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Visionary Pass
Better actionChecked
In one sentence
After his pass, teammates control the ball with +6 Ball Control, and the next teammate to pass, shoot or head it aims as if that stat were 6 higher. A first-time pass or shot carries the bonus on.
Who does this affect?
Both: the passer can be you or the CPU, and the bonus goes to whichever teammate traps or kicks next, whether you or the CPU control him.
How it works
When he plays a pass, the game tags it. While the tag lasts, any player of his team who traps the ball gets +6 Ball Control for the trap, and the next teammate to pass, shoot or head gets +6 on the stat that kick uses (Low Pass, Lofted Pass, Finishing or Heading). The game does not check who the pass was meant for. The tag ends when the next kick is played, unless that kick is a first-time pass or shot, which carries it on to the next player, so one-touch moves keep it. The +6 is the same size as Phenomenal Pass and replaces +5 skills such as Through Passing; it never adds to them.
When it applies
- He plays a pass. The passer's own stats do not matter.
- Bonus for the next kick: the first player of his team to pass, shoot or head after his pass. It is not limited to the intended receiver.
- Bonus for traps: any player of his team who controls the ball while the tag lasts.
- A first-time pass or shot carries the tag on; any other kick ends it.
- No random chance.
Without it
The next teammate traps and kicks with his plain stats.
Which stats it reads
Teammate's Low Pass, Lofted Pass, Finishing or Heading raised by the skill
+6 inside that one kick only, after booster points, no cap. Worth most when the teammate's stat is 60 to 85 (about 0.3 to 0.7 degrees less average miss on a hard pass); small above 90.
Teammate's Ball Control (traps) raised by the skill
The trap reads Ball Control on a 40 to 99 scale. +6 is a full tenth of that scale up to 93, less from 94, and nothing at 99 or above.
In numbers
Teammate's Low Pass → · degrees
Chart values
| 60 | 2.35 | 3.01 |
| 80 | 0.81 | 1.08 |
| 99 | 0.54 | 0.59 |
| 120 | 0.46 | 0.46 |
Teammate's Ball Control → · % of scale
Chart values
| 60 | 44.1 | 33.9 |
| 80 | 78.0 | 67.8 |
| 99 | 100.0 | 100.0 |
| 120 | 100.0 | 100.0 |
Common questions
Does only the intended receiver benefit?
Short answerNo
No. The game only checks that the player is on the same team as the last kicker, so whoever on his team kicks first gets it.
Does the passer himself benefit on a return ball?
Short answerPartly
Yes on a first-time return (a one-touch one-two): the tag is carried back, so his trap and next kick get +6. A return played after the receiver has controlled the ball carries no tag, unless the receiver has the skill too.
Does it only help one-touch passes and first-time shots?
Short answerPartly
The bonus itself has no first-time check and traps get it too. Whether a receiver who controls the ball first still gets +6 on his following kick depends on whether the controlling touch ends the tag, which was not settled.
Does Visionary Pass change where the passer aims or who he picks?
Short answerNo
No. The skill is only read when his pass is tagged; no target-choice code reads it.
Does it stack with the receiver's Through Passing or Phenomenal Pass?
Short answerNo
No. The game uses the single biggest bonus: +7, else +6, else +5.
Does the passer need good passing stats?
Short answerNo
No. The bonus is always +6.
Not yet confirmed
- Whether a teammate who first controls the ball still gets +6 on his following pass or shot (it depends on whether the controlling touch counts as a new kick).
- Whether a touch by an opponent, such as a deflection, could briefly hand the bonus to the other team.
- The skill also checks one internal state of the passer and accepts three pass types (most likely ground passes, through balls and lofted passes); whether crosses count was not confirmed.
The maths
DetailNo intended-receiver or first-time check on the bonus: the first teammate to kick gets it, and every teammate's trap while it lasts.
DetailThe tag ends with the next kick unless that kick is a first-time pass or shot, which carries it on.
DetailReplaces the teammate's own +5 skills (Through Passing, Pinpoint Crossing and the like); never adds to them.
LimitThe kick +6 has no cap; the trap help stops at Ball Control 99.
DetailNot used by this skill: The passer's own stats — a weak passer hands on the same +6
Booster points per stat
Teammate's Low Pass, Lofted Pass, Finishing or HeadingBooster points count here.
Teammate's Ball Control (traps)Booster points count only partly here.