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eFootball Explained

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Track Back

CPU behaviourChecked
In one sentence
For 5 seconds after his team loses the ball, the CPU keeps him chasing the ball from up to 15 m away (instead of 5 m) and picks him as the chaser more readily.

Who does this affect?

CPU-controlled only: every part is team AI, and the press check skips the player you control.

How it works

Track Back is a CPU off-ball behaviour skill. In the first 5 seconds after losing the ball he keeps chasing while the ball is up to 15 m away (5 m without the skill). He also gets extra priority to be sent as the chaser, is accepted as chaser at a 10° wider angle, and several chase and press decisions treat his Defensive Engagement (once his Defensive Awareness) as 5 higher, never above 99.

When it applies

Without it

He gives up the counter-press once the ball is more than 5 m away and is picked as chaser less often.

Which stats it reads

Defensive Engagement sets how strong
Inside the chase decisions it counts 5 higher, never above 99. Example: the distance from his target spot at which the CPU switches him to a sprint drops by 0.5 m (by up to 3 m at Defensive Engagement 50–64 when an opponent is within 6 m). Nothing extra from 99.
Defensive Awareness sets how strong
Counts 5 higher (max 99) in one pressing check for the chosen chaser. It only matters for low Defensive Awareness or a tired player; a fresh player with 70+ is already past it.

Common questions

Does Track Back make the player I control run back faster?
Short answerNo
Every effect is in the CPU's off-ball decisions; the press check explicitly skips the user-controlled player.
Does it give him more stamina or speed for chasing?
Short answerNo
Only distances, angles and Defensive Engagement / Awareness inside decisions change; no Speed or Stamina is added.
Is it only for forwards ('from the frontlines')?
Short answerNo
No position or zone is checked; any player with the skill gets it.

Not yet confirmed

  • That the team check behind the extra-priority rule means 'team has a human player'.
  • The exact role of each chase decision that uses the +5 Defensive Engagement (sprint switch, chaser speed level, press transition).

The maths

ConditionThe 15 m chase distance and the extra priority last only 5 seconds after the ball is lost.
DetailIn one part of the chaser choice, a CPU-controlled team gives every candidate the same extra priority even without the skill; on a team with a human player only Track Back players get it.
LimitThe internal +5 Defensive Engagement / Awareness stops at 99.
DetailNot a stat boost: nothing changes on his stat sheet.
DetailNot used by this skill: Speed, Acceleration, Stamina — he runs with his normal legs; the skill only changes the decisions.

Booster points per stat

Defensive EngagementBooster points count only partly here.
Defensive AwarenessBooster points count only partly here.

Stats it reads

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