Closes 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.
Who does this affect?
Only while the computer controls him (a computer-run team-mate or an opponent). The tiredness rule skips the player you control. Found on: Compatible positions in the code: CB, LB, RB, DMF, CMF, LMF, RMF (the game's own list shows CMF/DMF/RB/LB/CB only). On cards: mostly CB (1,170 of 1,474 in the defensive style field of the mobile card data), then DMF (240), CMF (61).
How it works
When the computer considers sending a defender to close down, it waits a moment first; for a Destroyer that wait is 0.1 s shorter (0.5 to 0.3 s instead of 0.6 to 0.4 s, shorter with higher Defensive Engagement). He may join a team-mate who is already challenging when his line of approach differs by 50° or more (others need 60°), and in the second-man pick he gets a 5 m larger distance allowance. The angle within which the computer lets him go for the ball is one step wider (for example 157.5° instead of 135°). While his team does not have the ball, he starts easing off his running only when 75 % of his stamina is used (others 60 %), the same +15 as Fighting Spirit, and the two add up.
When it applies
Closing-down and second-man rules: only in a compatible position (CB, LB, RB, DMF, CMF, LMF, RMF), when his team is defending.
Going-for-the-ball angle: read without a position check, so it works in any position.
Tiredness rule: only in a compatible position and only while his team does not have the ball.
Without it
A player without the style waits 0.6 to 0.4 s before closing down, needs a 60° difference to join a team-mate's challenge, gets no +5 m in the second-man pick, uses the narrower going-for-the-ball angle, and eases off at 60 % stamina used.
Which stats it reads
Defensive Engagementsets how strong
Shortens the wait before closing down for every player: 0.6 s at 40 to 0.4 s at 120 normally, 0.5 s to 0.3 s for a Destroyer. Most of the change is between 60 and 99. Track Back adds 5 to the value used here (up to 99).
Stamina (how much is left)decides if it happens
The tiredness rule compares how much of his stamina is used: he eases off at 75 % used (25 % left) instead of 60 % (40 % left). With Fighting Spirit 90 %, with the captain's Captaincy 85 %, all three together 100 % (he never eases off).
In numbers
Wait before closing downSeconds the computer waits before a defender may close down the ball carrier; y = normal player, y2 = The Destroyer. Computer-controlled only.
Defensive Engagement → · s
Chart values
60
0.58
0.48
80
0.50
0.40
99
0.42
0.32
120
0.40
0.30
Common questions
Does The Destroyer tackle harder or win more tackles?
Short answerNo
No tackle-success or stat formula reads the style; it changes when and from which angles the computer sends him to the ball.
Is it the same as Fighting Spirit for stamina?
Short answerPartly
The tiredness part is the same +15 and adds to Fighting Spirit, but only while his team is defending, and Fighting Spirit's other effects are not given.
Does it work at LMF/RMF?
Short answerYes
The code's compatible list includes LMF/RMF although the game's text does not show them.
The maths
ConditionClosing-down, second-man and tiredness rules: only in CB, LB, RB, DMF, CMF, LMF or RMF.
BendWait = 0.6 s (0.5 s Destroyer) minus 0.2 s × (10 % of the climb from Defensive Engagement 40 to 60, 80 % from 60 to 99, 10 % from 99 to 120).
ConditionJoining a team-mate's challenge: his approach must differ from the team-mate's by at least 50° (others 60°).
StepSecond-man pick: distance allowance 2.5 m base, +5 m for a Destroyer, shrinking to 70 % as the ball moves from his own goal line to halfway.
StepGoing-for-the-ball angle: one step wider. In one team mode (set from the team's settings at kick-off) 157.5° instead of 135°; otherwise 135° instead of 105°. The angle narrows by up to 40 % with distance.
LimitTiredness threshold: 60 % stamina used, +15 Destroyer, +15 Fighting Spirit, 70 % base with the captain's Captaincy; capped at 100 %. Only while his team does not have the ball.
DetailIn one check of the computer's on-ball decisions players with this style (and Anchor Man, Fox in the Box, Build Up, Defensive Full-back) are left out of an extra evaluation step.
DetailTwo Destroyers in matching positions form a pair in the game's event-recording routine; that routine only records events and does not move players.
DetailNot used by this style: Tackling, Aggression and Physical Contact are not read by the style's checks.; No stat is raised by the style.
Booster points per stat
Defensive EngagementBooster points count here (the value with boosters is used; 99–120 still shortens the wait by 0.02 s).