Avalanche guarantees a fumble while hit sticking downhill (meaning hit sticking while running toward the line of scrimmage). This I believe is the best defensive ability because it’s the most likely and the only defensive ability that basically guarantees a turnover.
Best Position: SUBLB
Trigger: 3 hit-stick tackles
Knockout: 30 offensive yards allowed
#2. Unstoppable Force
Unstoppable force makes it to where pass rush wins (good timing getting to the line of scrimmage) lead to very quick block sheds and rush moves. This is a great ability because it almost completely disregards any blocker with a small detour, basically just dashing at the QB.
Best Position: LE/RE
Trigger: 2 sacks
Knockout: 10 offensive yards allowed
#3. Reinforcement
Reinforcement increases the chance to disrupt passes and shed run blocks. This is a very useful ability on linebackers for stopping the run while also being able to defend passes.
Best Positions: ROLB/LOLB, MLB
Trigger: Force 2 tackles for loss or incompletions
Knockout: 20 offensive yards allowed
#4. Selfless
Selfless activates every on-field defender’s X-Factor. This is useful, but it ranks lower on the list because the timing is difficult, and its rather hard to activate. While it activates other X-Factors, it also takes up an X-Factor spot that could be used for a better ability.
Best Position: SUBLB
Trigger: 5 hit-stick tackles
Knockout: 1 down played
#5. Fearmonger
Fearmonger allows for a defender to pressure the QB while being engaged with a blocker. This is useful because pressuring the QB is a key to disrupting the pass game and hindering the QB’s ability to make good throws.
Best Positions: DT, LE/RE
Trigger: 2 sacks
Knockout: 20 offensive yards allowed
#T-6. Shutdown
Shutdown allows the defender to play lockdown coverage and have a higher chance to get interceptions on contested catches. This is great because it almost negates the chance of any contested catches going in the receiver’s favor. This ability is primarily for man coverage.
Best Position: CB
Trigger: Force 2 incompletions
Knockout: 30 offensive yards allowed
#T-6. Zone Hawk
Zone hawk is the zone coverage counterpart to Shutdown. It causes more interceptions in zone coverage. This is useful for deep zones on safeties, but also for zone coverage on corners for being able to lurk in and snatch INTs. This is primarily useful for zone coverage.
Best Position: FS
Trigger: Force 2 incompletions
Knockout: 30 offensive yards allowed
#8. Blitz
Blitz causes all on-field blockers to have their blocker resistance bars wiped. This allows for quick block sheds for ALL defensive linemen.
Best Position: DT
Trigger: 2 sacks
Knockout: 1 down played
#9. Run Stuffer
Run stuffer greatly increases the defender’s ability to shed run blocks. This is great against the run, but only works against the run, so it’s not as useful as others.
Best Position: DT
Trigger: 2 tackles for loss
Knockout: 30 offensive yards allowed
#10. Bottleneck
Bottleneck defenders win press man coverage, shutting down routes at the line of scrimmage. This is good for only press man coverage, so it’s a very specific use, therefore it’s not useful anywhere else.
Best Position: CB
Trigger: Force 2 incompletions
Knockout: 30 offensive yards allowed
#11. Relentless
Relentless makes pass rush moves cost zero points. This is useful, but not much because it doesn’t boost the rate of block shedding on defense.
Best Position: LE/RE
Trigger: 1 sack or tackle for loss
Knockout: 20 offensive yards allowed
#12. Momentum Shift
Momentum shift removes all X-Factor progress for opponents that are on the field. This isn’t very useful because offensive x-factors aren’t always on the field, and it’s hard to control when you’ll be able to use your momentum shift player on defense.
Best Positions: SUBLB, DT
Trigger: 3 hit-stick tackles or 2 sacks
Knockout: 1 down played
Offense
#1. Freight Train
Freight train guarantees the first tackle on a run play to be broken. This is very useful because usually there is one defender that gets past blocks, and the second takes a while to rally to the football. This allows for a 3+ yard gain almost every play when activated.
Best Position: HB
Trigger: 3 rushes for 10+ yards
Knockout: 1 tackle for loss
#2. Double Me
Double me guarantees a contested catch win vs single coverage. This is extremely useful when used correctly, because you can get a sure catch no matter how far downfield, as long as only one defender is nearby.
Best Position: WR
Trigger: 2 catches of 20+ yards (20 yards in-air)
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
#3. Ankle Breaker
Ankle breaker greatly increases the fakeout rate on all post-catch jukes, spins, and hurdles. This is good especially for screen passes and safety valve throws to elusive RBs.
Best Position: HB
Trigger: 3 receptions (catch and run) of 10+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
#4. YAC ‘Em Up
YAC (Yards after catch) ‘em up players break the first tackle after catching the ball. This is like freight train but for passes. It’s very useful for getting yards after the catch.
Best Positions: TE, WR
Trigger: 3 receptions (catch and run) of 20+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
#5. Bazooka
Best Position: QB
Trigger: 1 completion of 30+ yards in-air
Knockout: 1 sack
#6. Truzz
The Truzz x-factor is very useful for running quarterbacks, because it prevents fumbles. This makes it to where you can safely run with the QB, and Juke and spin without any chance of losing the football.
Best Positions: QB
Trigger: 5 rushes of more than one yard
Knockout: 1 tackle for loss
#7. Wrecking Ball
Wrecking ball greatly increases the success rate on the first three trucks or stiff arms on a run play. This is useful for power backs, and although it is hard to use, when used right, can generate an easy 10+ yard play.
Best Position: HB
Trigger: 3 rushes of 10+ yards
Knockout: 1 tackle for loss
#8. Grab And Smash
Grab and smash is a lesser-known ability that increases the success rate of all trucks and stiff arms after the catch. This is useful for tight ends and greatly increases the chance to make big plays.
Best Position: TE
#9. First One Free
First one free greatly increases the fakeout rate on the first juke, spin, or hurdle on a run play. This is useful for elusive backs and can increase the amount of yards gained on a run play.
Best Position: HB
Trigger: 3 rushes of 10+ yards
Knockout: 1 tackle for loss
#10. Satellite
Satellite makes the receiver/running back secure to get the catch against single coverage when attempting a RAC or possession catch. This allows for secure catches and easy first downs.
Best Positions: WR, HB
Trigger: 3 receptions (catch and run) of 10+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
#11. Blitz Radar
Blitz radar highlights all extra blitzers on defense pre-play. This allows for better adjustments to your offense to be able to use the blitz and lack of coverage defenders to your advantage.
Best Position: QB
Trigger: 3 scrambles of 10+ yards
Knockout: 2 sacks
#12. Pro Reads
Pro reads highlights the first open receiver on a play. This is good for determining which receiver to throw to if you can’t make your reads quick enough.
Best Position: QB
Trigger: 3 consecutive 5+ yard completions
#13. RAC ‘Em Up
RAC (run after catch) ‘em up allows the receiver to securely get any RAC catch against single coverage. This is useful, but usually RAC catches aren’t the best option unless you’re running deep passes.
Best Position: WR
Trigger: 3 receptions (catch and run) of 20+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
#14. Max Security
Max security greatly increases the catch chance on possession catches. This is useful for sideline throws or tight window passes, but possession catches don’t ever get any after-the-catch yardage.
Best Positions: WR
Trigger: 4 consecutive catches when targeted
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
#15. Gambler
Gambler makes it impossible for the AI to intercept a pass. This is useful against CPU opponents, but not in online games, because the CPU rarely even intercepts a pass anyway, and the pass is still able to be intercepted by a user clicking on or lurking in coverage.
#16. Brick Wall
Brick wall is meant to break the first sack while in the pocket. Unfortunately this ability almost never works, and if it did work, it’s highly unlikely that you’ll have time to get a pass off because breaking sack animations are very slow and time-inefficient.
Best Position: QB
#17. Run N Gun
Run n gun is the same use as gambler, but only while throwing on the run. This is basically just a worse version of an already bad X-factor, so it ranks at the bottom of my offensive x-factors list.
Best Position: SUBLB
Trigger: 3 hit-stick tackles
Knockout: 30 offensive yards allowed
Best Position: LE/RE
Trigger: 2 sacks
Knockout: 10 offensive yards allowed
Reinforcement increases the chance to disrupt passes and shed run blocks. This is a very useful ability on linebackers for stopping the run while also being able to defend passes.
Best Positions: ROLB/LOLB, MLB
Trigger: Force 2 tackles for loss or incompletions
Knockout: 20 offensive yards allowed
Selfless activates every on-field defender’s X-Factor. This is useful, but it ranks lower on the list because the timing is difficult, and its rather hard to activate. While it activates other X-Factors, it also takes up an X-Factor spot that could be used for a better ability.
Best Position: SUBLB
Trigger: 5 hit-stick tackles
Knockout: 1 down played
Fearmonger allows for a defender to pressure the QB while being engaged with a blocker. This is useful because pressuring the QB is a key to disrupting the pass game and hindering the QB’s ability to make good throws.
Best Positions: DT, LE/RE
Trigger: 2 sacks
Knockout: 20 offensive yards allowed
Shutdown allows the defender to play lockdown coverage and have a higher chance to get interceptions on contested catches. This is great because it almost negates the chance of any contested catches going in the receiver’s favor. This ability is primarily for man coverage.
Best Position: CB
Trigger: Force 2 incompletions
Knockout: 30 offensive yards allowed
Zone hawk is the zone coverage counterpart to Shutdown. It causes more interceptions in zone coverage. This is useful for deep zones on safeties, but also for zone coverage on corners for being able to lurk in and snatch INTs. This is primarily useful for zone coverage.
Best Position: FS
Trigger: Force 2 incompletions
Knockout: 30 offensive yards allowed
Blitz causes all on-field blockers to have their blocker resistance bars wiped. This allows for quick block sheds for ALL defensive linemen.
Best Position: DT
Trigger: 2 sacks
Knockout: 1 down played
Run stuffer greatly increases the defender’s ability to shed run blocks. This is great against the run, but only works against the run, so it’s not as useful as others.
Best Position: DT
Trigger: 2 tackles for loss
Knockout: 30 offensive yards allowed
Best Position: CB
Trigger: Force 2 incompletions
Knockout: 30 offensive yards allowed
Relentless makes pass rush moves cost zero points. This is useful, but not much because it doesn’t boost the rate of block shedding on defense.
Best Position: LE/RE
Trigger: 1 sack or tackle for loss
Knockout: 20 offensive yards allowed
Momentum shift removes all X-Factor progress for opponents that are on the field. This isn’t very useful because offensive x-factors aren’t always on the field, and it’s hard to control when you’ll be able to use your momentum shift player on defense.
Best Positions: SUBLB, DT
Trigger: 3 hit-stick tackles or 2 sacks
Knockout: 1 down played
Freight train guarantees the first tackle on a run play to be broken. This is very useful because usually there is one defender that gets past blocks, and the second takes a while to rally to the football. This allows for a 3+ yard gain almost every play when activated.
Best Position: HB
Trigger: 3 rushes for 10+ yards
Knockout: 1 tackle for loss
Double me guarantees a contested catch win vs single coverage. This is extremely useful when used correctly, because you can get a sure catch no matter how far downfield, as long as only one defender is nearby.
Best Position: WR
Trigger: 2 catches of 20+ yards (20 yards in-air)
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
Ankle breaker greatly increases the fakeout rate on all post-catch jukes, spins, and hurdles. This is good especially for screen passes and safety valve throws to elusive RBs.
Best Position: HB
Trigger: 3 receptions (catch and run) of 10+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
YAC (Yards after catch) ‘em up players break the first tackle after catching the ball. This is like freight train but for passes. It’s very useful for getting yards after the catch.
Best Positions: TE, WR
Trigger: 3 receptions (catch and run) of 20+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
Best Position: QB
Trigger: 1 completion of 30+ yards in-air
Knockout: 1 sack
The Truzz x-factor is very useful for running quarterbacks, because it prevents fumbles. This makes it to where you can safely run with the QB, and Juke and spin without any chance of losing the football.
Best Positions: QB
Trigger: 5 rushes of more than one yard
Knockout: 1 tackle for loss
Wrecking ball greatly increases the success rate on the first three trucks or stiff arms on a run play. This is useful for power backs, and although it is hard to use, when used right, can generate an easy 10+ yard play.
Best Position: HB
Trigger: 3 rushes of 10+ yards
Knockout: 1 tackle for loss
Grab and smash is a lesser-known ability that increases the success rate of all trucks and stiff arms after the catch. This is useful for tight ends and greatly increases the chance to make big plays.
Best Position: TE
First one free greatly increases the fakeout rate on the first juke, spin, or hurdle on a run play. This is useful for elusive backs and can increase the amount of yards gained on a run play.
Best Position: HB
Trigger: 3 rushes of 10+ yards
Knockout: 1 tackle for loss
Satellite makes the receiver/running back secure to get the catch against single coverage when attempting a RAC or possession catch. This allows for secure catches and easy first downs.
Best Positions: WR, HB
Trigger: 3 receptions (catch and run) of 10+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
Blitz radar highlights all extra blitzers on defense pre-play. This allows for better adjustments to your offense to be able to use the blitz and lack of coverage defenders to your advantage.
Best Position: QB
Trigger: 3 scrambles of 10+ yards
Knockout: 2 sacks
Pro reads highlights the first open receiver on a play. This is good for determining which receiver to throw to if you can’t make your reads quick enough.
Best Position: QB
Trigger: 3 consecutive 5+ yard completions
RAC (run after catch) ‘em up allows the receiver to securely get any RAC catch against single coverage. This is useful, but usually RAC catches aren’t the best option unless you’re running deep passes.
Best Position: WR
Trigger: 3 receptions (catch and run) of 20+ yards
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
Best Positions: WR
Trigger: 4 consecutive catches when targeted
Knockout: 1 drop, incompletion, or 3 consecutive passes without being targeted
Gambler makes it impossible for the AI to intercept a pass. This is useful against CPU opponents, but not in online games, because the CPU rarely even intercepts a pass anyway, and the pass is still able to be intercepted by a user clicking on or lurking in coverage.
Brick wall is meant to break the first sack while in the pocket. Unfortunately this ability almost never works, and if it did work, it’s highly unlikely that you’ll have time to get a pass off because breaking sack animations are very slow and time-inefficient.
Best Position: QB
Run n gun is the same use as gambler, but only while throwing on the run. This is basically just a worse version of an already bad X-factor, so it ranks at the bottom of my offensive x-factors list.
Best Positions: QB