In this section, we will explain all the attributes or stats in Madden Mobile. And how important these attributes are to certain positions.

Most Important Attributes Based on Playing Position:

Quarterback (QB)
SPD, STR, AGI, ACC, AWR, ELU, THP, THA, TAS, TAM

Halfback, Fullback (HB, FB)
SPD, STR, AGI, ACC, AWR, CAT, TRU, ELU, BCV, STF, SPM, JKM, CAR, RTE, RBK, PBK, IMB

Wide Receiver, Tight End (WR, TE)
SPD, STR, AGI, ACC, AWR, CAT, JMP, TRU, ELU, BCV, STF, SPM, JKM, CAR, RTE, CIT, SPC, REL, RBK, PBK

Center, Offensive Guard, Offensive Tackle (C, OG, OT)
SPD, STR, AGI, ACC, AWR, RBK, PBK, IMB

Defensive End Defensive Tackle (DE, DT)
SPD, STR, AGI, ACC, AWR, CAT, JMP, TKL, HTP, PWM, FNM, BKS, PST, PLR

Linebacker, Middle Linebacker (LB, MLB)
SPD, STR, AGI, ACC, AWR, CAT, JMP, TKL, HTP, PWM, FNM, BKS, PST, PLR, MAN, ZON

Cornerback, Safety (CB, S)
SPD, STR, AGI, ACC, AWR, CAT, JMP, TKL, HTP, PST, PLR, MAN, ZON, PRS

Kicker, Punter (K, P)
SPD, STR, AGI, ACC, AWR, KIP, KIA

Kick Returner, Punt Returner (KR, PR)
SPD, STR, AGI, ACC, AWR, CAT, JMP, TRU, ELU, BCV, STF, SPM, JKM, CAR, KRT

All Attributes Explained

Basic Attributes


Speed (SPD)
Player full speed

Strength (STR)
Boost for blocking, shedding blocks, power moves, throwing and trucking.

Agility (AGI)
Used for cuts when running, responding to the Left Stick more quickly.

Acceleration (ACC)
How fast a player reaches full speed.

Awareness (AWR)
React to the teammates and opponents on the field.

Jumping (JMP)
Player jump height.

Height (Ht)
Taller receivers can jump to grab a pass out of the air, and taller defenders are more likely to swat down passes or block kicks.

Rushing Attributes

This group describes how players perform when carrying the ball. These are the primary focus for running backs, but they’re also important for receivers after the catch and scrambling quarterbacks.

Trucking (TRU)
Runner knocks down a defender’s tackle attempt.
Ground and Pound

Elusiveness (ELU)
Runner jukes, makes spin moves, and breaks tackles.
Speed Run

Ball Carrier Vision (BCV)
Runner navigate in between blocks to hit holes.

Stiff Arm (STF)
Effectiveness of the runner’s stiff arm move.

Spin Move (SPM)
Effectiveness of the runner’s spin move.

Juke Move (JKM)
Effectiveness of the runner’s juke move.

Carry (CAR)
Runner’s ability to hold onto the ball and decrease the chance of fumbles.

Receiving Attributes

These attributes help determine whether a catch is made. They are important for any receiver, including wide receivers, tight ends, and running backs.

Catch (CAT)
Receiver catches the ball while moving in the open field.

Catch in Traffic (CIT)
How well the receiver catches the ball with a defender near him.
Short Pass

Route Running (RTE)
Creates more separation for the receiver against Man Coverage.
Long Pass

Spectacular Catch (SPC)
How often the receiver makes sideline, one-handed, or jumping catches.

Release (REL)
Determines the receiver’s ability to beat Press coverage.

Offensive Line Attributes

Every offensive player that blocks on a play will use some of these attributes. In addition to offensive linemen, this includes tight ends, fullbacks, or even wide receivers.

Run Block (RBK)
Blocker engages the defender and holds his block for a run play.
Ground and Pound and Speed Run

Pass Block (PBK)
Blocker holds his block when protecting for a pass play.
Short Pass and Long Pass

Impact Blocking (IMP)
The ability to pancake (knock the defender down) when blocking in the open field.

Defensive Attributes

While some of these attributes are more important to linemen than linebackers or defensive backs, all of these attributes are valued for defending players.

Tackle (TKL)
Determines success at making a tackle. Compared with Stiff Arm and Trucking.

Hit Power (HTP)
How hard a defender tackles, including chance of fumbles and injuries.

Power Move (PWM)
Using strength to defeat the offensive line. Compared with Pass Block.

Finesse Move (FNM)
Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.

Block Shedding (BKS)
Ability to get off a block, allowing pursuit of the ball carrier or success versus run block double teams.
Run Stuff

Pursuit (PST)
Ability to catch up to the ball carrier, when unblocked or when his block is shed.
Pass Rush

Play Recognition (PLR)
Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.

Man Coverage (MAN)
Ability and tackle skill chance when man to man coverage is called. Compared with Route Running. Also knockout chance of a tackle versus Catch in Traffic.
Man Defense

Zone Coverage (ZON)
Ability and tackle skill chance when zone coverage is called. Also knockout chance of a tackle versus Catch in Traffic.
Zone Defense

Press (PRS)
Ability to harass the receiver at the line of scrimmage when press coverage is called. Compared to Release.

Throwing Attributes

The throwing attributes determine the chance of actually making the throw attempt in addition to the accuracy of that throw.

Throw Power (THP)
Maximum throwing distance and the speed of the ball in flight.

Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD)
Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.

Special Team Attributes

These attributes are used during field goal attempts or punts.

Kick Power (KIP)
Maximum distance the player can kick or punt.

Kick Accuracy (KIA)
How easy it is to kick (affects the speed of the kick meter).

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