Heading
Checked
In one sentence
Heading makes headers more accurate and allows harder ones, and it counts in aerial duels.
Who does this affect?
Every header: shots, passes and clearances
90
Build target
Header accuracy follows the same 60/90 bends as passing and shooting. Long headers stop improving at 99.
How it works
Below 60 Heading barely helps long headers. From 60 to 90 it sharpens them quickly. It also raises the top speed a header can reach: up to 7 km/h at 99 on a normal header and 10 km/h on a powerful one, plus up to 3 more on headed shots from 13.5 m. Less common header animations gain much less.
What a point buys
| 40 → 59 | +0.5 accuracy score |
| 60 → 89 | +2.7 |
| 90 → 99 | +1.1 |
Booster points: Boosters add header speed, duel score and a little accuracy (0.94° → 0.87° average miss at 120).
In numbers
Chart values
| 60 | 4.7 |
| 80 | 2.2 |
| 90 | 1.2 |
| 99 | 0.9 |
Chart values
| 70 | 1.3 |
| 90 | 8.1 |
| 99 | 10.0 |
| 120 | 15.2 |
Common questions
Does Heading matter for headed passes and clearances?
Short answerYes
Every header uses Heading for accuracy.
Do headers suffer a weak-foot penalty?
Short answerNo
Headers skip the weak-foot code.
The maths
DetailContested header: (your Heading + Jump) − (his Heading + Jump) + Physical Contact difference + half the height difference in cm. The lead stops counting at 30.
StepCard value 86 makes a different header animation the first choice. Its top speed is the same as the default headers.
DetailClose in (under 8 m) the game prefers a header over a volley when Heading − 10 > Finishing, or when he has the Heading skill.