what to look for in players, what stats to look for on cards, abilities, what type of runs from a RPO, or base run standpoint and tells in the run game.
First thing I’d advise is hitting practice mode and practicing reading different types of run play, where the points of attack are, what the blockers do. Then I would pick an inside and outside run you like and become an expert in them. Look for a playbook with those plays in different formations and then build a passing attack out around it.
Secondly, NEVER touch sprint until you are in the open. The game is programmed so that pressing sprint triggers your blockers to disengage and look for their second level block as it assumes you are past the first level. This is the biggest mistake people make as it leads to runs getting blown up due to sheds. Be patient, follow your blockers, look for the holes, accelerate in the open.
Thirdly, you need to pass to create run opportunities. It’s a chess game, real easy to defend something if you know it’s coming. Mix it up.
And lastly, abilities and personnel depend on the runs you like. If you like plays with pulling guards you need fast agile guards, with abilities like puller elite and nasty streak. Post up for runs up the middle. Run protector on everyone, and honorary lineman on your TE and WRs. Also if you use a FB then same applies as pulling guards. Generally you want high strength, weight and good run blocking stats on your linemen, or fast agile guards/FB with good impact block for pulling etc. remember, impact block is for blocking on the move, run blocking is stationary engagements, but abilities will be the biggest difference maker so get the players who can run the abilities you need.
I’m not a fan of using abilities on running backs personally, I’d rather use them on the players who create the holes.
RPO hand offs are slower than normal run plays.
When selecting a run, it’s about the hat count. If you have 5 linemen against 4 D linemen then run it up the gut, if you have a numbers advantage to one side, run it that way. It’s simple math, but most people screw that up aswell and complain when they try and run up the middle with 5 linemen against 8 defenders.
Step one. Nasty streak on all OL.
SiberianKiss said:First thing I’d advise is hitting practice mode and practicing reading different types of run play, where the points of attack are, what the blockers do. Then I would pick an inside and outside run you like and become an expert in them. Look for a playbook with those plays in different formations and then build a passing attack out around it.
Secondly, NEVER touch sprint until you are in the open. The game is programmed so that pressing sprint triggers your blockers to disengage and look for their second level block as it assumes you are past the first level. This is the biggest mistake people make as it leads to runs getting blown up due to sheds. Be patient, follow your blockers, look for the holes, accelerate in the open.
Thirdly, you need to pass to create run opportunities. It’s a chess game, real easy to defend something if you know it’s coming. Mix it up.
And lastly, abilities and personnel depend on the runs you like. If you like plays with pulling guards you need fast agile guards, with abilities like puller elite and nasty streak. Post up for runs up the middle. Run protector on everyone, and honorary lineman on your TE and WRs. Also if you use a FB then same applies as pulling guards. Generally you want high strength, weight and good run blocking stats on your linemen, or fast agile guards/FB with good impact block for pulling etc. remember, impact block is for blocking on the move, run blocking is stationary engagements, but abilities will be the biggest difference maker so get the players who can run the abilities you need.
I’m not a fan of using abilities on running backs personally, I’d rather use them on the players who create the holes.
RPO hand offs are slower than normal run plays.
When selecting a run, it’s about the hat count. If you have 5 linemen against 4 D linemen then run it up the gut, if you have a numbers advantage to one side, run it that way. It’s simple math, but most people screw that up aswell and complain when they try and run up the middle with 5 linemen against 8 defenders.
Applaud this man! 😂
On top of this, human joystick has been a must have for me this year and high COD, but that’s my preference for the way I tote vs others who prefer power backs. HJ will give me that random speed boost after the snap (I don’t know how to do that on my own). Balance beam has also been the first non essential ability I’ll put on if I have extra ap and has been great the last few years.
I have the unfortunate distinction of leading the stats board with HB Vick by a mile right now and that can be attributed to said boost out of the snap mostly on first plays of the game that he’s able to turn into home runs with the crackedass freight train. I think that homey @hackthacode said something similar about HB Vick and the boost but unlike him, I’m too old and shitty to know how to do that on my own 😂.
theoriginalkbgames33 said:what to look for in players, what stats to look for on cards, abilities, what type of runs from a RPO, or base run standpoint and tells in the run game.
These are all good questions. One more good question involves the mode and the meta. Defensive users are exploiting the alternate scoring system in the Event, going for quick penetrations rather than sound football fundamentals. A lot of Head-to-Head defensive users are aligning guys in the box, but then sending guys into the flats (not unlike persistently aligning in Double Mug, but then dropping random players into coverage). Since they have KO abilities on the outside linebackers or cornerbacks, the “chess game” becomes more of a Roshambo game, as Hat Count does necessarily translate to run fits, and sometimes to have to run the ball directly to where guys were.
It also becomes hazardous to run between the tackles when so many defenders have Avalanche or Extra Pop stacked on top of Enforcer or Enforcer Supreme. It costs fewer AP to discourage running the ball than it does to commit to it.
The running game will be more favorable once the Frozen abilities thaw. Until then, I don’t recommend building around the run unless you’re going to employ absolutely unsportsmanlike run glitches and run defensive cheese on top of it.
🧠 Run Game Analysis--by Dr Coin – What to Look For in Cards (MUT 26)
🔹 Running Back (HB) — Key Stats & Traits
Focus on these attributes when evaluating a HB for your run-heavy offense:
Stat
Why It Matters
Speed (SPD)
Top-end speed to break long runs; especially crucial on outside runs & stretch plays.
Acceleration (ACC)
Quick burst after handoff, helps hit holes faster and get to top speed quickly.
Agility (AGI)
Sharp cuts, improved change of direction — key for jukes & stretch runs.
Change of Direction (COD)
Works with AGI to make user-controlled cuts smoother and quicker.
Carrying (CAR)
Reduces fumbles, especially when taking hits from user tacklers or hit-sticks.
Trucking
Bulldoze through defenders on inside runs (especially with power backs).
Break Tackle (BTK)
Increases chance to shed tacklers — great for broken plays or tight gains.
Stiff Arm / Juke / Spin / BC Vision
Enhances specific stick skills and animations. BC Vision helps AI running too.
Tip: If you run Inside Zone / Power / Dive, prioritize TRK & BTK.
If you prefer Stretch / Toss / Outside Zone, go for SPD, ACC, COD, AGI.
🔹 Offensive Line – Run Blocking Stats
Stat
Why It Matters
Run Block (RBK)
General run blocking ability. Crucial for all run plays.
Run Block Power (RBP)
Important for Power, Dive, Inside Zone runs.
Run Block Finesse (RBF)
Helps on Stretch, Outside Zone, and finesse-based blocking angles.
Impact Block
Measures how effective OL are at engaging defenders in open space (pulling guards, 2nd level blocks).
Strength (STR)
Affects OL push and ability to hold blocks in the trenches.
OL Tip: High RBP on Guards and Centers helps with inside runs, while Tackles need good RBF for edge blocking.
🔹 Fullbacks & Tight Ends (Blocking Roles)
- For run-heavy schemes, your TEs and FBs must be able to block.
- Look for:
- Run Block
- Lead Block
- Impact Block
- Strength & Awareness (for consistent assignment execution)
Best Archetypes: Blocking TE, Utility FBs (like 95+ Kyle Juszczyk or TEs like George Kittle with high blocking stats).
🔹 Abilities That Boost the Run Game
Prioritize AP-efficient abilities that give a tangible edge:
✅ RB Abilities:
- Tank – Break hit-sticks (best for power backs)
- Human Joystick – Elite change of direction
- Backfield Master – More hot routes + better catching
- Evasive – Boost Juke & Spin
- Bruiser – Trucks & stiff arms enhanced (power backs)
- Short In Elite – Useful if you mix in swing or angle routes
✅ OL Abilities:
- Secure Protector (pass pro, but useful vs blitzing)
- Nasty Streak – Devastates LBs/DBs on pulls
- Puller Elite – Boosts pulling blockers on Power/G
🧱 Scheme Fit – Your Scheme Affects Card Selection
Scheme
Ideal Back
OL Focus
Power Run
High STR, TRK, BTK backs (
High RBP guards
Zone Run
Fast, agile backs (ex: Chris Johnson, B
High RBF tackles
Balanced / West Coast
Versatile backs w/ hands
All-around OL & FBs
phatalerror said:These are all good questions. One more good question involves the mode and the meta. Defensive users are exploiting the alternate scoring system in the Event, going for quick penetrations rather than sound football fundamentals. A lot of Head-to-Head defensive users are aligning guys in the box, but then sending guys into the flats (not unlike persistently aligning in Double Mug, but then dropping random players into coverage). Since they have KO abilities on the outside linebackers or cornerbacks, the “chess game” becomes more of a Roshambo game, as Hat Count does necessarily translate to run fits, and sometimes to have to run the ball directly to where guys were.
It also becomes hazardous to run between the tackles when so many defenders have Avalanche or Extra Pop stacked on top of Enforcer or Enforcer Supreme. It costs fewer AP to discourage running the ball than it does to commit to it.
The running game will be more favorable once the Frozen abilities thaw. Until then, I don’t recommend building around the run unless you’re going to employ absolutely unsportsmanlike run glitches and run defensive cheese on top of it.
It requires you to slightly wiggle the stick opposite direction you actually want to go then slam it back to the direction u want. You barely have to wiggle the stick in the opposite direction. If you over do it your player kinda gets stuck
Buy hb vick and put freight train, human joystick and tanked on him. That’s all that matters. 🤣
Maryland 1 formation in Lions playbook is all I have to say
DrCoin said:🧠 Run Game Analysis--by Dr Coin – What to Look For in Cards (MUT 26)
🔹 Running Back (HB) — Key Stats & Traits
Focus on these attributes when evaluating a HB for your run-heavy offense:
Stat
Why It Matters
Speed (SPD)
Top-end speed to break long runs; especially crucial on outside runs & stretch plays.
Acceleration (ACC)
Quick burst after handoff, helps hit holes faster and get to top speed quickly.
Agility (AGI)
Sharp cuts, improved change of direction — key for jukes & stretch runs.
Change of Direction (COD)
Works with AGI to make user-controlled cuts smoother and quicker.
Carrying (CAR)
Reduces fumbles, especially when taking hits from user tacklers or hit-sticks.
Trucking
Bulldoze through defenders on inside runs (especially with power backs).
Break Tackle (BTK)
Increases chance to shed tacklers — great for broken plays or tight gains.
Stiff Arm / Juke / Spin / BC Vision
Enhances specific stick skills and animations. BC Vision helps AI running too.
Tip: If you run Inside Zone / Power / Dive, prioritize TRK & BTK.
If you prefer Stretch / Toss / Outside Zone, go for SPD, ACC, COD, AGI.🔹 Offensive Line – Run Blocking Stats
Stat
Why It Matters
Run Block (RBK)
General run blocking ability. Crucial for all run plays.
Run Block Power (RBP)
Important for Power, Dive, Inside Zone runs.
Run Block Finesse (RBF)
Helps on Stretch, Outside Zone, and finesse-based blocking angles.
Impact Block
Measures how effective OL are at engaging defenders in open space (pulling guards, 2nd level blocks).
Strength (STR)
Affects OL push and ability to hold blocks in the trenches.
OL Tip: High RBP on Guards and Centers helps with inside runs, while Tackles need good RBF for edge blocking.
🔹 Fullbacks & Tight Ends (Blocking Roles)
- For run-heavy schemes, your TEs and FBs must be able to block.
- Look for:
- Run Block
- Lead Block
- Impact Block
- Strength & Awareness (for consistent assignment execution)
Best Archetypes: Blocking TE, Utility FBs (like 95+ Kyle Juszczyk or TEs like George Kittle with high blocking stats).
🔹 Abilities That Boost the Run Game
Prioritize AP-efficient abilities that give a tangible edge:
✅ RB Abilities:
- Tank – Break hit-sticks (best for power backs)
- Human Joystick – Elite change of direction
- Backfield Master – More hot routes + better catching
- Evasive – Boost Juke & Spin
- Bruiser – Trucks & stiff arms enhanced (power backs)
- Short In Elite – Useful if you mix in swing or angle routes
✅ OL Abilities:
- Secure Protector (pass pro, but useful vs blitzing)
- Nasty Streak – Devastates LBs/DBs on pulls
- Puller Elite – Boosts pulling blockers on Power/G
🧱 Scheme Fit – Your Scheme Affects Card Selection
Scheme
Ideal Back
OL Focus
Power Run
High STR, TRK, BTK backs (
High RBP guards
Zone Run
Fast, agile backs (ex: Chris Johnson, B
High RBF tackles
Balanced / West Coast
Versatile backs w/ hands
All-around OL & FBs
U didn’t write this gng