
r/Amadeusz

Featured Savić: Buffed In 3 Key Stats to Reach the Top 10
Stat Panel Overall Rating: 98 | Playstyle: Offensive Goalkeeper
The ST (Showtime) version, bolstered by his terrifying "effective height" of 204cm and Offensive Goalkeeper playstyle, has become the "Koller" of the GK position. In the short term, only a version of Courtois converted to an Offensive style has any real hope of dethroning him as the "Best Keeper in the Game."
Not everyone pulled for the Showtime version, so if you want to experience what it's like to use the "Best Keeper in the Game," I recommend redeeming this newly released Savić.
Comparison: Same Name / Same Player
The three key stats for this new version all reach 90. Based on a direct formula calculation, this new Savić—leveraging superior GK Awareness, Reach, and Reflexes—has overtaken the previous version to become the strongest Featured card of the same name, second only to the ST (Showtime) version.
**[New Version Total: 62 pts] vs. [Old Version Total: 57 pts]**
The new version scores 62 points, which is 1.5 points higher than Showtime Alisson (60.5 points), placing him firmly in the Top 10. Combined with the fact that he is available via Nominating Contract, he has become a true "F2P (Free-to-Play) God."
However, the rating is only for reference and isn't the only metric. A large portion of Savić’s score comes from his physical model. While the new card’s "Key Three" stats have improved by 1–2 points, two other stats were nerfed; his ability to prevent "butterfingers" (handling errors) and his Parrying strength are still lacking.
Furthermore, his goalkeeper stats remain relatively mediocre. For instance, his previous card’s low-shot reactions were highly controversial, leading some to call him an "Onana type"—all physical model, no substance.
In the end, he is a usable, End-game (End-cycle) goalkeeper, but he isn’t quite as legendary as the hype suggests. Beyond being a starting keeper for F2P players, this new Savić is also useful for Serie A themed events.
Winger Cheat Code: The Cross vs. Finesse Shot Dilemma
**⚽️ Player Requirements:**
Must have Blitz Curler + Weak Foot (4+ preferred) + Smooth Dribbling/Turning + Elite Passing & Shooting.
**⚽️ Perfect Fits:**
Messi, Sneijder, Zola, Zico (Just boost Lofted Pass to 82-85+ and add the Pinpoint Crossing skill).
**⚽️ Decent Alternatives:**
Neymar, Hazard (They don’t strictly need Blitz Curler, but you’ll need to shoot from a closer range).
Because there are strict requirements for responsiveness/dribbling feel, taller players like Bale or Cruyff aren't suitable here. Pace/Sprint Speed isn't particularly important for this role.
**⚽️ Gameplay Tutorial:**
https://reddit.com/link/1taxix5/video/tmqk3t88oo0h1/player
The core of this move lies in the current game engine, which has intensified the positioning battle (mind games) between defenders and dribblers. If the attacker has two viable options, it becomes nearly impossible for the opponent to defend effectively.
Furthermore, long shots have been buffed in the current version: the goal rate for a "Blitz Curler" from the corner of the box is impressive. Simultaneously, early diagonal crosses delivered from that same corner are currently the most successful crossing method in the game.
Which other players do you think are perfect for pulling off this routine?
Weekly Non-Amadeusz Help Megathread
Welcome to this week’s Non-Amadeusz Help Megathread!
This is the place to ask and discuss broader eFootball topics outside of Amadeusz’s direct work. Examples include:
- Player builds (“Is my Player X build good?”)
- Training and progression questions
- Tactics, formations, and manager setup
- General gameplay questions not covered in Amadeusz’s analysis
- Balance/patch discussion at a casual level
Rules for this thread:
- Keep it constructive and helpful. No trolling, spam, or low-effort one-liners.
- If you’re asking for help, provide enough detail (squad screenshot, progression points, etc.) so people can give meaningful feedback.
- Upvote good answers so others can benefit.
For questions that specifically reference Amadeusz translations or rankings, please use the Weekly Amadeusz Questions Megathread instead.
Full Tier List Updated | Changes to Offensive Full-back/GK Rankings (05.13)
This overall ranking update includes changes across 5 different positions!
⚽️ Hakimi (Attacking Full-back): Pro Rank 11 | Public Rank 11 | Overall Rank 11
⚽️ Hakimi (Defensive Full-back): Pro Rank 13 | Public Rank 12 | Overall Rank 13 — Hakimi secured Top 10-level ratings on both the Attacking and Defensive Full-back lists. Truthfully, his positioning isn't perfect on either end of the pitch, but his 'physical profile' covers a multitude of his flaws. With elite Pace/Acceleration and Physical Contact, he will perform well at Full-back regardless of whether he's attacking or defending.
⚽️ Donnarumma (GK): Rank 5 — The new card simply has +1 point rolled into the three key GK stats and adds the 'GK Sp' skill; the actual in-game experience is virtually identical to the old card. However, based on the GK performance formula, the calculated results push him up to 5th place among goalkeepers, overtaking Cech and Buffon. Additionally, the headliner of this pack..." ⚽️ BT Gabriel (CB): Pro Rank 21 | Public Rank 22 | Overall Rank 21 — He moves up exactly one spot compared to his old card, overtaking Cannavaro.
In addition to the new cards mentioned above, the players added to today's archive include—Saliba (Defensive Full-back) Rank 6 | Caicedo (Defensive Full-back) Rank 11 | Caicedo (CMF) Rank 13 | Van Bommel (DMF) Rank 11
With Fortress Confirmed, Let's Review the Top 10 CBs
My recent testing has confirmed the mechanism for Fortress: +5% to Defensive Awareness and Tackling (Aggression and Defensive Engagement are yet to be confirmed). Today, let's examine the Top 10 CBs from the perspective of this ST skill.
In the table below: "DA" represents Defensive Awareness, and "Tack" represents Tackling—
(The table above is based on a +10 to the Defending group, which is a common build for meeting the 90 Speed / 88 or 91 Acceleration thresholds, and it's also the build I most commonly recommend.)
"With Fortress" row: No Fortress indicates the player does not have the Fortress ST skill.
"Stat Cap" row: This is based on the primary booster. Because some players' primary booster does not increase Defensive Awareness (e.g., Stam), their boosted Defensive Awareness after the Fortress effect cannot break the 99 stat cap.
As you can see, a +10 to the Defending group is a perfect fit for the Fortress boost. For example, Desailly's boosted stats become 100 DA / 102 Tack, and Pepe's become 99 DA / 102 Tack, both of which are right near the booster cap.
What's interesting is that I've discovered the game is quite cautious about giving a player both Fortress and Long-reach Tackle at the same time. Not a single one of the top-ranked large-model defenders has both. In the Top 10 tier list, only Pepe, Thuram, and Bergomi have both. Expanding to other positions, among commonly used players, only Gattuso, Edmílson, Puyol, and Costacurta have this combination.
To some extent, this actually demonstrates how highly the developers rate the Fortress ST skill.
I've Unlocked The New ST Skills
Following the 5.4.0 update, five new ST skills have been added. They’re set to drop one by one after a Thursday maintenance session—maybe even as soon as tomorrow?
Since last year, to keep things under wraps, the devs have changed how they handle updates: even though the skills are already baked into the engine, the actual text descriptions won’t update until the maintenance hits. If you open the game right now, all you'll see are 'Dummy' skill names—
I managed to mod these skills into the game today and ran them through their paces. I’ve been testing them across the board—finesse shots, power strikes, dribbling, defending, and crossing.
Take a look and see for yourself: do these players have any standout performances?
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https://reddit.com/link/1tc4r40/video/ldjuqk3jjx0h1/player
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Based on my testing, these new skills don't seem to have unique animations or ball flight models like Blitz Curler, Phenomenal Finishing, or Momentum Dribbling. They are likely passive 'buff' skills, similar to Fortress or Magnetic Feet.
I’ve pinned the file to unlock these ST skills in the comments—PC players can test them in offline mode. You might be the first person to discover what these 5 new ST skills actually are!
Amadeusz Live Lab | Debunking Myths: Do Body Contact, Weight, and Balance Actually Affect Dribbling?
In the competitive world of football simulation games (like eFootball/PES), players are constantly looking for an edge. A recent hot topic in the community sparked a rigorous series of tests to determine if specific player stats—specifically **Body Contact**, **Weight**, and **Balance**—actually influence ball control and dribbling "feel."
Here is a breakdown of the experiments and the surprising results.
## 1. The "Body Contact" Myth
A user named "Sun'stevano" recently proposed a theory called the "Inertia Theory." He observed that when he lowered a player's **Body Contact** stat (e.g., from 85 to 80), the player's ball control felt tighter and more responsive. His theory was that a lower body contact stat implies a lower center of gravity, keeping the ball closer to the player's center and thus improving control.
**The Test:**
To verify this, he has set up a controlled experiment using the same player model but altering the **Body Contact** stat to extreme opposites: **99 vs. 40**. All other stats (speed, dribbling, etc.) were maxed out to 99 to ensure a fair test.
* **Test A:** 180-degree sharp turn.
* **Test B:** 135-degree sharp turn.
**The Result:**
There was **absolutely no difference** in the speed, tightness, or animation of the turns between the player with 99 Body Contact and the player with 40.
**Why did the original user think there was a difference?**
Amadeusz suggests the discrepancy lies in the **input method**.
* **D-Pad (Cross Keys):** Allows for precise 45, 90, 135, and 180-degree inputs. This is the most stable way to test.
* **Analog Stick (Joystick):** It is very difficult to hit a *perfect* 180-degree turn with a thumbstick. You might inadvertently input 170 or 160 degrees. This slight variance in input causes the player to turn slightly wider or slower, which can be misinterpreted as a stat difference.
**Conclusion:** Body Contact does **not** affect dribbling feel or ball control in isolation.
## 2. The Weight Experiment
Next: Does a player's weight affect their handling?
**The Test:**
Amadeusz modified a player to weigh an absurd **150kg** (compared to a standard ~75kg).
* **Visuals:** The 150kg player looked incredibly bloated and swollen, though not quite as extreme as a real-life 150kg person.
* **Gameplay:** The 150kg player performed the same sharp turns and dribbling maneuvers as the 75kg version.
**Conclusion:** Weight is currently a **purely visual stat**. It changes the character model's size (making them look fatter), but it does not impact dribbling speed or ball control. (Note: Amadeusz mentions weight *might* affect physical collisions, which will be tested in a future video).
## 3. The Truth About Balance
Finally, Amadeusz addressed **Balance**, a stat often debated for its impact on dribbling.
**The Test:**
Comparing a player with **Balance 99** vs. **Balance 40**.
* **Solo Dribbling:** Just like Body Contact, there was no difference in turning or dribbling when no defender was nearby.
* **Physical Contact:** This is where the difference appeared.
* **Balance 99:** When bumped by a defender, the player recovered instantly, maintaining possession like a "roly-poly toy" (a weighted toy that always rights itself). They could absorb the hit and continue dribbling smoothly.
* **Balance 40:** When bumped, the player lost their footing, stumbled significantly, or even fell over. Their passing and shooting accuracy also degraded significantly when under physical pressure because they couldn't maintain their stance.
**The RPG Analogy:**
The video offers a perfect analogy to understand the relationship between **Body Contact** and **Balance**:
* **Body Contact = Attack + Defense:** It determines how hard you hit the opponent and how hard you resist their initial push.
* **Balance = HP Bar + HP Regen:** It determines how much "punishment" (loss of stability) you can take before falling, and how quickly you recover your stance after being hit.
## Summary
* **Body Contact:** Does not affect dribbling tightness. Differences perceived are likely due to imprecise joystick inputs.
* **Weight:** Only affects the visual model (bloatedness), not gameplay mechanics.
* **Balance:** Crucial for **physical battles**. It doesn't help you turn faster, but it ensures you don't fall over or lose the ball when a defender bumps into you. High Balance allows a player to recover control instantly after contact.
Source: 【合集·实况实验室-哔哩哔哩】 https://b23.tv/VvJjyNJ
Who says "F2P" players don't have good cards: An exquisite player with 0 shoulder width and 0 leg length
Yimmi Chara Stat Panel
This card is trending again, mainly due to the combination of his 162cm height and "zero" leg length/shoulder width player model.
When you factor in his solid pace and dribbling, Hole Player playstyle, 4-star weak foot, and the fact that he's available via GP renewal/exchange, he becomes a high-tier "toy" card—especially in the current meta where solo dribbling is buffed and defensive AI has been nerfed.
Search Method 👇
① Country - South America ② Colombian League ③ Just select the first club.
Gameplay Review:
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https://reddit.com/link/1tb9nlu/video/u81rs4q3yq0h1/player
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I’m not going to hype him up based on just a few stat charts; I went straight into several live matches to see what’s really going on. After testing him out, he is indeed a blast to play with. So, in the style of a 'livestream salesperson,' let me introduce you to today's beast: Yimmi Chara.
Are you still stressed out because you can’t afford to pull Hazard, Messi, or Neymar? Don't be sad! Today, I’m recommending this 'flavor of the month' meta card—a true 'Budget King'—and he only costs 22,000 GP!
With an elite 162cm player model, custom-tuned by Konami with zero leg length and zero shoulder width, his in-game feel is every bit as good as Hazard's. Backed by the Hole Player playstyle, his off-the-ball movement is incredibly aggressive. His 4-4 stars give him a weak-foot accuracy that even Messi can’t match—now this is a true 'GOAT.' With 88+ dribbling/ball control and 91/95 speed and acceleration, you don't need flashy skill moves or elite techniques. Just wiggle and turn the stick based on pure feel, and you’ll experience a level of fun that even 'pay-to-win' spending can't buy.
In a nutshell: He offers a one-of-a-kind dribbling feel, turning radius, change-of-direction speed, and touch frequency... As shown in the video above, it’s as if he comes built-in with Acceleration Burst, Magnetic Feet, Phenomenal Pass, Phenomenal Finishing, and Momentum Dribbling.
Who says F2P players can't have good models? This is the top-tier 'toy card' that every eFootball player deserves to own!.
LOL! Gabriel Pack: Initial Player Builds & Analysis
⚽️ Achraf Hakimi
Build: 0-2-3-10-8-6-11 + Defending
His passing is "lame". Giving him Edged Crossing and Acceleration Burst is just annoying—it feels like the devs are trolling us. The silver lining is his high Physical Contact and decent Defensive Awareness. It’s better to focus on a Defensive Build; use him like a "Mini-Panucci" at Fullback or as a Deep-Lying Playmaker to help circulate the ball.
⚽️ Gianluigi Donnarumma
Build: 0-0-10-10-10 + Saving
Finally! We have a goalkeeper with a level high enough to dump every single point into GK stats—this is the most satisfying "OCD-friendly" release yet.
Compared to the old Donnarumma, this new card sees a +1 increase in the three core GK attributes and adds the GK Spirit Roar skill.
According to the GK meta-strength formula, this card officially hits the T0 Top 3 threshold. He is now on par with Schmeichel and Courtois. If you’re lacking a top-tier keeper, this is a massive pull.
⚽️ Big Time (BT) Gabriel
Build: 0-0-0-10-8-5-9-1 + Defending
His "crippled" (trash) Acceleration isn't even the most roast-worthy thing here. If you compare him to the ShowTime (ST) Gabriel from the Premier League TOTS pack a year ago, the stats on this new card are basically identical—aside from a useless +6 boost to Passing. Everything else is virtually unchanged!
The entire card is essentially just a re-skin with the "Long-reach Tackle" skill added. They really just changed the card art and served it up again after a whole year. LMAO!
BT Semenyo Pack: Initial Builds And Analysis
⚽ Valverde: 0-8-10-8-8-2-8 + Duelling
As a versatile Box-to-Box (B2B) midfielder, he needs to excel in both offense and defense. He features three dribbling stats over 90, pace and acceleration at 92, and his four defensive attributes are all around the 90 level. With a Defensive Awareness of 89, he essentially hits the 90 threshold, meaning he isn’t heavily penalized by the "defensive acceleration" debuff.
Key Changes to the New ST Card:
Skill Swap: Visionary Pass has been replaced by Fortress (provides a +5% boost to Defensive Awareness and Tackling when leading in the second half).
Valverde is a rock-solid choice whether played as a Central Midfielder (CMF) or as a Styleless Fullback (RB/LB).
The reason his card rating can’t quite reach the "S-Tier" elite level is his mediocrity in specialization:
Ball Carrying: His progression isn't as silky or refined as Seedorf.
Defensive Presence: He lacks the "large player model" (physical reach) that makes Bellingham or Rice so dominant in winning the ball.
⚽️ ST Andersson: 0-6-9-8-9-4-8 + Agility /Additional Skills: Fighting Spirit + Pinpoint Crossing.
He is a medium-model Orchestrator. You can essentially think of him as a version of Frenkie de Jong that lacks the "Phenomenal Pass" skill but has much more aggressive tackling.
Because he lacks the "Phenomenal Pass" skill, his overall utility and performance are generally inferior to De Jong’s.
⚽️ BT Semenyo: 8-1-8-11-8-5-0 + Strikers Instinct
Compared to his ST version, his Offensive Awareness, Dribbling stats, Passing, and Finishing are generally up by about 2 points—his stat sheet has clearly evolved. His condition has also been upgraded to Permanent B Form.
The new version features "Acceleration Burst" + "Magnetic Feet" Compared to the old version’s "Momentum Dribbling" + "Phenomenal Finishing", the new skills are slightly less versatile.
We saw a similar shift from "Momentum Dribbling" to "Magnetic Feet" with the Portugal Figo card. While "Magnetic Feet" Figo is ranked higher, that’s based on using him as a pure wide crosser who needs to hold off defenders.
Semenyo is definitely not a pure crosser; he is mostly played as a Playstyle-less SS (Second Striker). For that role, I personally still prefer the "Momentum Dribbling" version.
Head-to-Head: Semenyo vs. New Bale
Both are Playstyle-less SS cards with "Magnetic Feet."
Comparing the new Semenyo to the new Gareth Bale:
Semenyo wins: Passing (+7), Balance (+2), Stamina (+3), and better Weak Foot usage.
Semenyo loses: Dribbling/Ball Control (-4), Finishing (-3), Acceleration (-2), Kicking Power (-3), and Physical Contact (-6).
Verdict: Overall, he is inferior to Bale.
Semenyo could potentially be developed for a Wide SS/Winger role, using his physicality to shrug off defenders while cutting inside. This fits the "Magnetic Feet" profile well; it’s worth experimenting to see if that playstyle is viable.
Finally Solved It, The 'Fortress' buff!
My previous understanding of the 'Fortress' skill was that it boosted a player's defensive stats after the second half begins, provided the team is leading. I roughly guessed it gave a +5 boost to the four main defensive stats, but I never verified the exact numbers. After all, awareness-based attributes are incredibly difficult to measure!
However, the current engine has a specific mechanic: when Defensive Awareness falls below a certain threshold, it affects the player's initial reaction/acceleration when defending. This provides the perfect assist for us to accurately measure 'Defensive Leader'!
For the test scenario, I’m using my recent favorite—the 'Kick-off Stable Initial State' method—to eliminate all randomness. Specifically: before kick-off, I control the defending player at a fixed position and input a 45-degree diagonal sprint command.
This way, the moment the opponent kicks off, the defender begins their run immediately upon receiving the command—
Processing img ynfz2xfp5rzg1...
Is this testing method reliable? Let’s put it to the test. With the same attribute values, even with different players across two different runs, their movements are identical when viewed in close-up slow motion! —
(⬆️ What do you think? Pretty good test scenario design, right? 😊)
Why was Acceleration set to 89 here? It’s another little clever touch—the startup animation actually changes when Acceleration is below 88 (above 88, only the stride length changes). Therefore, if Defensive Awareness has even the slightest impact on the Acceleration value, we'll be able to spot it in the player's movement.
Now, let's prove that 'Fortress' really does change Defensive Awareness. In a second-half scenario where the team is leading and both players have an Awareness of 60, the player on the left has the "Fortress" buff active. As you can see, their startup animations are now completely different!
https://reddit.com/link/1t6iv1c/video/amvxdczs7rzg1/player
The next part was simple. I tested Defensive Awareness across the range of 61 to 66 individually and compared them. Ultimately, I discovered that—
https://reddit.com/link/1t6iv1c/video/mv4whvsl8rzg1/player
A Defensive Awareness of 63 is exactly identical to Awareness 60 + the 'Fortress' buff!
Below are the comparisons for other Defensive Awareness levels—
Without a doubt, only Defensive Awareness 63 is a perfect match.
I’ve previously researched many attribute-boosting skills—such as Through Passing, Pinpoint Crossing, and Long Range Shooting—and they all use percentage-based buffs. Since 63 is exactly 60 x 105%, it’s clear that the "Fortress" buff magnitude is 5%!
Based on similar attribute-boosting skills (like Game-Changing Pass, Penalty Specialist, and Will-power), they usually don't boost just a single stat—especially when the boost is a relatively small 5%.
Therefore, it is a reasonable deduction that Fortress also provides a 5% boost to Tackling. As for the remaining two defensive attributes—Aggression and Defensive Engagement—I’m not certain yet, but those are also relatively less important stats.
Now, let’s look at this definitive conclusion: When the "Fortress" is active, it provides a 5% boost to Defensive Awareness and Tackling (stats cannot exceed the attribute cap).
Do you think this skill is powerful? Will this change your opinion on defenders who have this skill?
I've Just found an Important Threshold
The 'Starting Sprint Test' I've been using lately can accurately determine awareness-based abilities, successfully solving the puzzles of traits like 'Fortress' and 'Goalkeeper Directing Defence.' During testing, I discovered a significant situation: the Defensive Awareness threshold that triggers a debuff to Acceleration is no longer 70, as it was before—
Let's try increasing Defensive Awareness a bit more—
I kept increasing Defensive Awareness all the way to 89, and there are still subtle differences—
https://reddit.com/link/1t94ori/video/ti3pdfmfpa0h1/player
Until Defensive Awareness reached 90—
https://reddit.com/link/1t94ori/video/du598n35qa0h1/player
Including the frame-by-frame comparison images of Awareness at 95 and 99 later on, the animations are the same:
At this point in the testing, the conclusion is practically staring us in the face, but one question remains: Does the design 'a Defensive Awareness below the 90 threshold triggers an Acceleration debuff' actually exist? Since my theory on Offensive Awareness follows the same logic, a viewer previously suggested an alternative possibility: the 'Total Sum Theory'.
This suggests the system takes the sum of Awareness and Acceleration, and only when that total is below a certain value does the acceleration appear to slow down. To verify this, I designed a comparison between Awareness 90 and 99, both with Acceleration set to 70:
https://reddit.com/link/1t94ori/video/ups70zwara0h1/player
⬆️ The result: The debuff to the set Acceleration value still only occurs when Awareness is below 90. The 'Total Sum Theory' does not hold up.
Today's conclusion: In the current engine, if Defensive Awareness is below 90, it will trigger an Acceleration debuff during defensive play. For Center Backs (CBs), the impact isn't that significant since most CBs naturally have Defensive Awareness above 90. However, for midfielders with defensive duties, this rule sets a much higher bar for their 'on-paper' stats.
Why don't you guys list some well-rounded, box-to-box midfielders who can actually meet the requirement of 90+ Defensive Awareness?
As for exactly how much Acceleration each point of Defensive Awareness corresponds to, please wait for my follow-up verification!
⚽️ Dembélé: 4-0-9-12-9-4-0 + Agility
Compared to the Ballon d'Or Dembélé, the new card has +2 Physical Contact and Tight Possession. The stat panel is a minor power-creep, but he has lost Momentum Dribbling and Fixed B Form. It's not worth the trade, and he's also lost the distinct characteristics of being a playmaking Goal Poacher.
The new card's Phenomenal Finishing strengthens his ability to finish chances as a CF, but the one who proved that a CF doesn't necessarily need Phenomenal Finishing is precisely his old Ballon d'Or Dembélé card.
⚽️ Vinícius Júnior: 6-5-10-11-8-3-0 + Agility
His weak foot is set to Almost Never Usage and Medium Accuracy, which has a significant impact. It's unacceptable for any attacking player to have a Medium Accuracy weak foot. Having Blitz Curler is a good thing, as it's quite useful now. From the wide areas of the box, you have 3 options: cut inside, use Blitz Curler, or go to the byline for a cutback.
⚽️ BT Bruno Fernandes: 5-4-10-8-10-4-0 + Agility
It's likely that this being an active player BT card, along with his own popularity, has brought a lot of attention to this card. In fact, you can quickly understand BT Bruno this way: he's just a Rui Costa with 90 Offensive Awareness and a few extra points in Aggression and Defensive Engagement. These two players are very similar in their height (around 180cm), playstyle (Creative Playmaker), stat panel (many stats over 90), and ST skills (both have Phenomenal Passing).
Bruno's mid-sized model paired with Magnetic Feet might not be very impressive. And his performance as an AMF is probably not as good as Sneijder's; Sneijder has the on-the-ball feel of a 170cm small, quick, and agile player and also has a Blitz Curler that can be used for cutting inside, going to the byline, or shooting from the edge of the box, giving him 3 options.
Bruno's 60+ Aggression and Defensive Engagement could allow him to play the advanced AMF role in a 4-3-3 (that position requires a bit of defending).
Weekly Amadeusz Questions Megathread
Welcome to this week’s Amadeusz Questions Megathread!
This is the place to ask anything directly related to Amadeusz’s translated content, rankings, or mechanics analysis. Examples include:
- Clarification on tier lists or player rankings
- Questions about stat builds from Amadeusz guides
- Mechanics breakdowns mentioned in his posts (e.g., acceleration, stamina, link up runs)
- “Where can I find X analysis?” type questions
Rules for this thread:
- Keep it on topic to Amadeusz content.
- Be respectful — no spam, no insults.
- If you have clips, screenshots, or builds, feel free to include them to help explain your question.
- Upvote good answers so they rise to the top.
Anything off-topic or general gameplay will be redirected to the Weekly Non-Amadeusz Help Megathread.
I'm dropping out of school to focus all my energy on researching this replay
Why does Araujo make such a determined forward run in this spot?
Studying this play thoroughly might lead to a deeper understanding of the game's defensive AI mechanics.
Confirmed: this play definitely did not trigger a manual forward run.
Analysis: First, Araujo intercepts the ball and presses the button for a long clearance; at this moment, the AI assumes a counter-attack has begun, so he starts running toward the opponent's half.
If you look closely at the replay, you’ll notice the attacking players are also retreating, which indicates that everyone [the AI] believes Araujo has won the ball and possession has swapped.
Because Lautaro Martinez's ball recovery was an unconventional tackling maneuver (a follow-through from a sliding shot), the system perceived that possession remained with Barça after Araujo won the ball (since the White team did not perform any effective interceptions or tackles).
It wasn't until the moment Martinez secured the ball that Araujo had a sudden realization that possession was no longer with his team!
Simultaneously, this play demonstrates that the engine has a loophole regarding foul detection when players are tripped during unconventional tackling maneuvers.
⚽️ Momentum Dribbling Marcelo: 0-4-10-9-9-5-6 + Ball-carrying
He should be the best-feeling LMF/RMF crosser. In terms of on-the-ball ability, if you place him in the ranks of attacking full-backs, he's even more meta-defining. Compared to Carlos, his three core dribbling stats and other technical skills are on another level, though his physical contact is a weak point.
His weak foot is Rarely Usage / Medium Accuracy, which is slightly better than his previous Almost Never Usage / Low Accuracy active player card. Nowadays, inverted-footed cutback crosses are not meta, so playing him as a crosser means his weak foot isn't really a problem—the problem is that the crossing playstyle itself isn't very popular right now; the meta is all about central penetration and short passing. Having such a super full-back is not very meaningful at this stage of the game.
⚽️ Acceleration Burst Aubameyang: 7-0-8-12-8-4-0 + Striker's Instinct
Not as good as Eto'o, not as good as Rummenigge, not even as good as Gyökeres. His three core dribbling stats, physicality, and jump are all unimpressive. Nothing to see here.
⚽️ Magnetic Feet Bale: 5-1-9-12-8-4 + Striker's Instinct
Compared to Galáctico Bale—Offensive Awareness is +3, Speed is ↓2, Stamina is ↓2. The Showtime skills have changed from Phenomenal Finishing to Magnetic Feet + Blitz Curler, but otherwise, there's no difference. The new Bale finally solves the problem of Galáctico Bale's Offensive Awareness not reaching 90 (though honestly, the old card could solve this problem just by being a super-sub).
Magnetic Feet is actually quite suitable for Bale's direct, barging playstyle. In terms of Showtime skills, it's obviously better than just Phenomenal Finishing.
But in essence, this is still a differentiated power-creep, and this type of differentiation is far less significant than the kind that Magnetic Feet Gullit and Bullet Header Gullit have, which changed their playstyle and ability characteristics. This should be more accurately called a 'do-over' for Galáctico Bale. My initial impression is that these upgrades won't bring a qualitative change to Bale's in-game experience.
The Official Skill Description is Unclear? I've Tested It and Cleared It Up!
Quick Recap: The effect of Fortress is: when leading in the second half, the player with the skill gets a +5% boost to their own Defensive Awareness and Tackling stats.
The original skill description reads: "Improves player's defensive abilities after the second half mark, as long as the team has a goal advantage." Many friends raised a question: the activation condition seems like it could be interpreted as being dependent on the score at the moment the second half begins.
Specifically, does the skill activate in these two scenarios?
1️⃣ You are not leading at the start of the second half, but you take the lead later on.
2️⃣ You are leading at the start of the second half, but the opponent later equalizes.
To be honest, I personally think the skill description is already quite precise, but everyone still wants to see it with their own eyes. So, let's give it a try. The test will still use the "reverse-deduction from running animation" method—
Scenario 1: Taking the lead after the second half has started.
https://i.redd.it/xdjr52lntc0h1.gif
⬆️ Conclusion: The skill activates.
Scenario 2: Leading at the start of the second half, but then the opponent equalizes or even takes the lead.
https://i.redd.it/44hiemkotc0h1.gif
⬆️ Conclusion: The skill deactivates.
So, we can summarize the activation conditions for Fortress as follows: ① be in the second half, ② have a lead.
I've discovered a very interesting phenomenon: when discussing player builds, some friends will praise the builds of certain foreign pros (especially from the Japanese server) who max out the four defensive stats to 100 without adding much to Speed/Acceleration, believing that this makes the defender perform much better in-game. Then, when discussing Fortress, many friends will say that the 5% boost to Defensive Awareness/Tackling doesn't feel very strong. So, are the four defensive stats impactful or not?
My personal view is that the four defensive stats are definitely important, but not so important that they are a full tier above Speed/Acceleration or player model. That's why I always recommend a balanced build, trying to hit the Speed/Acceleration thresholds. At the same time, Fortress is definitely a bit more valuable than many people imagine, but it's certainly not as good as Long-reach Tackle.
A lot of the time, our preconceived notions really do affect our in-game feel.
BT Semenyo Review: Leão Reborn?
⚽️ BT Semenyo: 8-1-8-11-8-5-0 + Strikers Instinct / Additional Skills: First-Time Shot, Outside Curler, Long Range Shooting.
Compared to that impressive previous ST 'Momentum Dribbling' version of Semenyo, the base stats have significantly improved—Offensive Awareness, the three Dribbling stats (Dribbling, Ball Control, Tight Possession), both Passing stats, and Finishing are generally up by about +2 points.
However, the major highlight of the previous ST version was the combination of his Large Player Build + Momentum Dribbling, which made his dribbling feel excellent. Having tested this new version, in the crowded central areas of the pitch, the absence of 'Momentum Dribbling' makes his player feel (responsiveness) still seem slightly clunky (stiff). He is bolstered by the 'Magnetic Feet' booster, but this skill is actually better suited for shielding/holding off defenders in the half-spaces (channels) or on the wings. Whether this BT Semenyo is 'good' or not depends entirely on your understanding of 'Momentum Dribbling' and the 'Cross Specialist' playstyle.
Many people complain that Cross Specialists don't cross enough; in reality, the greatest characteristic of this playstyle is hugging the touchline. This provides a lot of tactical depth to your attack (as you'll see in the video below: by pulling wide, the formation stretches out, creating massive space for teammates in the half-spaces).
Furthermore, by staying wide, he becomes an excellent outlet; once he receives the ball, he can use his physical frame on the wing to act like a 'Human Bulldozer' (literally: Big Forklift) driving the ball forward.
Check out the gameplay —
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https://reddit.com/link/1taadga/video/4c07hfq3nj0h1/player
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In fact, players who are 'Cross Specialists' but also possess cutting-in ability include Pedro Neto, Lamine Yamal, and this Semenyo; you can basically think of Semenyo as a physical, mirrored version of Yamal.
My plan, along with the review team, was to run a 4-4-2 with Semenyo at LMF/RMF, use his physical shielding to trigger the 'Magnetic Feet' booster, and then barge into the box. With his 4/4 weak foot, he’d be able to both pass and shoot effectively—offering tons of options.
However, that was just the 'theory.' In actual practice, we found that the Cross Specialist playstyle stays way too wide. While he's decent for quick 1-2 passing (link-up play) or acting as a 'wingman' (decoy/support), trying to use him as your primary ball-carrier is difficult.
During the process of cutting inside, you'll realize he starts too far away from the center. The dream of 'bullying 4 defenders while charging into the box' is actually quite hard to pull off in a real match 😅
If played as a Central Second Striker (SS), Semenyo is inferior to Bale in every aspect except for his passing and weak foot. Personally, I still prefer the 'feel' of the older 'Momentum Dribbling' Semenyo when playing through the middle.
Some have compared BT Semenyo to Leão, but in reality, Semenyo’s dribbling stats (Ball Control, Dribbling, Tight Possession) and Acceleration are a massive tier below Leão’s. There is a clear physical gap between Semenyo’s 185cm frame/11 Leg Length and Leão’s 188cm frame/12 Leg Length. When it comes to being a 'Large Build' Second Striker, Leão remains the ultimate authority.
**⚽️ Ratings:**
Semenyo as SS: T0
Semenyo as Winger (LWF/RWF): Top 10
Semenyo as Wide Midfielder LMF/RMF): Top 5
Do you guys think Semenyo actually makes it into the Top 10 for Second Strikers?)\"