Hey guys just had a couple questions in regards to the abilities and making sure I’m not using some that I don’t. For example, if a card has Vanguard is it pointless to have Honorary Lineman as well. What about if a card has Collosus, is it pointless to have Edge Threat Elite as well? If you have Universal Coverage do you not need any man or zone KOs? If you have Bazooka can I still use Pass Lead Elite for even more distance? I’m sure there are more that I can’t think of right now.
Shout out @Lildrift56 [https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/](https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/)
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions
kaotikords said:Shout out @Lildrift56 [https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/](https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/)
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions
I've been trying to share this how did you do it?
TBone75 said:I've been trying to share this how did you do it?
@ whoever
Copied thread URL
Copied comment
I have a hard time believeing that Run Stuffer doesn't have Run Stopper...
kaotikords said:Shout out @Lildrift56 [https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/](https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/)
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions
Hey I appreciate the information, just out of curiosity, where did you get it? Im super intrigued by DOTS and Gambit being combinations of other abilities, but as I understood it, gambit was apparently confirmed to NOT have a ball velocity effect in the previous Madden. It would be awesome if you were right and Ill try both tonight.
kaotikords said:Shout out @Lildrift56 [https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/](https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/)
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions
you can use Dots to throw across the field by angling your QB the right way (ZAN has a vid on it). DOTs also has fearless
I have heard Run N Gun increases the velo on running throws too
truzz can also fumble to strips as well
you can counter UF and dual threat with a double team and Colossus using a double team as well but one of the lineman needs post up otherwise colossus is destroying the double team
it has been tested and proved that Universal has OSA but I've heard so many people say adding OSA on top of it has made a difference so idk if the OSA in the Universal is weaker or if they stack. Universal + Shutdown + bottleneck is the ideal stack for a man CB IMO, dominat press, lock down coverage, and KOs.
from what i understand, shutdown is PA in man (plus the OSA on roids) and zone hawk is reaction time and PA in zone. thats what i have heard Zone Hawk as
just giving my extra little things, great work even if its copy & paste
RavensFlockLetsFly said:you can use Dots to throw across the field by angling your QB the right way (ZAN has a vid on it). DOTs also has fearless
I have heard Run N Gun increases the velo on running throws too
truzz can also fumble to strips as well
you can counter UF and dual threat with a double team and Colossus using a double team as well but one of the lineman needs post up otherwise colossus is destroying the double team
it has been tested and proved that Universal has OSA but I've heard so many people say adding OSA on top of it has made a difference so idk if the OSA in the Universal is weaker or if they stack. Universal + Shutdown + bottleneck is the ideal stack for a man CB IMO, dominat press, lock down coverage, and KOs.
from what i understand, shutdown is PA in man (plus the OSA on roids) and zone hawk is reaction time and PA in zone. thats what i have heard Zone Hawk as
just giving my extra little things, great work even if its copy & paste
ill edit some of my things and make a repost, I know by description that dots is all of the passing accuracy abilities, but I've had it on several QBs and all of them seem to miss cross body throws without blue, and before you ask, yes I am on the right passing setting. Do you know if strips only work with strip specialist or what? I haven't had an issue with that this year, but did notice that last year. as for shutdown, I used to beileve it was in Man specifically, but I've dropped PA and primarly run zone coverage, and notice a difference in coverage skills in both man and zone. By description shit down does not indicate it being a man coverage only ability either.
RavensFlockLetsFly said:you can use Dots to throw across the field by angling your QB the right way (ZAN has a vid on it). DOTs also has fearless
I have heard Run N Gun increases the velo on running throws too
truzz can also fumble to strips as well
you can counter UF and dual threat with a double team and Colossus using a double team as well but one of the lineman needs post up otherwise colossus is destroying the double team
it has been tested and proved that Universal has OSA but I've heard so many people say adding OSA on top of it has made a difference so idk if the OSA in the Universal is weaker or if they stack. Universal + Shutdown + bottleneck is the ideal stack for a man CB IMO, dominat press, lock down coverage, and KOs.
from what i understand, shutdown is PA in man (plus the OSA on roids) and zone hawk is reaction time and PA in zone. thats what i have heard Zone Hawk as
just giving my extra little things, great work even if its copy & paste
You sure DOTS has fearless??
Lildrift56 said:ill edit some of my things and make a repost, I know by description that dots is all of the passing accuracy abilities, but I've had it on several QBs and all of them seem to miss cross body throws without blue, and before you ask, yes I am on the right passing setting. Do you know if strips only work with strip specialist or what? I haven't had an issue with that this year, but did notice that last year. as for shutdown, I used to beileve it was in Man specifically, but I've dropped PA and primarly run zone coverage, and notice a difference in coverage skills in both man and zone. By description shit down does not indicate it being a man coverage only ability either.
yeah, DOTs will miss cross body but if you angle the QBs shoulders in the right way you can throw it from the right side of the field all the way to the left, 60 yards downfield. they work with and without it. interesting, i havent really had it on many of my players so i just went off what i knew/thought of it to be. true but descriptions arent always the best in this game lol (not saying you are wrong, but EA isn't all that clear)
tmac1023 said:You sure DOTS has fearless??
I have not had a single red pass from inside the pocket
AJones7304 said:Hey guys just had a couple questions in regards to the abilities and making sure I’m not using some that I don’t. For example, if a card has Vanguard is it pointless to have Honorary Lineman as well. What about if a card has Collosus, is it pointless to have Edge Threat Elite as well? If you have Universal Coverage do you not need any man or zone KOs? If you have Bazooka can I still use Pass Lead Elite for even more distance? I’m sure there are more that I can’t think of right now.
nvm
kaotikords said:Shout out @Lildrift56 [https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/](https://www.mut.gg/forums/forum/mut-discussion-10/topic/x-factor-ability-overview-56874/)
OFFENSE
QB
Dots= Sideline deadeye, pocket deadeye, highpoint deadeye, lowpoint deadeye, and dashing deadeye no limit.(only missing is cross body deadeye)
Run n Gun= Dashing deadeye no limit, cross body deadeye no limit(heard this somewhere, but supposedly increases velocity on running throws)
Gambit= PLE, gunslinger, and no AI interceptions(very helpful with all the DL pick artists)
Bazooka= 15 extra yards on max throws(basically grants +5 TP)
Pro reads= Highlights first open WR, and fearless
Brick Wall= Only works in pocket, but will break first sack
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Escape Artist= Basically useless, but it makes you leave the pocket slightly faster
HB/WR/TE
Truzz= No fumbling unless countered by extra pop, enforcer supreme, and avalanche
Angry Runs= Wins first interaction vs defender in run or pass game (breaks tackle, increased juke/spin effectiveness or Dominant truck/stiffarm on first defender)
Freight train= Breaks first tackle (unless they have secure tackler or tackle supreme)
Wrecking ball= Dominant trucks and stiff arms on next 3 attempts includes bulldozer and arm bar(Underated ability, it has the AR affect of dropping defenders with power moves)
First one Free= More effective spin, juke or hurdles. includes juke box and spin cycle(Also underated, I've noticed it actually breaks the next tackle after a elusive move)
Grab N Smash= Wrecking ball after catch
Ankle Breaker= First one free after catch
Yac m up= Breaks first post catch tackle
RAC em up= Wins RAC catches in single coverage (Also has a press break mechanic)
Double me= Wins aggressive catches in single coverage (Also has a press break mechanic)
Max security= Wins possesion catches (Also has a press break mechanic )
Sattelite= Max security and Rac m Up
Mossed= Wins aggresive catches 50+ yards
OL/TE/FB(some WR)
Vanguard= Dominant impact blocking wins, similar to honerary lineman, but more pancakes.(Reinforcement counters all vanguards, OMW counters TE/FB/WR vanguards)
Secure protector= Reduces the dominance of quick shed moves both in run and pass game.(Not an x factor, but only way to counter UF/Dual threat/collosus)
DEFENSE
DL/OLB
Blitz=Wiped blocker resistance bars(only need one on the field to wipe all)
Relentless= Free rush attempts
Run stuffer= inside stuff, no outsiders, and OMW
Collosus= Dominant pass rush even vs double teams(I noticed this trigger more on double teams then not)
Unstoppable force= Dominant pass rush vs Single blocks
Fearmonger= Increased pressure
Dual Threat= Unstoppable force + pass breakups
DBs
Uni coverage= All KOs reaction time and knockouts, theres debate here, but I believe OSA doesn't hurt to add. (I'm not getting into it with those who believe otherwise, but I think with all abilites and extra AP it doesn't hurt to add)
Bottleneck= Dominant presses
Shutdown= OSA on steroids and pick artist(makes your DBs undercut to the ball and play faster)
Zone Hawk= Not worth using, but seems like it just makes your DBs play better in zone
Avalanche= Forces fumbles on downhill hit sticks(pair with enforcer supreme and extra pop to defeat truzz)
Reinforcement= All the KOs, without reaction time, and OMW against all positions
Wow thank you for that. This is extremely helpful. Although it didn’t answer any of the questions I had. Either way this is a tool I will absolutely be using.
Edit. It did with UC for sure
AJones7304 said:Wow thank you for that. This is extremely helpful. Although it didn’t answer any of the questions I had. Either way this is a tool I will absolutely be using.
Edit. It did with UC for sure
honorary lineman is pointless with vanguard and ETE isnt completely worthless if you have colossus but under pressure hasnt worked well this year (ETE is ET + under pressure and ET is worthless when you have UF or Colossus)
AJones7304 said:Hey guys just had a couple questions in regards to the abilities and making sure I’m not using some that I don’t. For example, if a card has Vanguard is it pointless to have Honorary Lineman as well. What about if a card has Collosus, is it pointless to have Edge Threat Elite as well? If you have Universal Coverage do you not need any man or zone KOs? If you have Bazooka can I still use Pass Lead Elite for even more distance? I’m sure there are more that I can’t think of right now.
Here's an absolutely fantastic Reddit post from the community that reviews (and directly answers) your questions: https://www.reddit.com/r/MaddenUltimateTeam/comments/1jgojxh/abilitieswhichtopickandwhichtoavoidnow/
I definitely run the combo of Colossus + ETE, but not for the specific pass rush move, i'm paying 1AP on ETE for that "Under Pressure" component, to hopefully cause some random overthrows/inaccurate passes. It's nowhere near as impactful as in prior seasons, but it's so late in the year we're struggling to find meaningful abilities to spend all of our AP, so why not?
Universal Coverage is DEF all the Zone + Man KOs (flat/short, mid & deep) as well as One Step Ahead. If you prefer something liek Reinforcement, that will give you the knock-out component of Universal, but not the improved reaction time... as such, you'd almost certainly want to pair Mid Zone KO with Reinforcement to sort of build your own "Universal" (for that all important improved reaction time).
I'm not 100% certain on Bazooka... i guess if you throw tons of 60-80+ yard passes, it might be useful, but i'd focus on PLE/SFL and not worry about the extra +15 yards. I don't have any issues throwing deep balls with JJ McCarthy, i'm using the Dots + Gambit stack. Gambit has Gunslinger + velocity (SFL/PLE).