Here we have listed all X-Factor Abilities and their ability descriptions. Remember, each Superstar ability has a counter. When a player with a Superstar ability is up against another player with a counter Superstar ability, there is a 50/50 chance that one or that other will come out on top.
| X-Factors Name | Description |
|---|---|
| Dashing Deadeye | Perfect accuracy on all throws under 30 yards while running outside the pocket (except on high/low throws) |
| Long Range Deadeye | Perfect accuracy on all deep throws while feet are set (except on high/low throws) |
| Lofting Deadeye | Perfect accuracy on all lob or touch passes (except on high/low and cross-body throws) |
| No-Look Deadeye | Perfect accuracy on all cross-body throws up to 20 yards (except on high/low throws) |
| Sideline Deadeye | Perfect accuracy on all throws outside the numbers (except on high/low throws) |
| Inside Deadeye | Perfect accuracy on all throws inside the numbers (except on high/low throws) |
| Hi-Lo Deadeye | Perfect accuracy on all high and low throws inside the zone |
| Pocket Deadeye | Perfect accuracy on all unpressured throws while feet are set in the pocket (except on high/low throws) |
| Red Zone Deadeye | Perfect accuracy on all unpressured throws inside the red zone (except high/low throws) |
| Roaming Deadeye | Perfect accuracy on all unpressured throws while feet are set outside the pocket (except on high/low throws) |
| Pass Lead Elite | Increased throw power on all precision passes (except on high/low throws) |
| Set Feet lead | Increased throw power on bullet precision passes made while feet are set (except on high/low throws) |
| Quick Draw | Faster passing animations when throwing under pressure |
| Escape Artist | Faster and more responsive to user input while scrambling behind the line of scrimmage |
| Sleight of Hand | Increased success rate when using pump fakes on double move routes against zone coverage |
| Protected | Receive better pass blocking from offensive linemen |
| Anchored Extender | Almost guaranteed to break the fist sack attempt by a blitzing defensive back (while in the pocket) |
| Agile Extender | Almost guaranteed to evade the first sack attempt by a blitzing defensive back (while in the pocket) |
| Conductor | Perform all hot route and blocking adjustments twice as fast (excluding audibles) |
| Gunslinger | Faster passing animations and increased velocity on bullet passes |
| Gusty Scrambler | Immune to throw penalties caused by defensive pressure while on the run |
| Fastbreak | Immediately respond to user input on designed quarterback run plays; defenders react more slowly |
| Safety Valve | Improve the catching prowess of all running backs who are open on pass plays |
| QB Playmaker | Elicit immediate and precise playmaker reactions from any receiver |
| Gift-Wrapped | Gain a better chance to complete passes to uncovered receivers |
| Threat Detector | Highlight any oncoming blitzers on 3rd and 4th downs (during preplay); can be bluffed |
| Backfield Mismatch | Better catch in traffic and route running when coming out of the backfield against linebackers and linemen |
| Tight Out | Improved catching prowess of all tight ends who are open on pass plays |
| Fearless | Immune to throw penalties caused by defensive pressure while feet are set in the pocket |
| Matchup Nightmare | Make sharper cuts and frequently win contested catches when covered by linebackers and linemen |
| Balance Beam | Will not stumble while carrying the ball |
| Human Joystick | Quickly shift momentum, change direction, or turn the corner without sacrificing speed |
| Jukebox | Gain steerable juke animations |
| Evasive | Gain steerable juke and spin animations |
| Return man | Quickly shift momentum, change direction, or turn the corner without sacrificing speed on kick and punt returns |
| Energizer | Replenish a portion of stamina upon successfully performing any skill move |
| Leap Frog | Hold onto the ball if tackled during a hurdle |
| Spin Cycle | Gain steerable spin animations |
| Arm Bar | Gain more powerful stiff arm animations |
| Bulldozer | Gain more powerful track animations |
| Bruiser | Gain more power truck and stiff arm animations |
| Tank | Break almost any hit-stick tackle attempts |
| Reach For It | Frequently attempt to gain extra yards while being tackled |
| RB Apprentice | Gain access to four additional hot routes during pre-play adjustments (when lined up at running back) |
| Matchup Nightmare | Make sharper cuts and frequently win contested catches when covered by linebackers and linemen |
| Route Technician | Have a high success rate when creating separation on the last cut of any route |
| Outside Apprentice | Gain access to four additional hot routes during pre-play adjustments (when lined up at wide receiver, excludes slot) |
| Route Apprentice | Gain access to four additional hot routes, regardless of line up |
| Slot Apprentice | Gain access to four additional hot routes during pre-play adjustments (when lined up in the slot) |
| WR Apprentice | Gain access to four additional hot routes during pre-play adjustments (when lined up at any wide receiver position) |
| Hot Route Master | Gain access to four extra hot routes during pre-play adjustments |
| Tip Drill | Increased chance to catch passes that have been tipped into the air |
| Slot-O-Matic | Make faster cuts and have better hands on short routes (when lined up in the slot) |
| Grab-N-Go | Quickly shift momentum, change direction, or turn the corner without sacrificing speed (after securing a RAC catch) |
| Short Out Elite | Catch more consistently while catching short passes outside the numbers |
| Short In Elite | Catch more consistently while catching short passes outside the numbers |
| Short In Elite | Catch more consistently while catching short passes inside the numbers |
| Mid Out Elite | Catch more consistently while catching medium passes outside the numbers |
| Mid In Elite | Catch more consistently while catching medium passes inside the numbers |
| Deep Out Elite | Catch more consistently while catching deep passes outside the numbers |
| Deep In Elite | Catch more consistently while catching deep passes inside the numbers |
| Backfield Master | Gain access to four additional hot routes, better route running, and improved catching against linebackers and linemen (when lined up in the backfield) |
| Redzone Threat | Gain a better chance to win contested catches against single coverage (when in the red zone) |
| Playmaker | Immediately and precisely react to a user’s playmaker inputs |
| Second Wind | Gain a chance to replenish stamina once per play when stamina is half-depleted |
| TEApprentice | Gain access to four additional hot routes during pre-play adjustments (when lined up at tight end) |
| Fool Me Once | Gain blocker resistance points as a faster rate |
| Natural Talent | Start every new blocking encounter with built-in resistance |
| Quick Reflexes | Defend against non-engaged pass rush moves as if having an additional resistance point |
| Matador | Stronger protection against dominant bull rush moves as if having an additional resistance point |
| Post Up | Almost guaranteed to win any double team block |
| Unspun | Defend against spin pass rush moves as if having an additional resistance point |
| Secure Protector | Reduce a pass rusher’s chances of using a quick block shed move |
| All Day | Allow less frequent shed attempts by block target |
| Nasty Streak | Frequently attempt and win impact blocks against linebackers and defensive backs when playing as a lineman or fullback |
| Puller Elite | Frequently attempt and win pull blocks |
| Lifeguard | Defend against swim/club pass rush moves as if having an additional resistance point |
| Quick Reflexes | Defend against non-engaged pass rush moves as if having an additional resistance point |
| Tough Nut | Increased number of blocker resistance points |
| Pick Artist | Higher chance to catch uncontested interceptions, and have unlimited stamina on the return (until a special move or broken a tackle) |
| Short Route KO | Force more catch tackle knockouts in man-to-man versus short routes |
| Edge Threat Elite | Use faster, more dominant pass rush moves and apply significant QB pressure while rushing from the edge of the defense. |
| Bench Press | Apply bonus fatigue to man coverage target after a successful press win |
| Run Stopper | Do not need to spend a point on shed attempts during a run play |
| Edge Protector | Reduce an edge pass rusher’s chances of using a quick block shed move |
| Edge Threat | Use faster, more dominant pass rush moves while rushing from the edge of the defense |
| Flat Zone KO | Force more catch knockouts and react quicker in any flat zone coverage |
| Midzone KO | Force more catch knockouts and react quicker in any mid-field zone coverage |
| Deep Zone Out KO | Force more catch knockouts and react quicker in deep zone coverage outside the hash marks |
| Deep in Zone KO | Force more catch knockouts and react quicker to deep zone coverage inside the numbers |
| Deep Route KO | Force more catch tackle knockouts in man-to-man versus deep routes |
| Medium Route KO | Force more catch tackle knockouts in man-to-man versus medium routes |
| Tackle Supreme | Make better conservative/dive tackling, are rarely faked out by ball carrier moves, and cannot be faked out when user-controlled |
| Under Pressure | Apply pressure to the quarterback from a greater distance |
| Enforcer | Don’t allow broken tackles when hit-sticking ballcarriers, regardless of the runner’s size or power |
| Secure Tackler | Increased success rate when using conservative or diving tackles |
| Reach Elite | Reach out of engaged block to tackle or sack nearby ball carriers |
| Unfakeable | Rarely faked out by ballcarrier moves (and cannot be faked out when user-controlled) |
| Ripper | Ignore 1 bar of blocker resistance when attempting rip pass rush moves |
| Acrobat | Dive for increased range on pass breakups and interceptions |
| Strip Specialist | Can still tackle effectively while try to strip the football |
| Identifier | Detect user-controlled defenders before the snap |
| Lurker | Can jump in 180-degree interceptions while lurking in a zone in the middle of the field |
| Extra Credit | Grants an additional maximum pass rush move point |
| Goal Line Stuff | Use faster run shed moves for a better chance a shedding block within 5 yards of the goal line |
| Inside Stuff | Use faster run shed moves for a better chance at shedding blocks against inside zone plays |
| No Outsiders | Use faster run shed moves for a better chance at shedding blocks against outside zone plays |
| Lumberjack | Does not allow broken tackles and causes more fumbles when cut-sticking ballcarriers |
| Double or Nothing | Must spend double the pass rush points to perform a move but are granted dominant wins |
| Instant Rebate | Refunded a pass rush point after successfully shedding blocks |
| Unpredictable | Less likely to increase blocker’s resistance bars when performing she wins |
| Defensive Rally | Grants a bonus pass rush point to all defensive linemen on any 3rd or 4th down |
| B.O.G.O. | Grants a free pass rush move once per play after spending a pass rush point |
| Mr. Big Stop | Start 3rd or 4th down with at least half maximum pass rush points |
| Swim Club | Ignore 1 bar of blocker resistance when attempting swim/club pass rush moves |
| Spinner | Ignore 1 bar of blocker resistance when attempting spin pass rush moves |
| Speedster | Ignore 1 bar of blocker resistance when attempting speed rush moves |
| El Toro | Receive dominant bull rush wins when pass rush points are full |
| Adrenaline Rush | All of pass rush moves points are restored after sacking the QB |
| Chuck Out | Apply bonus fatigue to target after a successful zone chuck |
| Outmatched | Highly likely to win contested catches against running backs |
| One Step Ahead | Generally react much faster to receiver cut moves when in man coverage |
| Closer | Can easily enter the zone in the 2nd half |
| Film Study | Have full vision of plays the offense has repeatedly run prior to the snap |
| Stonewall | Frequently prevent additional yardage gains while tackling |
| Indoor Baller | Easily enter the zone when playing in an indoor stadium |
| Clutch | Easily enter (and remain in) the zone midway through the fourth quarter in close games |
| Homer | Easily enter the zone when playing at home |
| Comeback | Easily enter the zone when playing from behind |
| Focused Kicker | Slower kicking meter, allows tor better power and accuracy |
| Clutch Kicker | Immune to the ‘Ice the Kicker’ effect, which occurs after opponents call timeouts in critical situations |