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Manager Team Playstyle Proficiency
Position & managerStill being reviewed
In one sentence
The manager's proficiency in the team playstyle you use scales 26 stats of every player, from −9.5 % at 40 to +4 % at 99.
Who does this affect?
All players of that team, both the one you control and the CPU-controlled ones. It changes stats, not decisions. Found on: Every player in the team; the number comes from the manager.
How it works
Before kick-off the game turns the manager's Team Playstyle Proficiency for each of the six team playstyles into a percentage. During the match the percentage for the playstyle the team is using is applied to 26 ability stats of all eleven players. The percentage crosses 100 % at 67, and because small changes are rounded away, proficiency 64 to 71 changes no stat at all. Above that it helps a little; below it hurts quickly. It applies in every normal match; Strike Arena switches it off, and Path to Glory does in some stages.
When it applies
- Applied for the team playstyle currently in use (Possession Game, Quick Counter, Long Ball Counter, Long Ball, Out Wide or Overload).
- If the team playstyle changes during the match, the percentage for the new one is used.
- If the manager has no proficiency value for that playstyle, the stats are left unchanged.
- Switched off (×1.00) for the whole match when a match-setting switch is on (see the limit under the rules).
Without it
A manager with 64–71 proficiency in the playstyle, or no value for it, leaves every stat at its card value.
Which stats it reads
All 26 ability stats except Weak Foot Accuracy: Offensive Awareness, Defensive Awareness, Ball Control, Dribbling, Tight Possession, Low Pass, Lofted Pass, Finishing, Heading, Set Piece Taking, Curl, Speed, Acceleration, Kicking Power, Jump, Physical Contact, Balance, Stamina, Tackling, Aggression, Defensive Engagement and the five GK stats sets how strong
Every one moves by the same percentage of the card value: an 80 becomes 76 at 50, 80 at 64–71, 82 at 80–92 and 83 at 93 and above.
Weak Foot Accuracy not affected
Never changed by the manager.
In numbers
Manager proficiency → · % of card value
Chart values
| 50 | 94.69 |
| 67 | 100.03 |
| 80 | 102.60 |
| 90 | 103.62 |
| 99 | 104.05 |
Manager proficiency → · Value in the match
Chart values
| 50 | 76 | 86 |
| 67 | 80 | 90 |
| 80 | 82 | 92 |
| 90 | 82 | 93 |
| 99 | 83 | 93 |
Common questions
Does a high-proficiency manager boost my players' stats?
Short answerYes
Up to +4 % of the card value on 26 stats (an 80 becomes 83 at 93+ proficiency).
Does a low proficiency actually hurt?
Short answerYes
Below 64 every stat is cut: at 50 an 80 becomes 76, at 40 it becomes 73.
Can the manager push a stat above 99?
Short answerNo
The total is held at 99 before booster points are added.
Are booster points scaled by the manager?
Short answerNo
Boosters are added afterwards and never multiplied.
Is 89 much worse than 99?
Short answerNo
×1.036 vs ×1.0405: at most one point on most stats.
Does it change Weak Foot Accuracy?
Short answerNo
Weak Foot Accuracy is the only ability stat left out.
Does it change Defensive Engagement, Tight Possession and Aggression?
Short answerYes
Unlike the out-of-position cut, the manager effect also applies to these three.
The maths
BendBelow 90: multiplier = (104 − 38 × (p − 99)² ÷ 99²) ÷ 100. From 90: multiplier = (99.253 + 0.0485 × p) ÷ 100.
Bend40 → ×0.905, 50 → ×0.947, 60 → ×0.981, 67 → ×1.0003, 70 → ×1.007, 80 → ×1.026, 89 → ×1.036, 90 → ×1.036, 99 → ×1.0405.
DetailThe change is (multiplier − 1) × card value, rounded toward zero, after multiplying with position fit and tiredness. So +3.6 % on a 70 stat is +2, not +2.5, and any change smaller than one point is lost: at 64–71 no stat from 40 to 99 changes.
LimitThe result is held between 40 and 99 before boosters, so the manager cannot push a stat past 99; booster points then add on top up to 120.
DetailAbove 90 the gain is tiny: 90 gives ×1.036, 99 gives ×1.0405 — on an 80 stat that is 82 vs 83.
ConditionWhere it applies: in every normal match (online and Division matches, Events against players or the CPU, Campaign/Tour, offline Exhibition, Friend Match and lobby rooms, co-op, Season and competitions) this effect is applied. In Strike Arena matches and Strike Arena practice the game switches it off for the whole match. In Path to Glory it depends on the stage: one of the mode's two setup branches switches it off; which stages use that branch comes from stage data that could not be matched to in-game stage names.
DetailNot used by this style: Weak Foot Accuracy; Weak Foot Usage, Form, Injury Resistance, height and weight; Booster points — added after the manager effect and never scaled; Skill boosts and the condition arrow — added on top, not scaled
Booster points per stat
All 26 ability stats except Weak Foot Accuracy: Offensive Awareness, Defensive Awareness, Ball Control, Dribbling, Tight Possession, Low Pass, Lofted Pass, Finishing, Heading, Set Piece Taking, Curl, Speed, Acceleration, Kicking Power, Jump, Physical Contact, Balance, Stamina, Tackling, Aggression, Defensive Engagement and the five GK statsBooster points do not count here.