Just one season ago, the Washington Redskins, lead by MVP RGIII & DPOY Brian Orakpo seemed poised to make a Super Bowl run boasting the #1 Offense & Defense but ended up falling short to the Saints in the 2nd Round of playoffs. This season although having lesser rankings & no 1st Round Bye ended up making a run in the playoffs & winning 4 straight to capture the teams 4th SB win & Coach Jesmonkey69’s 2nd SB win lead by DPOY Ryan Kerrigan, against Coach Blitzburgh 34D. Congratulations to the Washington Redskins & their fans for capturing the title!
For the 2nd season in a row, a Washington Redskins OLB has become the leagues Defensive Player Of The Year, with LOLB Ryan Kerrigan picking up the honors. He had a dominate season leading the Redskins to a Super Bowl victory manning one scary defense! In this season Kerrigan totaled 55 tackles, 26 tackles for loss, 15 sacks, 1 forced fumble, 1 INT & 2 pass deflections. Congratulations on such an admirable season.
There was really no argument about this one, Coach ProjectMKUltra came in the league and took it by storm. Him & MVP Cam Newton took over the league, capturing the leagues NFC’s best record & #1 seed. Cam put up terrific stats, totaling 43 TD’s (26 Pass, 17 Runs) & over 3,400 yards through the air & on the ground. It still wasn’t enough to get them past the 2nd round, causing their coach to step down.
It was a tight race, when it was all said and done only one player truly deserved Defensive Player Of The Year, ROLB, Brian Orakpo of the Washington Redskins. Totaling stats of 58 tackles, 24 tackles for loss, 12 sacks, 3 forced fumbles, 1 INT & 1 pass deflection, Orakpo helped lead the #1 defense in TSG this season, although coming up short & losing in the 2nd Round to the New Orleans Saints, the Redskins had a stellar year boasting not only the DPOY but also the league MVP.
This is a subject I think many people have confusion over because EA Sports doesn’t always put it in the game manual what each aspect of a player’s ratings does, and even if they did – who reads the game manual? For instance, play recognition might seem like an obvious attribute but what does it really do on the field in the game? This guide will explain all of that so read on! Make sure you check out our Madden 25 offense guides and Madden 25 defense guides as well!
Let’s look at the actual player ratings/attributes first.
- Overall Rating (OVR) – This is the overall rating of the player. It is based on a formula that weights certain attributes more heavily depending on the position of the player. QB Throw Power and Accuracy is more important for a QB than a DE so the overall rating is unaffected if you raise a DE’s Throw Power. In Connected Careers Mode (CCM), this rating will be affected by your team’s scheme and which scheme your players prefer to play in. A 3-4 DE will have a lower OVR rating in a 4-3 scheme.
- Strength Rating (STR) – This rating has a direct effect on several player specific abilities below. Higher strength players tend to block better (RBK, PBK), shed blocks better (BSH), use power moves better (PMV), catch in traffic better (CIT), throw harder with (THP), and truck better (TRK). Higher strength players just tend to perform better all around.
- Agility Rating (AGI) – This rating determines how well a player can “cut”. More agile players will respond to your moments on the left control stick easier and faster.
- Speed Rating (SPD) – This rating determines the maximum a player can run after fully accelerating
- Acceleration Rating (ACC) – This rating determines how fast the player will achieve full speed rating
- Stamina (STA) – This rating determines how fast a player will get tired and need to be subbed out
- Awareness (AWR) – This rating has a huge effect on the players overall rating. There are multiple aspects of the game this rating improves: Blockers will set-up and react to blocking lanes better, wide receivers will look for the ball faster on routes, defenders react to the ball faster in the air for zone and man coverage, defensive lineman will react to the run and slip screens faster.
- Jumping (JMP) – Determines how high a player can jump
- Injury (INJ) – Determines how often a player will be injured
- Toughness (TGH) – Determines how long a players injury will last
- Throw Power (THP) – This rating determines the maximum throwing distance of the player along with the speed the ball is thrown (such as a bullet pass).
- Throw Accuracy (THA) – A composite rating of the SAC, MAC, DAC. This specific rating is similar to the overall rating for accuracy – it doesn’t actually mean anything. EA Sports Game Changer @shopmaster clarified THA rating for us. “THA is only relevant when a game is simmed. If your game is simmed, your QB will take on THA not the SAC, MAC, or DAC.” – shopmaster
- Short Throw Accuracy (STA) – How accurately the player throws short passes (under 20 yards)
- Medium Throw Accuracy (MAC) – How accurately the player throws medium passes (20-40 yards)
- Deep Throw Accuracy (DAC) – How accurately the player throws deep passes (over 40 yards)
- Throw on the Run (RUN) – How well a player throws the ball when moving outside of the pocket or on roll out plays
- Play Action (PAC) – How well the player’s play action baits the defender into playing the run (makes them move up towards the line of scrimmage).
Ball Carrier Specific
- Trucking (TRK) – How effective the truck move is against a tackle attempt
- Elusiveness (ELU) – How well the runner can juke and use spin moves. Also improves the runners ability to break tackles.
- Ball Carrier Vision (BCV) – This rating determines how well a player can navigate in between blocks. Higher BCV players will shift back and forth to weave through blockers naturally.
- Stiff Arm (SFA) – The effectiveness of the player’s stiff arm precision move.
- Spin Move (SPM) – The effectiveness of the player’s spin move.
- Juke Move (JKM) – The effectiveness of the player’s juke move.
- Carrying (CAR) – How well the player holds onto the ball. Lower rating increases chances of fumbles.
- Catching (CTH) – How well a player can catch the ball in the open field
- Catch in traffic (CIT) – How well a player can catch the ball with a defender near him
- Route Running (RTE) – How well a receiver can run routes. Higher route runners can create more separation on routes against man coverage.
- Spectacular Catch (SPC) – This rating determines how often a player will trigger sideline catches, one handed catches, or jumping catches with crazy animations.
- Release (RLS) – Determines the player’s ability to beat press coverage
- Tackle (TAK) – Determines how successful the player is at making a tackle. Lower tackle ratings means the player is more likely to be stiff armed or trucked over.
- Hit Power (POW) – How hard a defender tackles. Higher hit power results in more fumbles and injuries.
- Power Moves (PMV) – The players ability for using strength to over power the offensive line. Increases ability to use bull rush move player trait. Determines win/loss/super-loss on power-move attempts, used vs. Pass Block rating
- Finesse Moves (FMV) – The players ability to use swim move and spin move player traits against the offensive line. Finesse move-groups are: Spin, Swim, Hand Knock-Down, Speed Rush. Determines the max time taken to perform successful finesse move.
- Block Shedding (BSH) – The players ability to get off their blocks. When the offensive engages in a block, how fast the player will be able to get free to pursue the ball carrier. Also determines the success versus run-block double teams and win/loss chance versus cut blocks in combination with physical rating.
- Pursuit (PUR) – If a player is unblocked or sheds a block, this rating determines the ability of the defender to catch up to the ball carrier. This rating is basically closing speed and is separate from regular speed rating, but a high speed, high pursuit player can bring the fast blitzes.
- Play Recognition (PRC) – The rating determines how well a defender reacts to the run or pass as well as how well they defend specific routes. In addition, a lower PRC player will tend to bite on play action more often. High play recognition defensive lineman (80+) will react to the slip screen more consistently.
- Man coverage (MCV) – How well the player will cover the offensive player when man to man coverage is called. Determines chance of fakeout, used vs. Route Run. Determines the time it takes to cover a cut, used vs. Route Run. Determines the reaction time when in man-coverage assignment. Determines tackle skill chance when in man-coverage assignment, used with AWR. Determines when a defender can break out of ‘play ball’ (when the ball is in the air). Determines the knockout chance of a tackle during the catch, used vs. Catch in Traffic. Source: EA Website
- Zone coverage (ZCV) – How well the player will cover the field in their respective zone, when zone coverage is called.Determines tackle skill chance when in zone, used AWR. Determines accuracy of leverage on receivers when in zone. Determines the time it takes for the DB to track the ball when in zone. Determines knockout chance on a tackle during a catch, used vs. Catch in Traffic. Source: EA Website
- Press (PRS) – How well the defender will “press” the WR at the line of scrimmage when press coverage is called. Higher PRS rating will cause the WR to have a longer delay when starting their routes. Higher RLS players will beat PRS attempts more often.
- Pass Block (PBK) – How well the blocker holds their blocks when protecting for a pass play.
- Run Block (RBK) – How well the blocker engages the defense and holds their blocks when a run play is called.
- Impact Block (IBL) – The ability of the blocker to pancake or knock the defender to the ground when making a block in the open field
Note: Run Block Strength and Footwork and Pass Block Strength and Footwork are still in the game but are no longer used. Only rating that matters is PBK, RBK, and IBL.
- Kick Power (KPW) – The maximum distance a player can kick
- Kick Accuracy (KAC) – How easy it is to make a kick (affects the speed of the kick meter)
The higher return rated players have a better ability to break tackles and are more elusive on kick and punt returns.
Phew! If you are still with me, we ain’t done yet!
On to the player traits. These traits are specific tendencies that a player might have in a game. Some of them might be good and some bad.
- Tuck and Run – How often the QB will run with the ball (when CPU is controlling them)
- Throw ball away – Determines if the QB is smart enough to throw the ball away instead of taking a sack
- Sense pressure – Determines how fast the QB will tuck and run or throw ball away.
- Forces Passes – Determines if the QB will try to throw the ball into tight coverage
- Throw tight spiral – Determines if the QB throws the ball in a good spiral form
- Fights for extra yards – How well a ball carrier will push through defenders or “fall forward” on a play
- Covers the ball – How well a player will brace for hits
- Makes sideline catches – Determines if a player will be able to make spectacular catches on the sidelines
- Drops open passes – Determines if a player will drop a pass in the open field
- Plays ball in the air – Determines how well a player will react to make an interception
- Big Hitter – Determines if a player will make a force fumble hit
- Utilizes Swim Move – Determines if a player can use a swim move (high FMW players)
- Utilizes Spin Move – Determines if a player can use a spin move (high FMW players)
- Utilizes Bull Rush – Determines if a player can bull rush (high PMW players)
- Clutch – This trait will give players a boost to key attributes during the final minutes of the half or game
- Consistency – According to EA Sports Game Changer (has direct access to devs so I believe him) @shopmaster (check him out at http://mymaddenpad.com ): ” Consistency determines how bad someone can play before cold. Meaning each player has 3 goals and depending on your consistency will determine if you can miss those goals and not be considered cold.”
- High Motor – The defensive lineman will push harder to create pressure more consistently.
Special Player Ratings for Connected Franchise Mode (CFM)
There are six ratings that are special for the CFM. They do not have any affect on the performance of your players but can affect the profitability and fan support of your team. Here is the description of each rating, taken directly from the Madden NFL 25 manual.
- Personality Rating – Helps determine how marketable the player is. The more marketable the player, the better chance he’ll have of becoming a top-10 selling jersey in the NFL, which of course means more money for the owner.
- Physical Rating – Calculated from a player’s physical ratings, player type and position. For example, a WR’s physical rating would weigh heavier on speed, agility, jumping, and catching, whereas an offensive lineman is weighed on run, pass, and impact blocking
- Intangible Rating – Calculated off of a player’s intangible ratings. Player type and position are also taken into consideration. For example, a QB’s intangible rating would be weighed heavier on short, medium, and deep accuracy while a defensive end is weighed on block shed-ding, power, and finesse moves.
- Size Rating – Calculated from the height and weight of a player while also factoring in the position and player type of that individual. For example, a Power RB who is 6’0” and 247lbs would have a 99 size rating. But if he were a Speed HB, his size grade would be considerably lower
- Production Rating – Calculated from the player’s season and career stats, position and age. It is important to understand that a rookie will enter with a production rating of zero. That will increase as he begins to produce on the field.
- Durability Rating – Calculated from a player’s durability rating. Injury, stamina, and toughness are all factored in when determining the durability rating. The age and position of a player are taken into consideration as well.
Some have also asked about the “Change Predictability” Trait. I tried to find some answers on this and after searching the best I could find was a tweet from CFM designer Josh Looman. The question was originally asked by @OSUFL. It appears predictability trait helps determine if a player will retire or re-sign with their team. It has nothing to do with their in-game performance.
I think that about covers everything. Make sure you bookmark this page so you can come back if you are confused about something as you upgrade your players through Connected Careers!
It was a long grueling season, winning his division as usual, Frame came in as the 3 seed and had a tough road to travel through the NFC playoffs. First knocking off the San Fransisco 49ers, then 2 seed Seattle Seahawks & finally beating his NFC South Rival for the opportunity to play for the Lombardi Trophy. In the Super Bowl he faced the Indianapolis Colts & controversial Coach VersaOnDaBeat. It was a hard fault game with the Bucs winning on a last second TD pass! Congratulations to Frame for his 2nd Super Bowl win & good luck to everyone next season!
Congratulations to everyone for getting thru this initial season on the Xbox One, we would like to welcome all the new users & thank you for your participation. In what was a very close race between 2 candidates all season, came down to the last 2 games & quite frankly a struggle of a game against Carolina probably hurt Drew Brees, QB of the New Orleans Saints. Through a strong season, leading his team to the #1 Offense, #1 Seed in the NFC & his team to a 14-2 record, TSG is proud to announce it’s TSG Madden 25 CF (Xbox One) Season 1 MVP…… QB of the Washington Redskins, Robert Griffin III.
Tracking behind the support of previous years, and facing criticism for that as the focus shifts towards the next-gen debut, EA Sports today confirmed a patch release is nearing for the Xbox 360 and PS3 versions of Madden NFL 25. Details on what to expect have been provided and include some fixes to gameplay, Ultimate Team, and Connected Franchise – unfortunately however it doesn’t appear to be nearly as extensive an update as those completed for past games. The patch was released 10/24 for both 360 and PS3.
– Improved stability in all game modes.
– Fixed an issue with Gameface, which made eyes render gray.
– Tuned in-game injuries which were occurring too frequently.
– Tuned pull blocking in various scenarios on the offensive line.
– Tuned down broken tackles when using the Truck Stick.
– Fixed an issue with toss/sweep plays when game speed was set to Slow
MADDEN ULTIMATE TEAM
– Fixed an issue with Solo Challenges awarding players a win without finishing the game.
– Fixed an issue where offline users that earned a Gold in a Skill Tutorial would not receive the content in Madden Ultimate Team.
– Fixed an issue where some players from an Imported Draft Class would not have facemasks.
– Tuned ratings for imported draft classes (Coming in too low compared to NCAA 14 ratings).
– Fixed an issue with accelerated clock in CFM Head-to-Head games.
– Fixed an exploit where users could make trades outside of Week 8 from the web.
– Fixed an issue where the same draft storylines would appear in consecutive seasons.
– Fixed an issue where the Vikings stadium overlay would show unrealistically low temperatures and heavy snow during the preseason.
– Fixed an issue where toggles for Heat Seeker, Switch Assist, and Ball Hawk would be OFF in game even though they were ON in league settings.
– Reinstated touchdown celebrations in all online game modes.
– Improved logic used to select GMC Never Say Never Moment of the Game.
This is the newest Episode of Around the League by BoRaiders. In this Episode you will hear about the Streak, welcoming back a new owner, MVP candidates & more. Be sure to leave your comments below & check out BoRaiders’ other videos here.