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Offensive Awareness
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In one sentence
Offensive Awareness steers the team AI: how soon attackers start a run, how fast the team switches to attack, and how early they move for a set piece. It plays no part in shooting, passing or dribbling.
Who does this affect?
Mainly CPU-controlled players. One small blend with Acceleration, for attackers running without the ball, could not be shown to skip the player you control.
99
Build target
Run timing improves all the way to 99 and stops there.
How it works
Before a CPU teammate can be picked for a run, a wait must pass: 1.0 s at 40, 0.63 s at 60, 0.30 s at 80, 0.15 s at 90 and none at 99. It drops one tick (0.037 s) about every 2 points. It does nothing for the player you control.
What a point buys
| 40 → 99 | −0.017 s wait |
| 99 → 120 | nothing for runs |
Booster points: Boosters only shave up to 0.18 s off the switch to attack after winning the ball.
In numbers
Chart values
| 60 | 0.63 |
| 80 | 0.30 |
| 90 | 0.15 |
| 99 | 0.00 |
Common questions
Does Offensive Awareness matter for the player I control?
Short answerAlmost never
Offensive Awareness is not used in shooting, passing, dribbling or ball control. It is read by the AI that decides when teammates start runs, how quickly a team switches to attack after winning the ball, and set-piece and pass-reaction timing. There is also a small blend with Acceleration for attackers running without the ball; we could not show that the player you control is excluded from that one.
The maths
DetailCPU teammates start moving for a set-piece kick up to 0.52 s before contact at 99 (0.19 s at 40).
DetailCPU teammates react up to 0.1 s later to a pass at 50 or below.
DetailFor some attacking runs, a CPU player's acceleration uses the average of Acceleration and Offensive Awareness.