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Fighting Spirit
MixedChecked
In one sentence
Under pressure he loses 20 % less accuracy on passes, shots and headers. When the CPU controls him, he also keeps working harder when tired.
Who does this affect?
Accuracy part: both (your player and CPU players). Fatigue part: only while the computer controls him.
How it works
Every pass, shot or header made while opponents press him loses some accuracy. Fighting Spirit multiplies that loss by 0.8, so it is 20 % smaller: a pressure that costs a normal player 40 % of his accuracy costs him 32 %. It also lets him use a few header and kick animations in tight, close-timing situations that other players may not use. When the computer controls him, he starts easing off his running only at 25 % stamina left (40 % normally) and stays involved 10 m further from the ball.
When it applies
- Accuracy: every pass, shot and header made while there is some pressure on him.
- Pressure comes from nearby opponents and recent body contact; body contact counts more when the opponent is stronger.
- Animations: a few headers and kicks in tight timing situations are allowed only for players with the skill.
- Fatigue: while the computer controls him he starts easing off at 25 % stamina left instead of 40 %, and must be 10 m further from the ball before he does.
- After his team concedes and is not ahead, he plays a turn-around animation 60 % of the time (20 % without), like Captaincy.
Without it
The full pressure penalty, none of those extra animations, and as a CPU-controlled player he eases off at 40 % stamina left.
Which stats it reads
Physical Contact (his and the nearest opponent's) compared with opponent
Part of the pressure comes from body contact. The gap between his Physical Contact and the opponent's counts from -20 to +20 points: a stronger player feels less contact pressure. Fighting Spirit does not change this; it cuts the total pressure loss by 20 % afterwards.
Stamina (how much he has left) decides if it happens
CPU-controlled only: he starts easing off at 25 % stamina left instead of 40 % (15 % if your captain also has Captaincy).
In numbers
Pressure (%) → · % kept
Chart values
| 50 | 84 | 80 |
| 100 | 68 | 60 |
Common questions
Does Fighting Spirit add stats when losing?
Short answerNo
It has no score or time trigger and raises no stat.
Does it slow stamina drain?
Short answerNo
Stamina is used up at the same rate; a CPU-controlled owner just keeps working harder for longer.
Does it remove pressure completely?
Short answerNo
It cuts the pressure penalty by 20 %, not to zero.
Does it help headers too?
Short answerYes
Headers under pressure lose 20 % less accuracy as well.
Does the fatigue part work for the player I control?
Short answerNo
Only while the computer controls him.
Not yet confirmed
- Which animations the two extra animation checks allow.
- For headers the loss shrinks slightly as the header's own accuracy value rises; which stat sets that value was not traced.
- How much accuracy a typical pressing situation removes (the pressure level itself was not measured).
The maths
StepAlways exactly 20 % less pressure penalty; no stat threshold.
DetailExample: a pressure that costs a normal player 40 % of his accuracy costs him 32 %.
DetailHeaders lose more accuracy under pressure than passes and shots (the factor is 0.65-0.8 instead of 0.4); the 20 % cut applies to them too.
DetailThe fatigue part only works while the computer controls him. With the captain's Captaincy the stamina thresholds add up (15 % left), but the distance bonus stays 10 m.
DetailNot used by this skill: No stat is raised — it is not a stat boost and has no score or time trigger
Booster points per stat
Physical Contact (his and the nearest opponent's)Booster points count here.