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eFootball Explained

Playing styles

What each playing style changes, who it affects, and what happens out of position.

Mostly CPU movement. A playing style mainly changes where the CPU moves him: which runs he makes, how high he stays, when he supports or covers. When you control him, your stick decides.

Needs the right slot. Most of the style only counts when his formation slot is one of the style’s compatible positions. Left and right count as the same.

Out of position costs stats. Faded green: −4 to −8 % on most stats. Uncoloured: −16 to −20 %. Booster points are never cut.

Manager matters for everyone. The manager’s proficiency in your team playstyle moves almost every stat of every player, from −9.5 % at 40 to +4 % at 99.

Position & manager

Attacking styles

Goal PoacherIt only changes CPU choices: a distance rule that keeps deep forwards out of some CPU attacking decisions is skipped for him.Dummy RunnerWhen a teammate is near the box and an opponent is close to him, the CPU switches off six of its decisions for him.Fox in the BoxWhile his team has the ball he follows the team's sideways shift at most 30 %, so he stays more central.Target ManThe CPU marks one forward per team by an aerial score and he gets +30 in it; while his team has the ball he stands 5 m higher, up to the offside line.Deep-lying ForwardIn some support situations his spot is set 3 m deeper (10 m in another), and as a CF he gets the push-up rule that second strikers and AMFs already have.Creative PlaymakerOnly changes CPU scores: a higher weight in one CPU attacking option and +0.2 in one CPU on-the-ball value.Prolific WingerWhile his team has the ball he escapes two rules that keep wide players narrow on the far side and limit their tuck-in, and one CPU support spot puts him on the touchline.Roaming FlankWhile his team has the ball, his pull towards the middle grows as play moves up and is not capped.Cross SpecialistThe CPU chooses to cross with him far more often (+30 points), and while his team has the ball he is pulled in towards the middle much less.Classic No. 10The CPU almost never puts him in the holding layer, and CPU ball carriers take him first in two choices of a teammate.Hole PlayerWhile his team has the ball, one edge of his support area is 8 m further upfield, he is almost never put in the holding layer, and a 12 m rule is 17 m for him.Attack OutletWhen the other team has the ball, the CPU never puts him into the line of defenders it sets side by side, and handles him like one individual instruction in several places.

Midfield styles

Defensive styles

The DestroyerCloses down faster and from more angles, goes in for the ball from a wider angle, and keeps working longer when tired while his team is defending. Computer-controlled only; no stat change.Build UpA centre-back who looks for long balls more often (+0.2 on the computer's long-ball tendency, at any position) and whose Goal Poacher team-mates become run options from much further away while he has the ball. He may also push up out of the back line in build-up.Extra FrontmanA centre-back the computer prefers as the defender who joins attacks: he gets +0.2 in that choice and skips the aerial filter other defenders must pass, and in one aerial-target choice his Heading + Jump + Height counts double.Attacking Full-backA full-back the computer sends forward earlier and further: his runs may start while play is still deeper, his attacking-shape spot is pushed up to 10 m further forward, and his support limits are 2–3 m higher. No stat effect.Defensive Full-backKeeps a full-back back: at team attacking level 2 he never makes the wide forward run, at the highest he runs only once play is 10 m into the opponents' half; his in-possession spot is held back by up to 5 m and he misses several forward pushes. No stat effect.Full-back FinisherA full-back the computer sends on inside runs: when the ball is with a team-mate on his flank, his run can be aimed 8 m inside the ball instead of down the line. He also gets the Attacking Full-back push up the pitch.Front Line PressureOnly a Front Line Pressure forward can be given the computer's front-line pressing job. While doing it he does not use his top running level until he is close to his target; Defensive Engagement decides how close (3 to 7 m).Front Line PoacherThe forward version of Pass Disruptor: a candidate for the computer's lane-cutting job (standing on the passing line between the ball carrier and an opponent), with its own extra scoring and a wider angle allowance. No stat effect.Pass DisruptorA lane cutter: when defending, the computer can give him the job of standing on the passing line between the ball carrier and an opponent, and routes him through that line on his way to his man. Defensive Engagement decides how quickly his spot follows play. No stat effect.Covering RoleIn two of the computer's defensive pick routines his distance is counted 2–3 m shorter, so he is chosen ahead of nearby team-mates; several other defending checks read the style too. No stat effect.High Line MasterA back-line defender who is not allowed to drop as deep: the computer sets his depth limit 5 m behind the team's reference line instead of 6 m, and treats him differently in two line checks. No stat effect.

Goalkeeper styles

AI playing styles

Extra flags on some cards. They only change what the CPU decides when it controls the player.

Unreleased styles

In the game code but not on any card yet. Called by their code names; effects may change before release.

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