After covering Team Chemistry in Part 1, it is now time to take a look at Scheme Chemistry and how it works in Madden Ultimate Team. No matter what playstyle your team runs on offense or defense, there is a Scheme Chemistry combination that’s right for you on both sides of the football.
*Special thanks to Slammer4244 for providing a pic of his team used as the title image for this article!
**Click the following for links to other Chemistry Tutorials: Team - Scheme - Physical
Where do I find Scheme Chemistry on my player item?
You can locate your player’s Scheme Chemistry slot by going to your item binder, selecting the item, navigating to the “Upgrades” tab, and it will be the second slot under “Chemistries & Positions”. See the image below:
What do 1x, 2x, 3x, 4x mean and why are some of them locked?
Each Scheme Chemistry has 4 different versions ranging from 1x to 4x. The 1x option is always the cheapest, but will only account for 1 Component toward your total. The 4x option is the most expensive but allows you to equip more Components toward your total, resulting in a higher tier and more boosts for your players with the SAME Scheme Chemistry.
Once you have unlocked the Scheme Chemistry slot on your player item, the 1x version of every Scheme Chemistry will be available by default. In order to unlock 2x, 3x, and 4x, you must achieve the following OVR with your player item:
- 1x - Available after Scheme Chemistry slot unlocked
- 2x - Unlocked at 87 OVR player rating
- 3x - Unlocked at 92 OVR player rating
- 4x - Unlocked at 97 OVR player rating
Can players switch Scheme Chemistry?
Yes. Once you have unlocked a specific Scheme Chemistry, it will always be available to equip on that item. You can unlock and equip a different Scheme Chemistry later if you choose for just 25 Coins (plus TP cost of the new chemistry if unowned). You can also refund previously purchased Scheme Chemistries and receive 90% of your Training Points back.
Where do I find my Scheme Chemistry total?
Go to the “Adjust Lineup” panel and use your joystick to open the “Lineup Tools” menu on the right side of the screen. With this panel open, you will find your active Scheme Chemistry totals under “Chemistry” (see image below). If you click the Scheme, it will show you all active boosts that apply to players with the same Scheme Chemistry.
What are the Scheme Chemistry boosts and which players get them?
There are Scheme Chemistries that give your players different boosts based on their equipped chem. Offensive and defensive Scheme Chemistries are separate and player items (starters and backups) along with your Gold or better coach, account for the required Components. Similar to how Team Chemistry works, Scheme Chemistry boosts only apply to players with the SAME Scheme Chemistry.
Check out the list of Scheme Chemistries with their pros/cons and boosts below to select the Scheme Chemistries that are right for you:
*Scheme Chemistry Tier boosts are cumulative, meaning if you reach Tier 8, then you get all boosts for Tiers 1-8.
**Specialists receive their appropriate boosts but do not count towards Component Total.
Offense
Balanced O
Pros: This is the cheapest of all offensive chemistries. If you have nothing equipped, you should at least add this to your team since 1x is free for all of your offensive players.
Cons: Because boosts are so spread out, no one area receives a significant boost.
Cost
1x - Free
2x - 30 TP
3x - 70 TP
4x - 250 TP
Tier 1: (+1 CTH, +1 CAR, +1 RBK, +1TUP) *Requires 5 Components
Tier 2: (+1 THP, +1 PBK, +1 SPM, +1 SAC) *Requires 10 Components
Tier 3: (+1 TRK, +1 PBF, +1 BSK, +1 SRR) *Requires 15 Components
Tier 4: (+1 BCV, +1 RBP, +1 CIT, +1 MAC) *Requires 20 Components
Tier 5: (+1 JKM, +1 LBK, +1 PAC, +1 DRR) *Requires 25 Components
Tier 6: (+1 PBP, +1 MRR, +1 RUN, +1 BTK) *Requires 30 Components
Tier 7: (+1 SFA, +1 RBF, +1 BPR, +1 DAC) *Requires 35 Components
Tier 8: (+1 RBK, +1 IBL, +1 SPC, +1 TUP) *Requires 40 Components
Tier 9: (+1 CTH, +1 CAR, +1 THP, +1 PBK) *Requires 45 Components
Tier 10: (+2 AWA, +2 STA) *Requires 50 Components
Power Run
Pros: If you’re a between-the-tackles runner, this scheme offers a lot of power running boosts to your running backs and O-linemen.
Cons: Since Madden 21 is more of a passer’s game, this scheme lacks some of the passing boosts you may be seeking.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 TRK, +1 SFA, +1 IBL, +1 RBP) *Requires 5 Components
Tier 2: (+1 RBK, +1 BCV, +1 LBK, +1 BTK) *Requires 10 Components
Tier 3: (+1 CAR, +1 TRK, +1 SFA, +1 RBP) *Requires 15 Components
Tier 4: (+1 RBK, +1 BCV, +1 IBL, +1 BTK) *Requires 20 Components
Tier 5: (+1 CAR, +1 SFA, +1 RBP, +1 LBK) *Requires 25 Components
Tier 6: (+1 RBK, +1 TRK, +1 IBL, +1 BTK) *Requires 30 Components
Tier 7: (+1 CAR, +1 BCV, +1 SFA, +1 LBK) *Requires 35 Components
Tier 8: (+1 TRK, +1 IBL, +1 RBP, +1 BTK) *Requires 40 Components
Tier 9: (+1 CAR, +1 RBK, +1 BCV, +1 LBK) *Requires 45 Components
Tier 10: (+2 AWA, +2 STA) *Requires 50 Components
Zone Run
Pros: If you’re a runner but prefer an elusive back over power back, Zone Run provides plenty of boosts to make your ball carrier even more elusive outside the tackles. This Scheme Chemistry is most effective when equipped on running backs and O-linemen.
Cons: Like Power Run, Zone Run doesn’t offer the passing boosts you may want.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 CAR, +1 BCV, +1 JKM, +1 RBF) *Requires 5 Components
Tier 2: (+1 RBK, +1 SPM, +1 IBL, +1 BTK) *Requires 10 Components
Tier 3: (+1 CAR, +1 JKM, +1 RBF, +1 LBK) *Requires 15 Components
Tier 4: (+1 BCV, +1 SPM, +1 IBL, +1 BTK) *Requires 20 Components
Tier 5: (+1 CAR, +1 RBK, +1 JKM, +1 LBK) *Requires 25 Components
Tier 6: (+1 BCV, +1 SPM, +1 IBL, +1 RBF) *Requires 30 Components
Tier 7: (+1 RBK, +1 JKM, +1 LBK, +1 BTK) *Requires 35 Components
Tier 8: (+1 CAR, +1 BCV, +1 SPM, +1 RBF) *Requires 40 Components
Tier 9: (+1 RBK, +1 IBL, +1 LBK, +1 BTK) *Requires 45 Components
Tier 10: (+2 AWA, +2 STA) *Requires 50 Components
Play Fake
Pros: This is a great chemistry for short to medium-range passers with useful boosts to SRR, MRR, and CTH for your receivers. Your O-linemen get pass blocking boosts while tight ends enjoy boosts to their receiving and blocking stats. Quarterbacks also get boosts to RUN, THP, PAC, and MAC.
Cons: There are no running boosts for players who prefer a more balanced attack and boosts to PAC are not valuable if you do not use play action in your offense.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 PBP, +1 MRR, +1 RUN, +1 PAC) *Requires 5 Components
Tier 2: (+1 CTH, +1 THP, +1 PBK, +1 SRR) *Requires 10 Components
Tier 3: (+1 PBP, +1 MRR, +1 MAC, +1 PAC) *Requires 15 Components
Tier 4: (+1 CTH, +1 THP, +1 RUN, +1 SRR) *Requires 20 Components
Tier 5: (+1 PBK, +1 PBP, +1 MRR, +1 MAC) *Requires 25 Components
Tier 6: (+1 THP, +1 RUN, +1 PAC, +1 SRR) *Requires 30 Components
Tier 7: (+1 CTH, +1 PBK, +1 PBP, +1 MAC) *Requires 35 Components
Tier 8: (+1 MRR, +1 RUN, +1 PAC, +1 SRR) *Requires 40 Components
Tier 9: (+1 CTH, +1 THP, +1 PBK, +1 MAC) *Requires 45 Components
Tier 10: (+2 AWA, +2 STA) *Requires 50 Components
West Coast
Pros: If your passing game only extends 10 yards, this Scheme provides plenty of short passing boosts for your players. The boost to throw under pressure for quarterbacks is an added benefit. This Scheme works best when equipped on receivers, quarterbacks, tight ends, and O-linemen.
Cons: Passing boosts are mostly short and most pass-heavy offenses prefer the combination of SRR and MRR boosts available with Play Fake.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 CTH, +1 PBF, +1 SAC, +1 SRR) *Requires 5 Components
Tier 2: (+1 CAR, +1 CIT, +1 MAC, +1 TUP) *Requires 10 Components
Tier 3: (+1 PBK, +1 PBF, +1 SAC, +1 SRR) *Requires 15 Components
Tier 4: (+1 CTH, +1 CAR, +1 MAC, +1 TUP) *Requires 20 Components
Tier 5: (+1 PBK, +1 PBF, +1 CIT, +1 SRR) *Requires 25 Components
Tier 6: (+1 CTH, +1 SAC, +1 MAC, +1 TUP) *Requires 30 Components
Tier 7: (+1 CAR, +1 PBK, +1 PBF, +1 CIT) *Requires 35 Components
Tier 8: (+1 CTH, +1 SAC, +1 TUP, +1 SRR) *Requires 40 Components
Tier 9: (+1 CAR, +1 PBK, +1 CIT, +1 MAC) *Requires 45 Components
Tier 10: (+2 AWA, +2 STA) *Requires 50 Components
Go Deep
Pros: If you have the right players and enjoy taking chances with the deep ball, the Go Deep Scheme gives beneficial boosts to key ratings like deep route running, deep throw accuracy, throw under pressure, and spectacular catch. Since DRR and DAC are usually the more difficult stats for players to acquire naturally to meet thresholds, the Go Deep Chemistry has added value, especially early in the MUT season.
Cons: This Scheme lacks boosts to the short and medium-range passing games, along with no boosts to running.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 THP, +1 PBK, +1 BPR, +1 DRR) *Requires 5 Components
Tier 2: (+1 CTH, +1 SPC, +1 DAC, +1 BSK) *Requires 10 Components
Tier 3: (+1 THP, +1 PBK, +1 BPR, +1 TUP) *Requires 15 Components
Tier 4: (+1 CTH, +1 DAC, +1 BSK, +1 DRR) *Requires 20 Components
Tier 5: (+1 THP, +1 PBK, +1 SPC, +1 TUP) *Requires 25 Components
Tier 6: (+1 CTH, +1 BPR, +1 DAC, +1 DRR) *Requires 30 Components
Tier 7: (+1 PBK, +1 SPC, +1 BSK, +1 TUP) *Requires 35 Components
Tier 8: (+1 THP, +1 BPR, +1 DAC, +1 DRR) *Requires 40 Components
Tier 9: (+1 CTH, +1 SPC, +1 BSK, +1 TUP) *Requires 45 Components
Tier 10: (+2 AWA, +2 STA) *Requires 50 Components
Defense
Balanced D
Pros: This is the cheapest of all defensive chemistries. If you have nothing equipped, you should at least add this to your team since 1x is free for all of your defensive players.
Cons: Because boosts are so spread out, no single area receives a significant boost.
Cost
1x - Free
2x - 30 TP
3x - 70 TP
4x - 250 TP
Tier 1: (+1 CTH, +1 TAK, +1 PRC) *Requires 5 Components
Tier 2: (+1 IBL, +1 FMV, +1 PRS) *Requires 10 Components
Tier 3: (+1 PUR, +1 MCV, +1 POW) *Requires 15 Components
Tier 4: (+1 PMV, +1 BSH, +1 ZCV) *Requires 20 Components
Tier 5: (+1 CTH, +1 TAK, +1 PRC) *Requires 25 Components
Tier 6: (+1 IBL, +1 FMV, +1 PRS) *Requires 30 Components
Tier 7: (+1 PUR, +1 MCV, +1 POW) *Requires 35 Components
Tier 8: (+1 PMV, +1 BSH, +1 ZCV) *Requires 40 Components
Tier 9: (+1 AWA, +1 TAK, +1 STA) *Requires 45 Components
Tier 10: (+1 AWA, +1 PRC, +1 STA) *Requires 50 Components
Run Stuff
Pros: This Scheme works best when equipped on D-Line and linebackers for that extra bit of help against the run.
Cons: Run Stuff lacks pass-rushing boosts and pass coverage you may want on your linebackers and secondary.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 TAK, +1 IBL, +1 POW) *Requires 5 Components
Tier 2: (+1 BSH, +1 PUR, +1 PRC) *Requires 10 Components
Tier 3: (+1 TAK, +1 IBL, +1 POW) *Requires 15 Components
Tier 4: (+1 BSH, +1 PUR, +1 PRC) *Requires 20 Components
Tier 5: (+1 TAK, +1 IBL, +1 POW) *Requires 25 Components
Tier 6: (+1 BSH, +1 PUR, +1 PRC) *Requires 30 Components
Tier 7: (+1 TAK, +1 IBL, +1 POW) *Requires 35 Components
Tier 8: (+1 BSH, +1 PUR, +1 PRC) *Requires 40 Components
Tier 9: (+1 AWA, +1 STA, +1 POW) *Requires 45 Components
Tier 10: (+1 AWA, +1 BSH, +1 STA) *Requires 50 Components
Pass Rush
Pros: Pass Rush offers boosts that will help your D-line and linebackers get to the quarterback on passing plays. This works well when paired with Lock Down on your cornerbacks and safeties.
Cons: The boosts for this Scheme do not offer much help against the run.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 IBL, +1 PMV, +1 PUR) *Requires 5 Components
Tier 2: (+1 CTH, +1 FMV, +1 PRS) *Requires 10 Components
Tier 3: (+1 IBL, +1 PMV, +1 PUR) *Requires 15 Components
Tier 4: (+1 CTH, +1 FMV, +1 PRS) *Requires 20 Components
Tier 5: (+1 IBL, +1 PMV, +1 PUR) *Requires 25 Components
Tier 6: (+1 CTH, +1 FMV, +1 PRS) *Requires 30 Components
Tier 7: (+1 IBL, +1 PMV, +1 PUR) *Requires 35 Components
Tier 8: (+1 CTH, +1 FMV, +1 PRS) *Requires 40 Components
Tier 9: (+1 AWA, +1 PMV, +1 STA) *Requires 45 Components
Tier 10: (+1 AWA, +1 FMV, +1 STA) *Requires 50 Components
Lock Down
Pros: This is one of the best Scheme Chemistries of all since every boost translates well to your players in pass coverage, particularly cornerbacks and safeties. Pair this Chemistry with the Pass Rush Scheme Chemistry on your pass rushers for a lethal combo. If you play linebackers in coverage, this is a great chem to add to them as well.
Cons: Investing too heavily in Lock Down may not provide the boosts you are looking for against the run or rushing the QB.
Cost
1x - 30 TP
2x - 70 TP
3x - 125 TP
4x - 500 TP
Tier 1: (+1 CTH, +1 ZCV, +1 PRS) *Requires 5 Components
Tier 2: (+1 TAK, +1 PRC, +1 MCV) *Requires 10 Components
Tier 3: (+1 CTH, +1 ZCV, +1 PRS) *Requires 15 Components
Tier 4: (+1 TAK, +1 PRC, +1 MCV) *Requires 20 Components
Tier 5: (+1 CTH, +1 ZCV, +1 PRS) *Requires 25 Components
Tier 6: (+1 TAK, +1 PRC, +1 MCV) *Requires 30 Components
Tier 7: (+1 CTH, +1 ZCV, +1 PRS) *Requires 35 Components
Tier 8: (+1 TAK, +1 PRC, +1 MCV) *Requires 40 Components
Tier 9: (+1 AWA, +1 ZCV, +1 STA) *Requires 45 Components
Tier 10: (+1 AWA, +1 MCV, +1 STA) *Requires 50 Components
You now have all the information needed to select the right Scheme Chemistry combination for your Ultimate Team and get that extra boost you may have been missing. If you still have questions or simply enjoy talking MUT, join our community on Discord!
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