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eFootball Explained

Home › Skills › Super-sub

Super-sub

Stat boostChecked
In one sentence
+1 to 25 stats for the rest of the match, but only if he comes on at half-time or later.

Who does this affect?

Both: the +1 works for your players and CPU players; the bench preference is only for substitutions the CPU picks.

How it works

A player with Super-sub who is brought on at half-time, in the second half or in extra time gets +1 to 25 ability stats until the final whistle. A starter, or a substitute who comes on in the first half, gets nothing. When the CPU picks a substitute in the second half or extra time, it also prefers a Super-sub over a similar bench player.

When it applies

Without it

No boost.

Which stats it reads

Offensive Awareness, Defensive Awareness, GK Awareness, Defensive Engagement, Dribbling, Ball Control, Tight Possession, Finishing, Low Pass, Lofted Pass, Heading, Tackling, Aggression, Set Piece Taking, Curl, GK Catching, GK Parrying, GK Reflexes, GK Reach, Speed, Physical Contact, Balance, Kicking Power, Acceleration, Jump raised by the skill
+1 each. Added before the game caps stats at 99: a stat already at 99 in the match (before booster points) gains nothing, 98 or lower gains +1. Booster points are added afterwards and never cut.

Common questions

Is the Super-sub boost big?
Short answerNo
It is +1 per stat, nothing more.
Does it work if he comes on in the first half?
Short answerNo
A first-half substitute gets nothing for the whole match.
Does a half-time substitution count?
Short answerYes
Coming on at half-time counts.
Does it boost Stamina so he lasts longer?
Short answerNo
Stamina is not in the list of 25 stats.

Not yet confirmed

  • Whether the CPU's bench preference also applies to automatic substitutions on your own team.

The maths

ConditionMust come on at half-time or later.
StepFlat +1 per stat; it does not grow over time.
LimitLost on stats already at 99 before booster points.
DetailStacks with other skills' stat boosts (for example +1 together with Momentum Dribbling's +6 = +7, still capped at 99).
DetailNot used by this skill: Stamina — not boosted, so he does not last longer; Weak Foot Accuracy and Weak Foot Usage — not boosted; Form and Injury Resistance — not boosted

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