforcer - S
Requirements
90 JKM
Tier
1, 2
AP Cost
2 Ability Points
AP Discount Players
MUT 24 Players with Juke Box
Advice from Huddle.gg
Rating:
Gold
If you're a heavy runner, it makes sense to equip Juke Box. You'll be able to make a defender miss on just about every play. If you're a passer, you can probably get away without Juke Box as long as you're using a running back that has 90+ Juke Moves to get the best possible juke animation without an ability.