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eFootball Explained

Home › Playing styles › Manager Team Playstyle Proficiency

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

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 → stat multiplierPercentage applied to the card value of 26 ability stats. A curve up to 89, a straight line from 90; 100 % is crossed at 67.
90.5097.28104.054060809994.69100.03102.60103.62104.05
Manager proficiency → · % of card value
Chart values
5094.69
67100.03
80102.60
90103.62
99104.05
What it does to an 80 and a 90Match value of a card stat of 80 (y) and 90 (y2) at each manager proficiency. No boosters, bright-green position, normal condition, fresh legs.
7383934060809976868090829282938393
Manager proficiency → · Value in the match
Chart values
507686
678090
808292
908293
998393

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.

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