What are the best X factors and abilities and what am I doing wrong? https://www.mut.gg/lineup-builder/1717fa8a-be10-4ace-857f-f3adf50c0feb/
So this is going to be a lengthy response, however a question as broad as this does need some understanding about it.
MUT.GG has a good tiering of all of the abilities/X-Factors in this game, and it goes better in-depth for advice about each and every one of them. However, on first glance, you're relying on a handful of players to handle all of the abilities instead of spreading them out amongst your players more evenly. To show this off, here's a mock-up of my lineup at the time of typing this to visualize what I mean.
Look towards the formation/package on defense you use most and see what each of them can utilize. For example, I run most of my defense out of Nickel Normal which is a 4-2-5. I put abilities on all of my rush lineman, my sub-linebackers, and my five defensive backs. Acrobat is the best ability for DBs right now, so I have it on all five of those starters. After that I'm left with 8AP across the next six. Inside Stuff is crucial towards stopping the run in this game, so I put it on both of my DTs, one of which gets it for 1AP and the other for 2AP. In order to more effectively get pressure going on the QB on passing plays, I have Unpredictable on both of my DEs, as that's both a good ability, and one of the best value abilities in the game, coming it at only 1AP for each. That leaves me with three, which I put across my two sub-linebackers. One of them is a MLB, so I put Lurker on him for good animations given he doesn't get them normally, and the other is a SS, so I put Acrobat on him since he does get those animations normally. That maxes out my AP limit, and gives each of my players useful abilities to do more on the field with what they're given.
On the other side of the lineup, I keep my offense a little more simple. My QB (normally Montana but using Wilson here for effect since he gets Gunslinger on his base card) gets Gunslinger at 6AP, which is crucial for making the most effective type of throws even faster. On my three starting WRs, I have Route Tech on each, which helps create separation at the final cut of their routes, giving me more opportunities to throw to wide open WRs. Two of those WRs are the Route Runner archetype I had an extra AP left, which allowed me to put Backfield Master on my RB, which gives him both better catching when facing non-DBs, as well as more hot routes to utilize on the pre-snap. I have chosen not to go with any offensive line abilities or tight end abilities, as I go towards the philosophy of just relying on getting the best OL I can to maximize what they can do without cutting into my AP budget, and my TEs typically don't have any abilities that can do much more for them that I can't already get out of them.
Because of the archetype >>> point threshold for abilities pipeline, you may want to consider where your players are in your lineup. For example, since none of your three starting WRs are Route Runner archetypes, you may want to demote JJ for Holt and put Route Tech on him as well as Deebo and Fitz. That allows you six extra AP to put Gunslinger on Namath. Additionally, both of your starting DTs get Inside Stuff for 1AP, giving you an extra point to work with. As such, you can consider putting in two SS's with Acrobat in at sub-LB to get better anims across the board, or putting Edge Threat instead of Unpredictable on one of your edge rushers. Find what works for you via trial and error. Also, look towards that tiering above to see what abilities are the most effective across the board.
Finally, take the offense and defense you run into account for where you allot your AP. For example, I run a pass-oriented offense and a Nickel Normal defense that typically just rushes the defensive line. However, you may have a 3-3-5/3-4 defense that blitzes plenty, or a power run-oriented offense, so you may want some better rushing abilities on your ends/tackles, or some abilities like Tank or Bruiser on your RB to bust through other teams' front seven. Experimenting is really the best way.
Anyway, that just about covers it. You've got a stellar lineup, so now it's just about using the AP to gain the upper-hand. I hope this helps.
you should remove bulldozer from your te get rid of wrecking ball of rb take of matchup nightmare and switch yak em up for double me I'd also take of run and gun and put on bazooka and take of RedZone deadeye replace cause pocket qbs just need pocket deadeye
on defense take of tackle supreme and spread out abilities more, take of polymalus abilities and put some on lot take of strip specialist from Ray and put acrobat on all your corners
Put acrobat on some of your corners, it’s probably the best ability in the game (besides escape artist), and you really don’t need bulldozer on a TE, also you have a lot of valuable players as backups who probably dont see the field all too much, maybe sell those for some coins and replace them with theme team players?
TheManWithThePlan said:So this is going to be a lengthy response, however a question as broad as this does need some understanding about it.
MUT.GG has a good tiering of all of the abilities/X-Factors in this game, and it goes better in-depth for advice about each and every one of them. However, on first glance, you're relying on a handful of players to handle all of the abilities instead of spreading them out amongst your players more evenly. To show this off, here's a mock-up of my lineup at the time of typing this to visualize what I mean.
Look towards the formation/package on defense you use most and see what each of them can utilize. For example, I run most of my defense out of Nickel Normal which is a 4-2-5. I put abilities on all of my rush lineman, my sub-linebackers, and my five defensive backs. Acrobat is the best ability for DBs right now, so I have it on all five of those starters. After that I'm left with 8AP across the next six. Inside Stuff is crucial towards stopping the run in this game, so I put it on both of my DTs, one of which gets it for 1AP and the other for 2AP. In order to more effectively get pressure going on the QB on passing plays, I have Unpredictable on both of my DEs, as that's both a good ability, and one of the best value abilities in the game, coming it at only 1AP for each. That leaves me with three, which I put across my two sub-linebackers. One of them is a MLB, so I put Lurker on him for good animations given he doesn't get them normally, and the other is a SS, so I put Acrobat on him since he does get those animations normally. That maxes out my AP limit, and gives each of my players useful abilities to do more on the field with what they're given.
On the other side of the lineup, I keep my offense a little more simple. My QB (normally Montana but using Wilson here for effect since he gets Gunslinger on his base card) gets Gunslinger at 6AP, which is crucial for making the most effective type of throws even faster. On my three starting WRs, I have Route Tech on each, which helps create separation at the final cut of their routes, giving me more opportunities to throw to wide open WRs. Two of those WRs are the Route Runner archetype I had an extra AP left, which allowed me to put Backfield Master on my RB, which gives him both better catching when facing non-DBs, as well as more hot routes to utilize on the pre-snap. I have chosen not to go with any offensive line abilities or tight end abilities, as I go towards the philosophy of just relying on getting the best OL I can to maximize what they can do without cutting into my AP budget, and my TEs typically don't have any abilities that can do much more for them that I can't already get out of them.
Because of the archetype >>> point threshold for abilities pipeline, you may want to consider where your players are in your lineup. For example, since none of your three starting WRs are Route Runner archetypes, you may want to demote JJ for Holt and put Route Tech on him as well as Deebo and Fitz. That allows you six extra AP to put Gunslinger on Namath. Additionally, both of your starting DTs get Inside Stuff for 1AP, giving you an extra point to work with. As such, you can consider putting in two SS's with Acrobat in at sub-LB to get better anims across the board, or putting Edge Threat instead of Unpredictable on one of your edge rushers. Find what works for you via trial and error. Also, look towards that tiering above to see what abilities are the most effective across the board.
Finally, take the offense and defense you run into account for where you allot your AP. For example, I run a pass-oriented offense and a Nickel Normal defense that typically just rushes the defensive line. However, you may have a 3-3-5/3-4 defense that blitzes plenty, or a power run-oriented offense, so you may want some better rushing abilities on your ends/tackles, or some abilities like Tank or Bruiser on your RB to bust through other teams' front seven. Experimenting is really the best way.
Anyway, that just about covers it. You've got a stellar lineup, so now it's just about using the AP to gain the upper-hand. I hope this helps.
Thank you for the advice