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eFootball Explained

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Stamina

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In one sentence
Stamina only sets the size of the tank. No stat changes how fast it drains.

Who does this affect?

Every player, whether you or the CPU controls him
99
Build target
Points from 90 to 99 add the most tank of any range; points below 70 add the least. If you train Stamina, take it into the 90s.

How it works

Drain depends on how fast the player moves. Standing and walking refill the tank, easy running costs a little, and anything above 13.5 km/h costs a lot (a 13.5–19 km/h run already costs 75 % of a full sprint). Nothing drains or refills while the ball is out of play.

What a point buys

40 → 69+1.3 % of a Stamina-80 tank
70 → 89+2.0 %
90 → 94+3.4 %
95 → 99+3.6 %
100 → 120+2.2 %

Booster points: Boosters count: 120 gives twice the tank of 80.

In numbers

Tank sizeCompared with a Stamina 80 player (= 1.00)
0.501.001.502.0040801200.80×1.00×1.22×1.53×2.00×target 99
Chart values
700.80
801.00
901.22
991.53
1202.00
What tiredness doesStat multiplier by stamina left. Blue: Speed and Acceleration. Orange: nine skill stats.
0.800.901.00050100×0.900.80
stamina left % → ·
Chart values
100.900.80

Common questions

Does a high Speed stat drain stamina faster?
Short answerNo
Drain reads only movement speed and some actions, never a stat.
Does Stamina change how fast a player recovers?
Short answerNo
Recovery amounts are fixed. A bigger tank just takes longer to empty.
Do condition arrows change the tank?
Short answerYes
The best arrow adds about 10 % of a Stamina-80 tank, the worst removes about 10 %. Arrows also change the stats themselves (see the top of the page).
Do keepers tire like outfield players?
Short answerNo
Keepers get about 21 % extra tank.

The maths

BendBelow 70 % left, Speed and Acceleration shrink to ×0.90 and Dribbling, Ball Control, Finishing, Low Pass, Lofted Pass, Physical Contact, Balance, Kicking Power and Jump to ×0.80 (reached at 10 % left). The loss comes off the card value; booster points are never reduced. Example: Speed 92 + 2 boost plays like 88 at 30 % left and 85 at 10 % left.
DetailThe ball holder also has a short sprint reserve: about 3 s of flat-out sprinting (above 22 km/h) with the ball empties it, and it refills in about 7 s once he loses the ball. From 80 % reserve his feints get slower; below 20 % his shooting and passing stats lose up to 5 points, and an empty reserve makes the main tank drain about 20 % faster.
DetailPer 1 % of the match spent sprinting, a player loses 5.4 % of his tank at Stamina 40, 2.2 % at 80 and 1.5 % at 99. Match length does not change this.
DetailHalf-time gives back a fixed amount of stamina, not a share, so a small tank recovers a bigger part of itself.
ConditionNon-contact injuries can only happen below 20 % stamina, so a big tank also protects against them.

Skills that read this stat

Playing styles that read this stat

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