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Mattanite's M20 Franchise Tips

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Old 08-03-2019, 02:20 PM   #1
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Mattanite's M20 Franchise Tips

Mattanite's Madden 20 Franchise Tips

CAVEAT: This thread is always a work in progress and will be updated as new information comes out, game updates happen and also some of the information is only theoretical based on observation. If a section of text is in a different colour, it will correspond with a change made after an update.

On the surface there isn't very much change between Madden 19 and Madden 20 in terms of CFM, as the focus has apparently been on improving the on field product and reintroducing classic Superstar mode. However, under the hood there have been a few tweaks to existing systems that change team building a lot and often in a good way.

My previous tips for M19 can be found here:https://forums.operationsports.com/f...hise-tips.html

I'll admit that I got a couple of things wrong there, the CPU coaches did a decent job of team building as they generally drafted and signed guys that matched the scheme and if you could find a scheme you liked that fit your style it made team building rewarding for drafting right.

The key changes to CFM in Madden 20 can be summed up as so:
  • Introduction of Abilities with changes to Dev levels
  • Greater OVR spread, mostly for younger players
  • Tweaks to XP and schemes

Coach Schemes

There have been a few tweaks to existing schemes and some new schemes introduced to flesh out the options available to coaches. I think this is a good step as it creates a bit more diversity across a league. The XP earned from matching a player to a scheme has been nerfed by 80% so you don't live and die by your scheme like in Madden 19 but it means that scheme matching still has some benefit, especially to younger players with very low XP thresholds for skill points.

The scheme fit is represented by a % of how many players on your team are within 3ovr of the desired archetype. It doesn't do very much except give you an indication of how efficiently you're working your weekly training (which matters less this year - see above). In CFM, new coaches coming in will bring a new scheme and draft/sign FA for that scheme which is great, but they're often terrible at moving existing players to match the new scheme, especially with 34 to 43 changes. I would recommend monitoring CPU rosters after a coaching change and moving players manually to make sense.

Existing Coach Schemes
The list below gives you a breakdown of the existing coach schemes and therefore also a flavour of their playbook and the types of players the CPU coaches will target. See the scheme and player breakdowns after for more info.
  • Bears - Matt Nagy, West Coast Spread, Base 3-4
  • Bengals - Zac Taylor, Multiple Zone Run, 4-3 Under
  • Bills - Sean McDermott, Multiple Power Run, 4-3 Quarters
  • Broncos - Vic Fangio, West Coast Zone Run, 3-4 Under
  • Browns - Freddie Kitchens, Multiple Power Run, 4-3 Under
  • Buccaneers - Bruce Arians, Vertical Zone Run, 3-4 Under
  • Cardinals - Kliff Kingsbury, Air Raid, Base 3-4
  • Chargers - Anthony Lynn, Vertical Power Run, 4-3 Cover3
  • Chiefs - Andy Reid, West Coast Spread, Base 4-3
  • Colts - Frank Reich, West Coast Spread, Base 4-3
  • Cowboys - Jason Garrett, Vertical Zone Run, Base 4-3
  • Dolphins - Brian Flores, Multiple Zone Run, 3-4 Under
  • Eagles - Doug Pederson, West Coast Spread, Base 4-3
  • Falcons - Dan Quinn, West Coast Zone Run, 4-3 Cover3
  • 49ers - Kyle Shanahan, West Coast Zone Run, 4-3 Cover3
  • Giants - Pat Shurmer, West Coast Power Run, 3-4 Under
  • Jaguars - Doug Marrone, West Coast Power Run, 4-3 Quarters
  • Jets - Adam Gase, Multiple Zone Run, Base 4-3
  • Lions - Matt Patricia, Multiple Zone Run, 3-4 Under
  • Packers - Matt Lafleur, West Coast Zone Run, Base 3-4
  • Panthers - Ron Rivera, Vertical Power Run, 4-3 Under
  • Patriots - "Griffin Murphy", Multiple Power Run, 3-4 Under
  • Raiders - Jon Gruden, West Coast Power Run, 4-3 Under
  • Rams - Sean McVay, West Coast Zone Run, Base 3-4
  • Ravens - John Harbaugh, West Coast Power Run, Disguise 3-4
  • Redskins - Jay Gruden, West Coast Zone Run, Base 3-4
  • Saints - Sean Payton, Multiple Power Run, Base 4-3
  • Seahawks - Pete Carroll, West Coast Zone Run, 4-3 Cover3
  • Steelers - Mike Tomlin, Multiple Power Run, Base 3-4
  • Texans - Bill O'Brien, Multiple Zone Run, Disguise 3-4
  • Titans - Mike Vrabel, West Coast Zone Run, 3-4 Under
  • Vikings - Mike Zimmer, West Coast Zone Run, 4-3 Quarters

An interesting breakdown of schemes:

Power Run - 11 Teams use a Power Blocking Scheme
Zone Run - 16 Teams use a Zone Blocking Scheme
Pass Blocking - 5 Teams use a heavier Pass Blocking Scheme

West Coast - 13 Teams use a West Coast passing offense
Scrambling - 4 Teams use a Scrambling based offense
Vertical - 4 Teams use a Vertical passing offense
Multiple - 10 Teams use a Multiple offense
Air Raid - 1 Team uses the Air Raid scheme

4-3 - 17 Teams use a 4-3 defensive front 7
3-4 - 12 Teams use a 3-4 defensive front 7
Hybrid - 3 Teams use a Hybrid Playbook (3-4 leaning schemes)

Man - 15 Teams use a DB scheme leaning towards Man Coverage
Zone - 10 Teams use a DB scheme leaning towards Zone Coverage
Other - 7 Teams use a scheme that utilises a combo of DBs and coverage

Based on the breakdown, the more CPU teams in a league that use a scheme (or online coaches if they build close to their scheme), the more demand on those player types come draft time. So if you use a Vertical Power Run, not only will you have an easier market on Strong Arm QBs and Deep Threat WR developing better, but you'll also have an easier market on Power G/C and Pass protection OT. Similarly the West Coast spread takes advantage of a great market on OL but also on QB and HB but the Run and Gun scheme is even better in terms of market, with a receiving HB, Slot WR and all Pass Protect OL (although I make my feelings on too many Pass Protect OL known later).

On defense, the 3-4 Storm takes advantage on the fact there's an easier market for Zone DBs but also an easier market on 3-4 front 7... especially with a big need for multiple Speed Rush DT. The Tampa2 also has a pretty good market on defensive players with a need for Pass Cover OLBs and Speed DT.

There's a real problem with the natural diversity of the coach schemes (with a bit more diversity in terms of Playbooks). Not a single team uses the Spread, Run and Shoot or Pistol offensive schemes (despite the Pistol looking like something out of the Ravens or Panthers). Not a single team uses the Tampa2, 46 or 3-4 Storm defensive schemes.

Offense – There are eleven schemes to choose from, the individual positions CANNOT be edited within a scheme.

*The OL Comments are based on the fact that generally, over time, power OL develop into better run blockers, Agile OL develop more balanced leaning run and Pass Protection OL develop into pure pass blockers with little run block.

Spread – This scheme offers good protection vs speed defenses with protected blindside and looks to attack based on WR getting open with a dual running threat from big play HB and scrambling QB. Good scheme for running HBs out of shotgun with an option to break with the QB if the short TE/FB/WR passes aren't open.
  • QB – Scrambler
  • HB – Elusive Back
  • FB – Utility
  • WR – Route Runner
  • TE – Vertical Threat
  • OL – Agile
  • LT – Pass Protector

West Coast Zone Run – Like the spread above, it offers good protection vs speed defenses but dedicated agile OL and attacks based on a big play HB and WR that get open quickly, except that the QB is relying on short-mid playmaking and on the run accuracy over pure scrambling. Good scheme for outside runs and short bootleg throws.
  • QB – Improviser
  • HB – Elusive Back
  • FB – Utility
  • WR – Route Runner
  • TE – Possession
  • OL – Agile

West Coast Power Run – A dedicated power OL that will offer good protection vs Power Defenses and generally get more push up the middle with a grind-it-out HB and relying on WR to get open quick with an accurate bootleg style QB. Good scheme for grinding inside runs and short play action throws.
  • QB – Improviser
  • HB – Powerback
  • FB – Utility
  • WR – Route Runner
  • TE – Possession
  • OL – Power

Vertical Zone Run – This was my favourite offensive scheme last year and probably still is. The set up has a dedicated blindside protector and an Agile OL vs Speed Defenses which buys time in the pocket for big pass plays downfield. The TE, HB and WR will generally be the fastest big play guys in the league but it features a blocking FB with Agile OL.
  • QB – Strong Arm
  • HB – Elusive Back
  • FB – Blocking
  • WR – Deep Threat
  • TE – Vertical Threat
  • OL – Agile
  • LT – Pass Protector

Vertical Power Run – This scheme has dedicated pass protection OT and power G/C so is great for buying time from outside rushers but still grinding HB yards up the middle. The QB-WR set up is made for big passing plays from PA and Shot plays but this scheme is limited for outside run plays because of the OT.
  • QB – Strong Arm
  • HB – Power Back
  • FB – Blocking
  • WR – Deep Threat
  • TE – Vertical Threat
  • G/C – Power
  • LT RT – Pass Protector

Multiple Power Run – Dedicated blindside protector and power OL for good push up the middle and to the right with a grinding HB run game. The blocking TE helps with outside power runs more and the combination of FG QB and Physical WR are made for PA throws to the middle and in the end zone.
  • QB – Field General
  • HB – Powerback
  • FB – Blocking
  • WR – Physical
  • TE – Blocking
  • OL – Power
  • LT – Pass Protector

Multiple Zone Run – Agile OL blocking is good vs speed defenses and that plus the combo of Elusive HB and blocking FB is good for both inside and outside run plays. The FG QB and Physical WR are a good combo for getting defenses to bite on PA as the big play running game will be a big feature.
  • QB – Field General
  • HB – Elusive Back
  • FB – Blocking
  • WR – Physical
  • TE – Possession
  • OL – Agile

Run and Shoot – This was my least favourite scheme last year as it makes your team too one dimensional and the OL develops poorly (see comment on Pass Protectors). This scheme is basically for if you hate running the ball behind the OL. The WR get open quick on short passes and will block well at the next level, you'll have great pass protection for the QB who can check down to a big play catching HB/FB instead of running it. This is the Patriots basically...
  • QB – Field General
  • HB – Receiving Back
  • FB – Utility
  • WR – Slot
  • TE – Vertical Threat
  • OL – Pass Protector

Air Raid – Like the Run and Shoot scheme, I'm unsure of this new scheme. The OL is mostly pass protectors with a dedicated strong side power blocker, and the FB/TE blocking combo means your run game is slightly more versatile/improved. The WR will get open quick on short passes with a checkdown back and an accurate QB who can bootleg to buy time and get better passing angles.
  • QB – Improviser
  • HB – Receiving Back
  • FB – Blocking
  • WR – Slot
  • TE – Vertical Threat
  • OL – Pass Protector
  • RT – Power

Pistol – I like the look of this scheme as it looks like a grinding Spread scheme. The OL are all Agile so good vs speed defenses and blocking at the next level, with blocking TE and FB and strong Physical WR means that running the ball with a power HB and Scrambling QB will be fun. QB option and QB power plays ahoy!! But the combo of Agile OL, WR and Scrambling QB means this scheme is also built to buy time in the pocket and hit big WR with medium passes to keep defenses honest whilst trying to defend you run game.
  • QB – Scrambler
  • HB – Powerback
  • FB – Blocking
  • WR – Physical
  • TE – Blocking
  • OL – Agile

West Coast Spread – This looks an unusual combo of schemes at first glance. It's got an inverse OL to the Vertical Power Run. The OL won't be good for grinding inside run plays but then won't give up much pressure up the middle and the OT will hold any power rush outside at bay. This allows the QB to get time in the pocket for check downs to the FB/HB/TE and the WR will get open quick and block well. If the short passes are not there the QB can scramble but beware this scheme will get crunched by outside speed rushers.
  • QB – Scrambler
  • HB – Receiving Back
  • FB – Utility
  • WR – Slot
  • TE – Possesion
  • OL – Pass Protector
  • LT/RT – Power

Specialist Formations – on offense you have the following options.
  • KOS – Best K/P based on Power archetype
  • LS – Best OL/TE based on Pass Protector archetype
  • 3DRB – Best HB/FB based on Receiving HB archetype, comes in on shotgun Pass Plays or 3rd down pass plays
  • PWHB – Best HB/FB based on Power HB archetype, comes in on 1WR sets (2TE-1FB, 3TE sets)
  • SLWR – Best WR/TE based on Slot WR archetype, comes in on 3WR+ sets

Defense – There are ten schemes (great improvement) to choose from and you CANNOT edit the individual positions

Base 4-3 – Like last year, this is your basic traditional 43 with strong strong side and weak weak side. This scheme is built to stop runs inside/right and Cover1/3 will work well with the safety playing near the box. You'll likely sub your speed RE2 into the LE spot in Nickel and the LOLB will leave the field. The ROLB/MLB/CB combo means zone will be ideal for stopping the pass but risk being burnt deep if using man cover.
  • LE – Run Stopper
  • RE – Speed Rusher
  • DT – Run Stopper
  • LOLB – Run Stopper
  • MLB – Field General
  • ROLB – Pass Coverage
  • CB – Zone
  • FS – Zone
  • SS – Run Support

4-3 Under – This is the Multiple scheme from last year. It looks decent at stopping the run left and somewhat inside/right. It'll be good for generating pressure with speed LE/DT but I don't like the Power Rush OLBs/43DEs as much in the draft classes. For sim play, the Power SLB is lined up wrong over the Speed LE (switching the RE and LE in depth chart fixes this) for the “Under” formations. The Zone CB/S combo will be good for stopping passes, may get burnt in man, and you'll likely sub your MLB2 into SubLB2 in Nickel.
  • LE – Speed Rusher
  • RE – Run Stopper
  • DT – Speed Rusher
  • LOLB – Power Rusher
  • MLB – Field General
  • ROLB – Run Stopper
  • CB – Zone
  • FS – Zone
  • SS – Zone

4-3 Cover3 – This scheme looks like a mirror of the Base 4-3 and has elements of 4-3 Under to it but it is different. The DL is built to pass rush with a "Leo" at ROLB so you can play a 4-3 Over for a 5man front. As the DL is built to pass rush, the MLB, Slot CB and box Hybrid safety all support the run game. The slot CB and double hybrid safeties mean this DB corp will develop nicely to support the zone and man coverage game and able you to rotate either safety into the box for Cover1 and Cover3 looks. A decent balanced 4-3 D that can play Man Coverage without being Run dominant like the 46 or pass heavy like 4-3 Quarters.
  • LE – Speed Rusher
  • RE – Power Rusher
  • DT – Power Rusher
  • LOLB – Pass Coverage
  • MLB – Run Stopper
  • ROLB – Power Rusher
  • CB – Slot
  • FS – Hybrid
  • SS – Hybrid

4-3 Quarters – I'm not sold on this new scheme yet but it has strengths. The front 4 is a combination of pass rush/run stop, so it's balanced. The SLB run stopper is good for being versatile vs a pro style offense and can play 4-3 Under. I think the strength lies in the fact you have 2 hybrid safeties and 2 Pass Cover LB. So if your opponent regularly brings out 4wr sets of checks down a lot instead of running, the LB can cover the middle, the CB can tackle, and then you can confidently line up the safeties on the 4th WR in cover1 or zero blitz (audible the LB out of the blitz ha).
  • LE – Run Stopper
  • RE – Speed Rusher
  • DT – Power Rusher
  • LOLB – Run Stopper
  • MLB – Pass Coverage
  • ROLB – Pass Coverage
  • CB – Slot
  • FS – Hybrid
  • SS – Hybrid

Tampa 2 – I like the Tampa2 but in Madden it sets you up to develop a team that can't stop the run well. The front 4 is made to get to the QB with a combo of speed and power rushers. The LB and DB corps should combine to give you the best zone pass defense in the game, but you will need good tackle and gap discipline with your LB defend run plays (lack of block shed in front 7).
  • LE – Power Rusher
  • RE – Speed Rusher
  • DT – Power Rusher
  • LOLB – Pass Coverage
  • MLB – Pass Coverage
  • ROLB – Pass Coverage
  • CB – Zone
  • FS – Zone
  • SS – Zone

46 Defense – This is a great scheme to implement if you're converting over from a 3-4 defense to a 43 as often moving MLB to OLB makes run stoppers and 34DE to DT makes run stoppers too, and your DB scheme will roughly match the 34 schemes. This scheme is set to stop the run. It's the opposite of the Tampa2. You won't generate as much pass rush and your LB will struggle with the pass, but you'll have a decent cover2 man and cover1 defense vs the pass.
  • LE – Run Stopper
  • RE – Power Rusher
  • DT – Run Stopper
  • LOLB – Run Stopper
  • MLB – Run Stopper
  • ROLB – Run Stopper
  • CB – Man-to-Man
  • FS – Zone
  • SS – Hybrid

Base 3-4 – Same as last year, it's a solid 3-4 set up. The strongside rushes hard and the Speed OLB is a good blindside threat. There's enough variability in the scheme you can field a team to stop both run and pass teams. It's built for Cover1 ideally, with some Cover 2 man as you'll field fast man cover CB with some safety help over the top. Could sub in Power LE2 into the SubDT spot for extra rush in Nickel.
  • LE – Power Rusher
  • RE – Run Stopper
  • DT – Run Stopper
  • LOLB – Power Rusher
  • MLB –Field General
  • ROLB – Speed Rusher
  • CB – Man-to-Man
  • FS – Zone
  • SS – Run Support

3-4 Under – Replaces the Multiple scheme from last year. However, the big change is to the LB and CB. The front 7 is made to stop the run with support from the CB/SS. There is no speed rusher or zone DB anywhere so can develop into a zero blitz man cover team with physical CB/S. It will lack a super fast pass rush and could get burnt by passes if the blitzes don't get there in time but will be great vs run and could go well with the Patriots/Lions hybrid playbooks.
  • LE – Power Rusher
  • RE – Run Stopper
  • DT – Run Stopper
  • LOLB – Run Stopper
  • MLB – Field General
  • ROLB – Power Rusher
  • CB – Slot
  • FS – Hybrid
  • SS – Run Support

Disguise 3-4 – I really like this scheme! It doesn't look too different from Base 3-4 but it is a little more versatile for aggressive coaches by sacrificing run D. You have slightly more pass rush from your front7 but the Pass Cover LB gives you a more dedicated medium range pass defense. The Man CB – Hybrid Safety combo lets you flip and disguise blitzes and Cover1 or put the Safety on a check down HB or 4th WR with ease.
  • LE – Power Rusher
  • RE – Power Rusher
  • DT – Run Stopper
  • LOLB – Power Rusher
  • MLB – Pass Coverage
  • ROLB – Speed Rusher
  • CB – Man-to-Man
  • FS – Hybrid
  • SS – Hybrid

3-4 Storm – This scheme is insane and looks incredibly fun!!! Whoever did it needs a pat on the back!! This is like the 3-4 equivalent of the Tampa2, you're setting out to stop the pass by throwing some insane pass rush at the QB while having your MLB and DB in zone to defend the pass. It'll be rough stopping the run but not impossible. If you're a sim guy and want 280lb+ 34DE, you'll need to draft speed DT and move them to DE.
  • LE – Speed Rusher
  • RE – Speed Rusher
  • DT – Speed Rusher
  • LOLB – Speed Rusher
  • MLB – Pass Coverage
  • ROLB – Speed Rusher
  • CB – Zone
  • FS – Zone
  • SS – Zone

Specialist Formations – the system is smart enough to adjust for a 34 or 43, so RLE is either DE or OLB dependant on your scheme (34 or 43).
  • Rush Left End – Depth chart order based on your best Speed Rusher Archetype at DE (or 34OLB)
  • Rush Right End – Depth chart order based on your best Power Rusher Archetype at DE (or 34OLB)
  • Rush Defensive Tackle – Depth chart order based on your best Power Rusher Archetype at DT (or 34DE), If you use a 2-4-5 set up, DT1 is the 3Tech DE and DT2 is the 1gap DE. If you use a 3-3-5 set up, 1 is the RE, DT2 is the DT and DT3 is the LE.
  • Sub Linebacker – Depth chart order based on your best Pass Coverage LB Archetype at OLB/MLB (or 34OLB, 2nd 34 MLB). NLB1 is the MLB, NLB2 is the OLB in a 43. You can also put a safety at NLB for better coverage but less run stop.
  • Slot Cornerback – Depth chart order based on your best Slot Corner Archetype. I'd pick the slower CB you don't want covering deep in here

Player Archetype

There are up to four player archetypes for each position, every player displays their OVR for each archetype on their player summary. It highlights which scheme archetype the player fits (blue hexagon) but also highlights with a tag if they contribute towards the current Coach Scheme fit too (purple jigsaw). When you spend a Skill Point in an archetype, it will give you a random boost to skills that contribute to that archetype OVR, i.e. Block Shed doesn't count towards Pass Coverage MLB archetypes so you wont see Block Shed go up when progressing that.

When levelling a player, the previously selected attribute to increase is what becomes that new player type, even if other archetypes match the same OVR. If you want to change this back then go into coach schemes, change your scheme, exit, then go back in and change it back and it will make sure any players who match multiple schemes, including yours, now match your scheme. It is possible to make other archetypes go up at the same time, even by more than +1.

E.g. If you have a 85ovr Zone Corner who's am 84ovr Slot archetype, if you level up Slot to 85, that becomes his new archetype as the last selected, even though Zone is the same ovr and his previous archetype (depending on attributes that go up). If you level up Slot it could result in a combination of attributes that see Man Archetypes jump by +2 also. Changing your scheme from Base 4-3, to 46, back to Base 4-3 will make Zone the players primary archetype again

When trying to develop "Balanced" Players (alternating which archetype you level up per skill point, like going Man, then Zone, then Man on a CB) make sure you pay attention if the secondary archetype OVR went up when you levelled up the primary one. If it does not go up, do NOT alternate your skill point as it will result in a lesser development as the previous skill point might have made the secondary archetype level up half way already.

E.g. You have a Speed Rusher DE but you also want him to have decent block shed so you're alternating with Run Stuffer as a secondary archetype. You level up your Speed Rusher and go from 84 to 85 with some Play Recognition boost, but your Run Stuffer archetype doesn't change at 79. The Play Rec has contributed to the Run Stuffer archetype but not made it jump up by 1. If you then use your next skill point on Run Stuffer, you might get a really poor upgrade like +1 AWR, +1 PRC.

Archetypes (and focus attributes) are more spread out this year with less of a concrete mold around players (you can get faster Run Stuffer LBs this year etc), and are as follows:

QB – This is a biggest choice in scheme vs game style. If you like to throw deep bombs, try and avoid a scrambler who often has lower Throw Power. Improvisers are a new bootleg, pressure style QB to make big plays, scramblers are the new West Cost QB and Field Generals are for guys who want to throw lasers all over. Mix up development if you play an Improviser or Scrambler, dedicate more development for Strong Arm and Field General (means you get some accuracy on running QBs).
  • Scrambler – BSK, RUN, SAC – Faster QBs with lower throwing attributes other than SAC. This archetype often gets a Speed boost.
  • Strong Arm – THP, DAC, MAC – Higher throw power but can vary in accuracy. This Archetype often gets a THP boost.
  • Improviser– RUN, TUP, DAC – Usually average throwers with some physical attributes and good at throwing on the run or under pressure.
  • Field General – MAC, SAC, DAC – Usually good accurate throwers and if you progress this archetype you'll get a decent spread of throw accuracy.

HB – Most HBs will fall into the Elusive or Power category. If your primary archetype is WAAAY ahead of your secondary one, don't bother developing the secondary one as the moves won't be good for a long time. If you have a balanced back, alternate between Elusive and Power. Unless you check down A LOT, don't increase receiving.
  • Elusive – ELU, SPN, JKM – Fast backs with good elusive moves and ok catching
  • Power – SFA, TRK, BTK – Slower high strength backs with decent pass block
  • Receiving – CTH, RLS, SRR – Usually average physical stats, elusive running style and obviously good catching.

FB – These guys are harder to level up therefore unless you use a blocking FB or actually FB run it, use a TE here. Winning a probowl nod helps speed up development but their abilities, dev and XP goals aren't great.
  • Blocking – LBL, IBK, RBK – Slower but high strength and lead block FB with poor running.
  • Utility – CTH, CAR, SRR – Faster lower strength mixed FB with some blocking and running.

WR – Your WR style will depends on what throws you make. If you like to throw everywhere with a field general then the route runner might suit best, Strong arms link up with Deep Threats well, Physical WR can often make freak WR in any scheme and Slot WR usually work best if you have a short passing game. You usually need 1 Deep threat to act as your kick returner.
  • Deep Threat – DRR, RLS, SPC – Smaller super fast/agile guys who become a one trick pony with good deep route running and release. Not the best catchers but make good returners too.
  • Route Runner – SRR, MRR, DRR – Medium sized, ok physicals and can catch and get open on multiple routes.
  • Physical – RLS, SPC, CIT – Big bodied, decent speed but usually low agility/acceleration guys who can release and do all manner of catches.
  • Slot – SRR, CIT, CTH – Slower more agile undersized guys who can run block and great on short passes.

TE – Pick your TE based on your style, I think RLS on 2 of them is a waste as noone presses a TE. Level up your H-back at FB with the blocking archetype. Alternate between Possession and Vertical for a Balanced TE.
  • Vertical Threat – DRR, MRR, RLS – Tall, fast, lower strength big catch guys with poor blocking
  • Possession – CIT, SRR, RLS – Slow decent catching guys with OK blocking
  • Blocking – RBK, IBK, LBK – Really slow poor catching guys with decent blocking

OL – If you run a lot then I'd lean towards a scheme with Power OL, if you have a balanced game or hate facing pressure from a speed rush I'd go with Agile OL, Pass protectors are nice specialists but don't develop as well or as fast so I'd only focus on a scheme that uses lots of them if you pass most of the time.
  • Pass Protector – PBK, PBP, PBF – OL who focus on pass blocking but poor run blockers and gain less total attributes when using a skill point.
  • Agile – RBF, PBF, IBK – Lower strength smaller fast OL who develop into balanced blockers
  • Power – RBP, PBP, RBK – Higher strength big OL who develop into nice run blockers

DE – Move and draft players to fit your scheme. The 34 DE and 43 DE are all lumped together but the physical stats are usually linked to weight. If you draft a 260lb Power Rusher he's usually a 43 physical build vs a 290lb Power Rusher who'll be a 34 build. The Run Stopper DE are usually all big and can move about to DT and DE with ease, for a 43 Run Stop DE I'd probably get a bigger run OLB and move to DE as they're faster. Speed Rusher DE can often move to 34OLB with ease (might need to train coverage) but Power Rushers DE to OLB often are poor to move (slower).
  • Run Stopper – BSH, TAK, PRC – Really slow big DE for 34 and 43 with good BSK and mixed pass rush
  • Power Rusher – PMV, TAK, PUR – Slower 43DE or 34DE build with good power and ok BSK, usually not good 34OLB (slower)
  • Speed Rusher – FMV, TAK, PUR – Faster smaller 43 DE with good finesse and poor run, can move to 34OLB usually.

DT – What DT you choose will come down to your scheme and your focus (stop run or sack QB). If you have a 34 you'll be drafting big bodied DE/DT and moving them about to fit. 43DT will need more pass rush from a DT usually so go Speed or Power. You will usually have a mix of DT for SubDT and who your opponent is.
  • Run Stopper – BSH, TAK, PUR – Bigger stronger slower DL with good BSK and tackling
  • Power Rusher – PMV, TAK, PRC – Mid size/strength DL with decent Power and some run stop
  • Speed Rusher – FMV, PRC, PUR – Smaller weak fast DL with decent Finesse and some run stop

OLB – Draft based on scheme... if you're a sim guy then often the Speed and Power rushers are a bit undersized to move to 43, but the Run Stoppers are usually all 240lb+. Speed rushers and Pass Cover LB make for the fastest guys and best users. Run Stop and Power LB are often slower. I personally prefer to take on Pass Cover LB to train into Run Stop LB.
  • Pass Coverage – ZCV, MCV, PRC – Fast small weak guys who make good user LB
  • Run Stopper – BSH, PUR, TAK – Slower stronger heavy hitters who shed blocks better
  • Speed Rusher – FMV, PUR, TAK – Fast mid guys with decent finesse moves and mixed stats
  • Power Rusher – POW, PMV, PUR – Slowish heavy hitters with power moves and mixed stats

MLB – The MLB draft classes tend to have speed at all 3 archetypes but the Pass Cover LB makes for an insane freak user over the other two. Again, it depends on your scheme and what you're trying to focus on (Pass vs Run). In a 43, often a good strategy is drafting an MLB and moving to OLB. If you like a blitzing MLB in a 34, consider moving a speed 34OLB here.
  • Field General – PRC, PUR, TAK – Mid size-power-speed LB with a balance of skills
  • Pass Coverage – ZCV, MCV, TAK – Fast agile weak user LB with good cover and poor run skills
  • Run Stopper – POW, PUR, TAK – Slowish big hitters with good run stop and ok cover skills

CB – Zone coverage often works best at stopping the pass unless you have really good man coverage CBs, but then Man CB are often the most physically blessed. I like Slot CB for their mixed ability and they can turn into a good CB in any scheme without being exposed in either man or zone coverage. This is all user preference, but man cover and slot CB often develop into more elite CB with training.
  • Man Coverage – MCV, PRS, JMP – Fast agile DB with good man and mixed other skills
  • Zone Coverage – ZCV, PRS, PRC – Slower DB with good zone and mixed other skills
  • Slot Corner – MCV, PRC, TAK – Mid size and physical with decent tackle and balanced cover skills

S – Unless you can land a freak run stop safety, usually Hybrid and Zone are the best guys to get. It depends on your scheme, if you blitz a lot of play Cover1, hybrids work well, but if you sit in zone a lot and let your front7 stop the run and cover short, then Zone safeties work well. Run support safeties often make great SubLB guys due to the hit power, developing BSK and speed with some cover ability.
  • Zone Coverage – ZCV, PRC, PUR – Mid speed/agility and low man but high zone with mixed skills
  • Run Support – PRC, POW, TAK – Slower big hitters with low coverage but good run stop
  • Hybrid – MCV, PRS, PRC – Fastest best users with good man and zone cover and mixed skills

K/P – Choice here comes down to how good you are on offense vs opponent on defense. Power guys develop into better elite kickers as timing the accuracy can be easier for some but for guys who just need the XP or only usually stall in the redzone the accurate kicker often works best as you don't need the kick power and the wider bar means less weird madden stuff. Both types now develop Kick Power and Kick accuracy as well as AWR.
  • Power – KPW, AWR – Big leg, poor accuracy but develops nicely
  • Accurate – KAC, AWR – Little leg but elite accuracy


Player Development

Dev Traits
There has been a revamp of the Dev system for Madden 20 and the following Dev traits now exist:
  • Superstar X-Factor – Player will earn XP at an increased rate, XP threshold for next skill point is 50% of base rate and have passive and active abilities
  • Superstar – Player will earn XP at an increased rateXP threshold for next skill point is 50% of base rate and have passive abilities
  • Star – Player will earn XP at an increased rate and XP threshold for next skill point is 75% of base rate
  • Normal – Player will earn XP at the basic rate and XP threshold for next skill point at 100% base rate

Dev traits can be earned through awards, stats and the scenario engine. The awards are obvious, win an award and you could see a players dev go up when advancing from Week17 to Wildcard. The scenario engine presents you with an objective where you could earn an increase if you complete it. The stat based dev is a bit easier now dev regression is gone and I think is still based on the following stats:
  • QB – Pass Yards, Pass TDs
  • HB – Run Yards, Run TDs
  • FB – Immune (still to check scenario engine)
  • WR – Rec Yards, Rec TDs
  • TE – Rec Yards, Rec TDs
  • OL – Immune (still to check scenario engine)
  • DT – Sacks*, Tackles, TFL
  • DE – Sacks, Tackles, TFL
  • OLB – Sacks, Tackles, TFL
  • MLB – INT, Tackles, TFL
  • CB – Deflections, Tackles
  • S – Deflections, Tackles
  • K/P – Immune (still to check scenario engine)

If the above still stands true for Madden 20 as it did in Madden 19 then the advantages and disadvantages of scheme still apply.
  • 34 Scheme has an advantage developing OLB and 2xMLB but disadvantage developing 34DE and DT
  • 43 Scheme has an advantage developing DE and DT but disadvantage developing OLB and only 1x MLB
  • DBs who deflect a lot of passes gain over DBs who INT a lot, but INTs help with awards.

Rookies entering the league who are either Star, Superstar or X-factor now have a fog of war surrounding their Dev trait. They need to play 500 snaps in order to unlock it, therefore getting playing time is very important. You need to maximise that and the following helps:
  • Keep them in during preseason
  • Play them at starter, but also put them in on special teams. e.g. a wr KR, or a starting LOLB can play backup ROLB and be on Kick and Punt return, a starting LE can be backup RE for kickblocks etc

*The fog of war ticker is currently broken and resets at times, and when moving a player. I've heard an update is coming for this - meant to be fixed
** The players appararntly still flex during the draft giving away their Dev - meant to be fixed
***You can just look in player edit and it will reveal the dev trait


Abilities
Superstar and X-Factor abilities that develop beyond the original roster are assigned based on player Archetype and cannot be chosen or edited unless you reroll them by editing a player (see below) or assigning them in "Player Mode" and then retiring back to your Coach.

Update: Text has been tweaked now the lower OVR thresholds are available in both custom and current rosters plus offline and online. The new lower OVR thresholds are fantastic and mean that Superstar rookies have something special even at lower OVR without being too overpowered and that regressing veterans keep their abilities longer and offer something special to a team despite declining attributes.
Update2: The recent updates have reset the lower OVR thresholds and they have reverted to the day 1 thresholds (80/90ovr for Tier 1 and 2 on standard players).

Active Abilities are ones where in game you need to accomplish a series of goals to activate a X-Factor talent and they are moderately useful. Passive abilities you can slot onto a player and they don't need to do anything to activate, they are in play all the time and are very useful. You need to upgrade players to earn slots for abilities, so even if you draft a Superstar or X-Factor player, you still need to increase their OVR (70ovr slot, 80ovr slot etc) in order to then access and use their abilities. Same for having a player upgrade Dev through a scenario or award. Update: OL now have 2 slots at 70ovr and 80ovr but you need to restart CFM to get them in (EA possibly working on a patch to get this in existing CFM but no further details). Update: Some existing CFM will experience the "White padlock" bug on Tier 2 OL abilities after a recent update. White padlock also occurs on superstar and X-factor rookies who's OVR is high than the Tier 1 threshold before their hidden dev is revealed.

QBs have passive ability slots at 60 and 70ovr for Superstar QBs and 60, 70, 80, 85 and 90 ovr for X-Factor QBs (60/70, 80/90/95 again). This makes X-factor QBs way more elite than their other fellow stars with abilities. However, if you edit a QBs ratings so that their OVR skips the ability caps, you will lose that slot and when you use a skill point it will always show a Lock and never develop. If you do get locked out, just change the QB position to HB and back again to Re-roll all the Superstar Ability Slots.

FB, K and P only have 1 Superstar ability slot at 80ovr (Previously 70). It only works at Superstar, if you edit any of these positions to X-Factor it breaks the Superstar ability and just shows a padlock. These were the "Fluid Dev Immune" Positions from Madden 19 and so far I don't know if players at these positions can get a Dev Boost.

E.g. If you get an award with 83ovr star dev Jared Goff and he becomes Superstar Dev you unlock both his 60 and 70ovr abilities (Inside Deadeye, Conductor). If I then Edit Goff to X-factor dev, I believe he was not assigned 3rd ability for his 80ovr slot (or his 4th or 5th by EA, so no preview with padlock, shame on you EA for not believing in Goff), if you earn X-factor with Goff you will likely have to reroll all his abilities to get his 3rd but you will likely unlock his 85/90 and 90/95ovr slots as you raise his OVR.

E.g. 83ovr Superstar Dev Baker Mayfield already has his 60 and 70ovr abilities (Roaming Deadeye, Last Ditch Attempt) and if you get X-factor with him he will automatically get Clutch as his 80ovr ability and you'll be able to preview his 4th and 5th abilites at
85/90 and 90/95ovr but they are locked (Long Range Deadeye, Escape Artist).

Abilities are assigned as you use a skill point to get to a cap (or increase to X-Factor at any OVR) and the Superstar Ability earned depends generally on your highest Archetype and a random dice roll if multiple abilities are available to that position/OVR. If you move a player then the X-Factor ability changes to fit the Archetype of the player at the new position. If you develop a player and in the process change their Archetype, new abilities earned will lean towards the new Archetype not the old, even if you had previous abilities at the old archetype (GENERATED PLAYERS ONLY).

E.g. Moving Aaron Donald from RE (Fearmonger) to DT changes his X-Factor to Unstoppable Force, if you then move him back to DE his X-factor is still Unstoppable Force. Von Miller changes from Fearmonger at OLB to Run-Stuff at DE.

E.g. If you move a player to RE and he's a Speed Rusher, you will have abilities based on that archetype. If you then use skill points in Power Rusher to create a more balanced DE and move him to LE and back to RE, his abilities will re-roll to the represent the fact he's still a Speed Rusher but with Power Rusher tiers unlocked.

E.g. If you have a 59ovr X-Factor Scrambler QB with "First One Free", who is 57ovr as a Strong Arm, and you use Skill points in Scrambler until 70ovr, but then use skill points in Strong Arm for the 80, 85/90 and 90/95 ovr Ability Caps, they will have Scrambler abilities in 1 and 2, and a mix of Scrambler and Strong Arm abilities in 3, 4 and 5. The abilities won't change unless you reroll. If the final build is a 96ovr Strong arm but a 86ovr Scrambler, and you move the QB to HB to QB to reroll, "First One Free" will change to another X-Factor skill (e.g. Bazooka)and all 5 Superstar Abilities will reroll leaning towards Strong Arm abilities.

*Be warned, when rerolling abilities on current Superstar and X-factor players, you will lose the unique mix of abilities ASSIGNED TO THEM BY EA. Generated players or players EA never intended to be at a position or become X-Factor can be rerolled more safely as they don't have a unique mix of abilities assigned by EA.

Also be warned, abilities such as Leap Frog (a not so good ability if you don't hurdle) seems to dominate re-rolls for Scrambler QBs, HB and WR with high Ball Carrier Vision/Carry, so be wary when moving players to reroll their abilities. Also be


Superstar X-Factor Abilities by position vs Archetype
Work in Progress - Also, EA intends to release new abilities throughout the year, but I suspect as X-Factor abilities are tied to archetype, the new ones may either be too dominant at developing on gen players/rerolls or never appear on gen players. Superstar abilities are more tied to attributes so new ones should develop on gen players/rerolls fine.

QB - I have so far found 9 X-factor abilities that can apply to QBs. It depends on archetype and chance (but I also originally suspected build, as a higher AWR or change in mobility can influence on X-Factor over another):
  • Bazooka - "Cannon" Strong Arm - Increase Max Throw Distance.
  • Blitz Radar - "Cerebral" Improviser - Highlights blitzers after snap.
  • Fearless - "Passing" Strong Arm - Accuracy unaffected by pressure.
  • First One Free - "Elusive" Scrambler - High fakeout rate on next JKE, SPN or hurdle.
  • Freight Train - "Power" Scrambler - Increased chance to break next tackle.
  • Gambler - "Passing" Improviser - Can't be intercepted by AI defenders - pocket.
  • Hi Low Deadeye - "Accurate" Field General - Perfect pass on high or low passes.
  • Pro Reads - "Cerebral" Field General - Highlights first open receiver.
  • Run and Gun - "Mobile" Improviser - Can't be intercepted by AI defenders - on the run.
  • Brick Wall - "Tower" Field General - Break first sack in pocket (Big Ben's X-Factor ).
  • Omaha - "Coach" Field General - Can see defensive coverage pre-snap (Manning's X-Factor)

HB - I have found 6 X-Factor abilities so far either assigned to HBs or develop them. It depends on build again. It's possible for receiving HB to develop WR X-factors too, or if you move a WR there.
  • Satellite - Receiving HB - Wins RAC and POS catches against single coverage
  • Max Security - Receiving HB - Increased chance on possession catches
  • First One Free - Elusive HB - High fakout on next JKE, SPN or hurdle
  • Freight Train - "Balanced" HB - Higher BTK over Elusive or Power moves (Increased chance to break next tackle)
  • Wrecking Ball - Power HB - Higher TRK and STF over BTK (Increase Success rate on next 3 trucks or stiff arms)
  • Protective Custody - "Safe" Power HB - Cannot fumble in the zone

WR - I have found 3 pure catching X-factors and found that Slot WR get a HB X-factor.
  • First One Free - Slot WR - High fakout on next JKE, SPN or hurdle
  • Double me - Deep Threat WR - Increased success of aggressive catches in single cover
  • Max Security - Physical WR - Increased success of possession catches in single cover
  • Rac'em Up - Route Runner WR - Increased success of RAC catches in single cover
  • Wrecking Ball - Physical WR - Increased success on next 3 stiff arm or trucks
  • Mossed - Deep Threat WR - Increased success of agressive catches over 55 yards

TE - I think that Vertical Threat have the best mix as far as getting the TDs are concerned but Possession will never throw away the game. Wrecking ball would be fun on a blocker though.
  • Protective Custody - Possession - as above
  • Max Security - Possession - as above
  • Mossed - Vertical Threat - as above
  • Rac'Em Up - Vertical Threat - as above
  • Double Me - Vertical Threat - as above
  • Wrecking Ball - Blocking - as above

DE/DT - The Run Stuffer belonging to the Power Rusher makes less sense for me but the other 3 are fairly self explanatory.
  • Fearmonger - Speed Rusher - Significant pressure on QBs
  • Unstoppable Force - Power Rusher - Better win and speed vs one on one pass blocks
  • Run Stuffer - Power Rusher - Better win and speed vs one on one pass blocks
  • Reinforcement - Run Stopper - Better at defeating run blocks, tackling runners and disrupting catches - LE only it seems (No RE or DT)??!

OLB - There's a nice spread of abilities across the archetypes here and so it'll come down to what scheme you run. Odd that Unstoppable only showed at LOLB and not ROLB.
  • Fearmonger - Speed Rusher - Significant pressure on QBs
  • Unstoppable Force - Power Rusher - Better win and speed vs one on one pass blocks - LOLB only!!?
  • Run Stuffer - Power Rusher - Better win and speed vs one on one pass blocks
  • Reinforcement - Run Stopper - Better at defeating run blocks, tackling runners and disrupting catches
  • Selfless - Run Stopper - Allows other Xfactor to enter the Zone
  • Shutdown - Pass Coverage - Tighter Coverage and INT more frequent
  • Zone Hawk - Pass Coverage - Better knockouts and INT in zone

MLB - This is the worst set of all the positions I think. The Run and Coverage ones make sense but to only have a single ability for Field Generals when the position is the commander of most defenses seems a bit too light.
  • Momentum Shift - Field General - Knock opponents out of zone and reset progress
  • Run Stuffer - Run Stopper - Better win and speed vs one on one pass blocks
  • Selfless - Run Stopper - Allows other Xfactor to enter the Zone
  • Shutdown - Pass Coverage - Tighter Coverage and INT more frequent
  • Zone Hawk - Pass Coverage - Better knockouts and INT in zone

CB - A fairly straight forward list, one Xfactor to cover each of the archetypes and plays into the scheme you will evolve your secondary into.
  • Shutdown - Man to Man - Tighter Coverage and INT more frequent
  • Zone Hawk - Zone - Better knockouts and INT in zone
  • Reinforcement - Slot - Better at defeating run blocks, tackling runners and disrupting catches

S - As above, nothing much else to say... except that the Hybrid safety gets a different Xfactor depending if they are at SS and FS.
  • Zone Hawk - Zone - As above
  • Reinforcement - Hybrid - As above (SS only)
  • Shutdown - Hybrid - Tighter Coverage and INT more frequent (FS only)
  • Momentum Shift - Run Support - As Above
  • Selfless - Run Support- As Above

Superstar Abilities by position vs Archetype
Work in Progress

QBs - There are a LOT of Superstar QB abilities due to the fact that X-Factor players can have up to 5. The abilities you will develop on Generated Players (or those not assigned by EA) will depend on the X-Factor QB builds above. There is some overlap with HB abilities too on mobile/Scrambler builds. If you don't like your QB developing the HB abilities then I'd recommend lowering their running abilities and rerolling. The requirements are taken from Player mode and seem to be assigned or "rolled" leaning towards highest Archetype and chance:
  • Lofting Deadeye - Tier 1 Strong Arm
  • Inside Deadeye - Tier 1 Field General
  • Last Ditch - Tier 1 Improviser
  • Leap Frog - Tier 1 Scrambler
  • Long Range Deadeye - Tier 2 Strong Arm
  • Anchored Extender - Tier 2 Strong Arm
  • Pocket Deadeye - Tier 2 Field General
  • Conductor - Tier 2 Field General
  • Bulldozer - Tier 2 Improviser
  • Roaming Deadeye - Tier 2 Improviser
  • Spin Cycle - Tier 2 Scrambler
  • Juke Box - Tier 2 Scrambler
  • Clutch - Tier 3 Any build
  • Homer - Tier 3 Any build
  • Pocket Lead - Tier 4 Strong Arm
  • Sideline Deadeye - Tier 4 Strong Arm
  • Dashing Deadeye - Tier 4 Improviser
  • Hot Route Master - Tier 4 Field General
  • Red Zone Deadeye - Tier 4 Field General
  • Agile Extender - Tier 4 Scrambler
  • Fast break - Tier 4 Scrambler
  • Pass Lead Elite - Tier 5 Strong Arm
  • Set Feet Lead - Tier 5 Strong Arm
  • Protected - Tier 5 Field General
  • Safety Valve - Tier 5 Field General
  • Escape Artist - Tier 5 Improviser
  • No-Look Deadeye - Tier 5 Improviser
  • Sleight of Hand - Tier 4 Improviser
  • Threat Detector - Tier 5 Improviser
  • Human Joystick - Tier 5 Scrambler
  • Indoor Baller - Unique?
  • Arm Bar - Unique?

HB - The HB abilities are decent for Powerbacks and okay-bad (leap frog vs joystick urghhh) for Elusive backs but the receiving backs really get a dice roll here with some useful ones and some not so useful...
  • Arm Bar - Tier 1 Powerback
  • Bulldozer - Tier 1 Powerback
  • Tank - Tier 1 Powerback
  • Spin Cycle - Tier 1 Elusive Back
  • Juke Box - Tier 1 Elusive Back
  • Evasive - Unique (Combo!)
  • Return Man - Tier 1 Receiving Back
  • RB Apprentice - Tier 1 Receiving Back
  • In Specialist - Tier 1 Receiving Back
  • Post Flag Elite - Tier 1 Receiving Back
  • Curl Specialist - Tier 1 Receiving Back
  • Outside Zone Guru - Tier 2 Power Back
  • Inside Zone Guru - Tier 2 Power Back
  • Pin n Pull Guru - Tier 2 Power Back
  • Leap Frog - Tier 2 Elusive Back
  • Human Joystick - Tier 2 Elusive Back
  • Grab-n-go - Tier 2 Receiving Back
  • Backfield Mismatch - Tier 2 Receiving Back
  • Matchup Nightmare - Tier 2 Receiving Back
  • Playmaker - Tier 2 Receiving Back

FB- I've managed to get 3 Superstar abilities from the HB group to stick.
  • HB Apprentice - Utility - Any FB with ok catching abilities
  • Bulldozer - Blocking/Utility - Low catching with higher TRK
  • Arm Bar - Blocking - Low catching with lower TRK
  • Now has access to the OL abilities

WR- These abilities are what you expect, Deep threat get the big play deep abilities, Route Runners have some fantastic "get open" abilities, Slot are your RAC playmakers and Physical are the freak TD guys if you're lucky... if you're not it's Leap Frog for you mwahahaha.
  • Post Flag Elite - Tier 1 Deep Threat
  • In Out Elite - Tier 1 Deep Threat
  • Spin Cycle - Tier 1 Slot
  • Juke Box - Tier 1 Slot
  • Slot Apprentice - Tier 1 Slot
  • Route Technician - Tier 1 Route Runner
  • In Specialist - Tier 1 Route Runner
  • Slant Specialist - Tier 1 Physical
  • Curl Specialist - Tier 1 Physical
  • Matchup Nightmare - Tier 1 Physical
  • Streak Specialist - Tier 2 Deep Threat
  • Post Specialist - Tier 2 Deep Threat
  • Double Move Elite - Tier 2 Deep Threat
  • Grab-n-go - Tier 2 Slot
  • Slot-o-Matic - Tier 2 Slot
  • WR Apprentice - Tier 2 Route Runner
  • Cross Specialist - Tier 2 Route Runner
  • Outside Apprentice - Tier 2 Route Runner
  • Red Zone Threat - Tier 2 Physical
  • Leap Frog - Tier 2 Physical

TE- Are you ready for this list..... I think Possession wins on usefulness and blocking again looks fun. Vertical Threat will get you the TDs but there's less variation.
  • Tank - Tier 1 Possession
  • In Out Elite - Tier 1 Possession
  • In Specialist - Tier 1 Possession
  • Slot-O-Matic - Tier 1 Possession
  • Curl Specialist - Tier 1 Possession
  • Post Flag Elite - Tier 1 Vertical Threat
  • Post Specialist - Tier 1 Vertical Threat
  • Streak Specialist - Tier 1 Vertical Threat
  • Power Blocker - Tier 1 Blocking
  • Zone Blocker - Tier 1 Blocking
  • Bulldozer - Tier 1 Blocking
  • Arm Bar - Tier 1 Blocking
  • Cross Specialist - Tier 1 Blocking
  • All Day - Tier 1 Blocking
  • Slant Specialist - Tier 2 Possession
  • Red Zone Threat - Tier 2 Possession
  • Matchup Nightmare - Tier 2 Possession
  • TE Apprentice - Tier 2 Possession
  • Double Move Elite - Tier 2 Vertical Threat
  • Grab-n-go - Tier 2 Vertical Threat
  • Juke Box - Tier 2 Vertical Threat
  • Slot Apprentice - Tier 2 Vertical Threat
  • Route Technician - Tier 2 Vertical Threat
  • Spin Cycle - Tier 2 Vertical Threat
  • Leap Frog - Tier 2 Vertical Threat
  • Route Apprentice - Tier 2 Vertical Threat
  • Secure Protector - Tier 2 Blocking
  • Run Block Elite - Tier 2 Blocking
  • Now has access to OL abilities
OL- New superstar updates with patch 1.10 and appear at 70 and 80ovr, they will appear on new players in any CFM but need to restart to get them on current players.
  • Secure Protector - Tier 1 Pass Protector - Reduce chance of quick block shed
  • Edge Protector - Tier 2 Pass Protector - Reduces edge pass rusher chance of rush move
  • Post-Up - Tier 1 Tier 1 any build - Improved ability on double team blocks
  • Run Block Elite - Tier 2 Agile - Holds blocks longer when run blocking
  • Pass Block Elite - Tier 2 Pass Protector - Holds blocks longer when pass blocking
  • Zone Blocker - Tier 1 Agile - Holds blocks longer on zone-blocked plays
  • Power Blocker - Tier 1 Power - Holds blocks longer on gap-blocked plays
  • Threat Detector - Tier 2 Any - Detects blitzers on 3rd and 4th down
  • All Day - Tier 2 Pass Protector - Increases timer between rush move attempts on pass plays
  • Nasty Streak - Tier 2 Any - Frequently impact blocks smaller defenders in space
  • Puller Elite - Tier 1 Power - More effective blocking on pulling run plays

DE/DT- The Speed rushers are really limited for abilities but they make sense as they'll mostly play 43 (except if you convert DT to DE for 34 Storm), the Run Stoppers get a nice range but the Power Rushers are where the top abilities lie. As for the DT, it makes sense to lose the outside abilities but again the Power mix looks best to me.
  • Under Pressure - Tier 1 Power Rusher
  • Secure Tackler - Tier 1 Power Rusher
  • Unfakeable - Tier 1 Power Rusher
  • Strip Specialist - Tier 1 Speed Rusher
  • Inside Stuff - Tier 1 Run Stopper
  • Goal Line Stuff - Tier 1 Run Stopper
  • No Outsiders - Tier 1 Run Stopper (DE only)
  • Out my Way - Tier 1 Run Stopper
  • Pass Rush Elite - Tier 2 Power Rusher
  • Power Specialist - Tier 2 Power Rusher
  • Edge Threat - Tier 2 Speed Rusher (DE only)
  • Finesse Specialist - Tier 2 Speed Rusher
  • Enforcer - Tier 2 Run Stopper
  • Reach Elite - Tier 2 Run Stopper
  • Run Stopper - Tier 2 Run Stopper

OLB - A great overall list of abilities that apply to both 34 and 43 OLB. What's curious is there is no Pass Coverage Tier 1 abilities and therefore it will likely be randomly assigned at Tier 1 on highest archetype.
  • Under Pressure - Tier 1 Power Rusher
  • Secure Tackler - Tier 1 Power Rusher
  • Unfakeable - Tier 1 Power Rusher
  • Strip Specialist - Tier 1 Speed Rusher
  • Inside Stuff - Tier 1 Run Stopper
  • No Outsiders - Tier 1 Run Stopper
  • Out my Way - Tier 1 Run Stopper
  • Pass Rush Elite - Tier 2 Power Rusher
  • Power Specialist - Tier 2 Power Rusher
  • Edge Threat - Tier 2 Speed Rusher
  • Finesse Specialist - Tier 2 Speed Rusher
  • Run Stopper - Tier 2 Run Stopper
  • Enforcer - Tier 2 Run Stopper
  • Reach Elite - Tier 2 Run Stopper
  • Pick Artist - Tier 2 Pass Coverage
  • Man Up - Tier 2 Pass Coverage
  • Zoned Out - Tier 2 Pass Coverage
  • Lurker - Tier 2 Pass Coverage
  • Lumberjack - Tier 2 Pass Coverage

MLB - Basically the OLB list but with the pass rush moves taken out. There's no Tier 1 coverage again and Field General only has 1 tier 2 but it's a really really good one with no dice roll!.
  • Tip Drill - Tier 1 Field General
  • Under Pressure - Tier 1 Field General
  • Secure Tackler - Tier 1 Field General
  • Unfakeable - Tier 1 Field General
  • Strip Specialist - Tier 1 Field General
  • Inside Stuff - Tier 1 Run Stopper
  • No Outsiders - Tier 1 Run Stopper
  • Out my Way - Tier 1 Run Stopper
  • Pick Artist - Tier 2 Field General
  • Run Stopper - Tier 2 Run Stopper
  • Enforcer - Tier 2 Run Stopper
  • Reach Elite - Tier 2 Run Stopper
  • Man Up - Tier 2 Pass Coverage
  • Zoned Out - Tier 2 Pass Coverage
  • Lurker - Tier 2 Pass Coverage
  • Lumberjack - Tier 2 Pass Coverage

CB - An unusual setup, all the tier 1 are completely random and not set to archetype and the best tier 2 (Combo - universal coverage) is also not linked to archetype (could be worth developing slot CB if you want a chance at that).
  • Tip Drill - Tier 1 any
  • Acrobat - Tier 1 any
  • Unfakeable - Tier 1 any
  • Strip Specialist - Tier 1 any
  • Man Up - Tier 2 Man to Man
  • Zoned Out - Tier 2 Zone
  • Lumberjack - Tier 2 Zone
  • Universal Coverage - Tier 2 any
  • Pick Artist - Tier 2 any

S- Like the CB, there are abilities that can randomly generate on any archetype. There's no difference between FS and SS here, Zone has a great tier 1 but you need to get lucky on tier 2, where as run support has the best tier 2 in the game... Enforcer!!
  • Tip Drill - Tier 1 Any
  • Secure Tackler - Tier 1 Any
  • Unfakeable - Tier 1 Any
  • Acrobat - Tier 1 Zone
  • Reach Elite - Tier 1 Run Support
  • Strip Specialist - Tier 1 Run Support
  • No Outsiders - Tier 1 Run Support
  • Out my Way - Tier 1 Run Support
  • Man Up - Tier 2 Hyrbid
  • Zoned Out - Tier 2 Zone
  • Lumberjack - Tier 2 Zone
  • Lurker - Tier 2 Zone
  • Universal Coverage - Tier 2 any
  • Pick Artist - Tier 2 any
  • Enforcer - Tier 2 Run Support

K/P- Kickers and Punters have 2 Superstar abilities I've found so far based on their "build". I tried to make some sort of "power" ability appear...
  • Focused Kicker - Higher KAC over AWR - (Slower meter)
  • Clutch Kicker - Higher AWR over KAC - (Can't be iced)

Regression
Regression was tuned slightly and is still a harsh mistress. I won't write much on it for now as it's fairly obvious what happens, players hit the end of their plateau (28) and start to lose a little bit of attributes in Offseason Week1, once they get passed 30 they're in full melt down and will lose a lot more every offseason. You should avoid handing out long contracts to players over 30 as they will not be worth it in their final year and hamper your team with a big cap or cap penalty. Signing them for short term or 1 year deals can be great with the new OVR spread and low rookie ovr as they'll play well whilst your rookie gets better quick.

Regression looks like it has been tuned to be about 75% as harsh for Star, Superstar and X-factor Dev and therefore the differentiation in the regression is limited by only 2 Devs, rather than 4 in Madden 19. If a Superstar or X-Factor player regresses below an OVR for their ability then a padlock appears over the ability and they appear to lose it.

Dev regression has been removed from the game so there is no longer a fluid dev problem with great coaches stat padding players to create super teams over lesser coaches. Some of the dev increases at end of year appear they are still stat based but way less of a problem. The lack of dev regression also gets rid of the Rookie Dev Economy problem where veteran guys were automatically losing dev irrelevant of stats due to younger immune players hogging all the dev slots.

Big one... If you have a Superstar or X-Factor player who regresses due to age, and they drop below the 70-80ovr Ability Caps (60-70//-80-85-90 for Superstar//X-factor QB) a "padlock" will appear over the ability affected which I assume means they lose it. But the Title and Description of the Superstar ability remains.....??

Gaining XP
In Madden 19, Scheme was King. If you mismatched a player to your scheme, he wasn't developing unless he was a star or superstar dev early on. If you were unlucky enough to have a team with a mix of players or unusual scheme, you were stuck when developing players (Like a mix of normal dev Power and Agile OL). Scheme Match XP has been nerfed by 80% for weekly training now, and there isn't a 4 tier system to XP. To get an XP boost above the standard normal rate you need the following now:
  • Star, Superstar or X-Factor Dev, now only earns the same flat rate in weekly training, higher dev increases XP gained and lowers XP threshold for Skill points (Normal=100%, Star=75%, >Superstar=50%)
  • Coach Packages – very minor boost to XP earnt in weekly training
  • Scheme match – now earns roughly Ό extra of the basic weekly training bonus
  • Focus Train – now a flat rate decent chunk of XP for any dev (about 75% of weekly training)
  • Win an award – Weekly, annual or probowl
  • XP earned in game - this can now be a fairly big chunk for starters
  • Scenario engine XP by groups/team
  • Scenario Engine by player (dev upgrade see's around 10,000xp)

The simplification of XP earned vs dev in training, and the nerfing of scheme match means overall, players across the league develop at a more similar rate (not a wide rate like having a superstar dev scheme matched rookie who wins an award and is 99ovr in season 1). The rate at which players develop is still dependant on their age, OVR, position too.
  • Centres have a lower XP threshold for skill points than the rest of the OL IF the OVR changes (which does not happen as much this Madden, or at all)
  • MLBs have a lower XP threshold for skill points than OLBs IF the OVR changes (which does not happen as much this Madden, or at all), if the OVR does not change (like moving a Run Stuffer to MLB) then the XP threshold for MLB actually goes up.
  • DE have a higher XP threshold for skill points than OLBs in 34 vs 43 IF the OVR doesn't go up
  • Higher OVR means higher XP threshold so moving CB to S or MLB to OLB increases XP needed
  • Age increases XP threshold as soft caps hit, explained below.

There is now a tweak to the soft cap on XP earned due to the new rookie/young player OVR spread, rookies and young players will earn skill points very fast with a very low XP threshold (similar to how Potential worked in Madden 12, rookies saw a big OVR boost in their first 2 seasons and a drop off afterwards). The soft caps now work like this:
  • Rookie – Very low XP threshold for skill points for first few seasons, rapid rate of skill points earned
  • Young Player – Below age 26, low XP thresholds and increases in OVR at a decent pace
  • Veteran – Age 26 to 38, XP threshold goes up, still earns skill points but slower
  • Peak Veteran – Age 28 to 30, XP threshold is high and minor regression starts
  • Declining Veteran – Age 30+ the XP threshold is really high and skill points are spent repairing regression.

Team States
Thinking about the Team State of a team I take over is something I always do every Madden. I even rank the Team States on offense and defense for all teams during our Online CFM Team Draft in order to get a feel for teams. Your strategy for team building will change depending on the team state for offense and defense. Teams ebb and flow through states, some managing to stay in one state longer than others. These are some loose descriptions that might help your strategy.
  1. Rebuilding - The team has hit rock bottom, not many stars and can't compete on the field but managed to get some promising young players together. They should focus on good draft strategy to get young players on the team and get them starting for experience. Free agency should focus on targeting low-mid OVR young players to develop. E.g. Dolphins, Giants
  2. Developing - This team has finished it's rebuild and now has rising young stars and can compete for playoff spots. Their draft strategy can be targeting best player available (BPA) or a position of need and not be afraid to trade some picks for rising young players. They make key acquisitions of mid OVR younger players in free agency. You want all your pieces to peak at the same time for the next stage. E.g. Browns, Rams
  3. Contending - This team has little to no holes on their roster with multiple stars and is expected to push deep into the playoffs. Their draft strategy can be targeting a hole on the roster and they shouldn't be afraid to trade picks for a higher OVR veteran player. They should target a few high OVR veterans in free agency on friendly short deals. E.g. Cowboys, Eagles
  4. Reloading - This team was contending and has a mix of older stars and rising young players but due to cap management and regression they have a few holes on the roster but can still get to the playoffs. Their draft strategy should be to target a mix of players to become future starters in order to skip the "rebuild" phase or to draft need now to plug a hole on the roster. In free agency this team will want to focus on older higher OVR veterans on 1 year deals in order to stay competitive. E.g. Patriots, Saints
  5. Declining - This team can no longer just keep reloading as their older stars have regressed and they have up assets contending/reloading that they don't have a developing nucleus of young players. Their draft strategy should be to start trading/selling their older stars to competing teams for draft picks and get ready to enter the rebuild phase. In free agency they should look to be signing low OVR very young players to start developing and not make big splashes on high OVR players that could cause them to lose draft position. E.g. Bengals, Seahawks

Free Agency
With the nerfing of scheme match XP in weekly training, it opens up the market a bit more as to which players you target. If you're playing in an online league with other coaches, the coaches often set the market, so will overpay on good value players and avoid bad value players. In an offline CFM the CPU can still snipe your bids at advance to keep you honest in your offers. Below I listed a few tips on player targeting in order to maximise the value of your team vs cap. This isn't how to build a contending team, but more to do with how to build a developing team that will avoid Cap Hell.
  • Players over 70ovr and age 25 or under are good value because they're still on the pre-26 rapid development and will general develop higher or play at their peak for the duration of the contract.
  • Players under 70ovr and age 25 or under are good value backups as they'll have cheaper contract demands and develop nicely into solid backups and injury replacements.
  • Players over 80ovr and age 25 or under are the diamonds of free agency and it will be a bidding war on them but worth it if you win. You should not be letting your own free agents hit the market if they're >80ovr and <26.
  • Veterans over 80ovr and under age 31 can get expensive when outbidding CPU and other coaches. There's good value there but often bad value.
  • Veterans over 80ovr and age 28 or older can be bad value they have peaked and will often ask for longer years (3+) where you'll see regression in the expensive back-loaded years.
  • Veterans over age 31 will suffer year on year severe regression and are only good value if there's a clear need at position and you sign for a 1 year deal (clear need means no younger player at that position, as they develop fast if starters).
  • Be mindful of your cap, having the exclusive rights to resign your own pending free agents comes at a premium contract demand. Players over 70ovr and age 26 or younger are often "must resigns", players over age 27 can be good value or bad value depending on demands. You can pay less if they're on the open market. (I had Jared Goff asking for 6years and $200million). If you're in a "developing" state, 1 year deals to FAs can mean that your future cap is protected for resigning key players.
  • Be mindful of players ages, if resigning them and they're over age 29, then you can offer them cheaper deals post regression in "Offseason - resign week". If they're younger players, you want to resign them as soon as possible as every skill point increases their demands.
  • Be mindful of signing lots of high OVR older veterans to 1 year deals if you have key young pending free agents. Dynamic contract demands mean that if another 83ovr QB resigns before your QB, it can push demands on your player to resign. Having numerous high OVR aged veterans on your team pushes that 83ovr QB back a few weeks for when you can resign him.
  • Get used to letting guys go this madden... If they're over 26 and not over 80ovr then they'll ask for a decent chunk of your cap in resign. Resign your key players for sure but it pays to let >27yo <80ovr walk. Cap management is a proper GM issue this madden and it's a great addition!
  • Free Agency has more noticeable stars hit the market this year and they can be won lower than their free agent demand cost. WR Hill was asking 4yrs 70mil and the Bills CPU got him for 4yrs 55mil.

Scouting and Drafting
The new ratings spread hits rookies and year 2 players the hardest, with a huge reduction in OVR. But this is because the rate at which you earn skill points for those players is high, the low OVR matters less and separates the JAGs (Just a Guy) entering the league vs the true NFL talent. The first two seasons in the league are now “Make or Break” for a player and creates a new dynamic element to player development with the reduction in emphasis on Scheme Match XP and Dev XP. If you are serious about a rookie player becoming a long term star, I would take the hit in gameplay on the field for the benefit of the rapid XP earned sooner. If you are a rebuild team, then the rookie starts no matter how bad. If you are a contending team then playing the good veterans gets you wins at the cost of rookie development a few seasons down the line.

In the draft, the grading system has been changed to account for the new OVR spread for rookies. No longer does A+ in a throw power mean they're going to have a 98 THP rocket arm. The new grading spread below is still a work in progress but initial draft classes have given the indicative spread below, the bands don't seem to be even spread or there is overlap:
  • A+ 90+ (I drafted 5 A+ players one draft and they were all 90)
  • A 87-89 (This is a tight band so I suspect I have it wrong)
  • A- 82-86 (Seems to be a wide band, as above)
  • B+ 78-81
  • B 74-77
  • B- 70-73
  • C+ <70 (Once you get to this point in the draft it's backup drafting)
  • C Mid 60s (Backups, backups, backups)
  • C- Low 60s (All hope is lost!!)
The new OVR spread creates a lot more Gem type players (an RT projected 5th with a 1st round talent for instance), a good indication of the level of talent you will get is listed below (useful for succession planning)
  • 1st round true talent - generally players will be 71-80ovr
  • 2nd-3rd round true talent - high 60s ovr to 70ovr
  • 4th-5th round true talent - low to mid 60s ovr
  • 6th+ round true talent - generally players will be <60ovr

As the scheme match XP was massively reduced then I would advise take your best player or favourite player (or need if you draft for need instead of BPA) in the first 4 rounds and then target best scheme match player in rounds 5 to 7. The reasoning is that a 20% bonus will help the lower drafted guys who wont be starting. XP earned from playing is high and so they need all the help they can get.


The New Free Agency-Trade-Draft Economy
Through spending time with the game I've come to realise some of the minor tweaks in CFM all contribute to an overall better experience and shift the balance of team building in CFM. This is great step by EA and is apparent in the new Free Agent-Trade-Draft economy:

  • Because resign contracts are at a premium price, you need to be more thoughtful on who you want to keep as a centrepiece
  • Because resign contracts are at a premium price, you need to learn to let veterans hit Free Agency
  • The new Rookie OVR Scaling means that you can't just trade all your expensive veterans for picks and instantly reload a team with cheap good rookies. Rookies take time to develop and it's a commitment to building them up
  • Lots more good veterans are hitting free agency for other teams to sign, so Coaches who want to win now can plug holes easily and can't plug that hole with a rookie
  • Because you can't plug and play rookies in competing teams, coaches are more willing to trade draft picks for short term veterans to take their window of opportunity
  • Teams that are rebuilding accept their young players will need a few seasons to develop and it shows on the field, you don't need to tank when you're genuinely being beat by Superstars.
  • Better free agents, willingness to let go, willingness to trade picks all shift the balance of "Value of pick-Value of player" and means that the new economy needs much more thought into team building and team stages.


Conclusion
Early impressions are that whilst the it's very obvious CFM/Franchise was once again left to stagnate as other features took up much of the development time (fixing gameplay, Face of the Franchise), the introductions of abilities is a very fun and very impactful thing. The other changes tweaked CFM problems from M19, such as scheme match XP and the lack of Coach Scheme Diversity. I think the gameplay was in such a state that most CFM guys are willing to overlook lack of franchise features again in order to have at least a game that isn't downright broken and the EA developers have already hinted that useful aspects of Face of the Franchise could be implemented into other modes (hello face editing).

Direction
Considering now that Abilities are a thing, that gameplay seems much much improved and that there aren't some huge Madden fires to put out now (excluding the whole “Surprise Mechanics” snowball rolling towards MUT), I'd love to see realistic progress made in CFM on the following things for Madden 21.
  1. Coaching Carousel – Coaches need to bring more to a game than just a scheme and a playbook, there needs to be at least a minor carousel with Offensive, Defensive and Special Teams coordinators and a Scouting Department and Trainer, with bonus's and penalties applied to who you hire. Speaking of Scouts, trainers and Coordinators...
  2. Improved Realistic Scouting – The combine was a big step, but the whole CFM triple grade thing is old and stale. Lets have expanded realistic scouting information, send them to regions or colleges. Draft stories should apply to attributes, so that Son of a Sprinter should have a 4.3 40yarder. I shouldn't be able to accurately view my opponents roster or Free Agents unless I have a really good grade A+ scout.
  3. Progressive Injuries – Off ball injuries was a great step, but I want to see improvement made to a full body heatmap with weak points (hello Sam Bradfords knees), with lingering injuries affecting gameplay, and a good trainer who can help players get better. I want to see season fatigue impact players, especially later on and playoffs - if you have 350 carries on HB by week 10, he would be feeling that!
  4. Expanded Attributes – This mainly applies to Special Teams, but it's not had much love apart from the Kick bock mechanics. So bad snaps in Sim mode with a Long Snapper attribute needs to happen, I'd love to see K and P have a Kick Long and Kick Short breakdown like QBs have for accuracy. And then a Special Teams rating, where it acts as a multiplier on technical abilities when on Special Teams (so 99 would give a backup LB very high block shed when playing gunner). A “Heart” attribute that affects big play moments, big games, comebacks and morale hits would be ace.
  5. Closed Free Agent bidding – You shouldn't be able to see what points an opponent is offering, and in online leagues, you cant offer the moon and stars, then reduce your offer once you scared off the other coaches right before deadline. You should take a visit from a player and make an offer, which they will then take with them and compare to other hidden offers from other teams (but see a list of other teams visited and rumours perhaps)
  6. Player Morale and Chemistry – These things have existed in Madden before, but the longer a unit has been together the more chemistry they have (like Manning to Waynes). And introducing a low personality guy to a unit should reduce Morale and Chemistry. Veterans become useful at holding a unit together and not spiralling following a couple of losses.
  7. Build your own scheme – Basically separate components of a scheme with the archetype options and then in offseason/preseason allow you to build your own scheme and it's fixed until next offseason (or a change in coach). So allowing you to choose your QB, HB/FB, WR/TE, Inside OL, Outside OL etc, and then having auto generated names for that Coach Scheme based on player choices... like West Coast-Big Play-Zone Run (Improviser-Route runner, Elusive-Utility, Agile OL)
  8. Redoing player positions – This is something that had existed in fifa for ages before, but instead of having 34rolb, 34lolb, 43re, 43le etc you should have “Pass Rushers” “Linebackers” “Defensive Line” where guys have a preferred position for a bonus and secondary positions for no bonus, and played anywhere else in the depth chart they suffer a penalty to attributes.

Last edited by Mattanite; 12-11-2019 at 08:30 AM. Reason: Abilities
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Old 08-03-2019, 02:20 PM   #2
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Re: Geodude's M20 Franchise Tips

Reserved Parking

Here's my previous tips:
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https://forums.operationsports.com/f...hise-tips.html

Madden17
https://forums.operationsports.com/f...hise-tips.html


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Old 08-03-2019, 08:30 PM   #3
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Re: Geodude's M20 Franchise Tips

Time for me to read. Thank you
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Old 08-03-2019, 08:43 PM   #4
That's top class!
 
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Re: Geodude's M20 Franchise Tips

Geo this is pure gold. Thank you.
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Old 08-04-2019, 05:21 AM   #5
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Re: Geodude's M20 Franchise Tips

Cheers guys, there's stuff I'm still testing with abilities as they're new and shiny and trying different ways to break them and work out how they change

The above stuff is just a compilation of existing information to help team building and scheme choices. I play in a competitive European sim league and regularly rebuild teams over 90ovr (being ok at the game helps too ).

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Old 08-04-2019, 07:54 AM   #6
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Re: Geodude's M20 Franchise Tips

Always a great read each year. Appreciate it

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Old 08-04-2019, 05:41 PM   #7
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Re: Geodude's M20 Franchise Tips

Added some minor info on Abilities vs Archetype, Abilities vs Regression and how to reroll abilities on players.
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Old 08-06-2019, 05:14 AM   #8
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Added info on QB builds and X-Factor and Superstar abilities
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