Let’s face it, some Abilities are just more useful in Madden Ultimate Team than others and with only 15 AP to currently work with on each side of the ball, setting the right combination can be a tricky formula to work out. For today’s article, I was able to catch up with professional Madden player Banks iQ to find out which Abilities he recommends and which ones you should avoid.
Due to different playstyles and teams, there are multiple ways to set your Abilities for maximum effectiveness. However, there are still a few Abilities at each position you will see on better teams more often than not. Below is a list of these Abilities with a brief description of why each is effective, a list of Tier 2 Abilities that still provide value, and a list of Abilities to avoid for each position group, all according to Banks:
***Keep in mind the game is always changing due to adjustments to gameplay, Abilities, AP cost, new player cards, etc. The most effective Abilities today may not always be as effective in the future.
Quarterback (QB)
Gunslinger: This is one of the best Abilities in the entire game because it accelerates your player’s throw animation. Gunslinger helps prevent throw-out-of-sack animations and increases the velocity of your bullet passes, making it harder for opposing defenders to swat or intercept your throws before they get to your receivers.
Hot Route Master: This is another one of the best Abilities in the game because it gives you 4 additional hot routes at each position that are unique to only that group (HB, TE, Slot WR, Outside WR). With all these additional hot routes at your disposal, the route combinations you can throw at your opponent increases exponentially.
Escape Artist: This is a great Ability for Quarterbacks with some speed that are looking to extend plays since it gives you an extra speed burst when rolling out of the pocket.
Tier 2 Abilities: Inside Deadeye, Roaming Deadeye, Conductor, Fearless, Set Feet Lead and Pass Lead Elite (if not using Gunslinger)
Unusable Abilities: Closer, Clutch, Comeback, Gift Wrapped, Homer, Indoor Baller, Lofting Deadeye, Red Zone Deadeye, Safety Valve, Second Wind, Sleight of Hand, Tight Out
Halfback (HB)
Backfield Master: With Backfield Master, you get 4 additional Hot Routes for your halfback and improved catching. If you are already using Hot Route Master on your QB, you will not need to use this Ability.
Backfield Mismatch: If you utilize your HB in your passing game, this is a great Ability to equip because it provides your halfback with better route running and catching against linebackers.
Bruiser: If you are a runner, the Bruiser Ability provides your halfback with better trucking and stiff arm. This is a great Ability to use against small safeties playing inside the box as sub LBs.
Bulldozer: Similar to Bruiser but without the improved stiff arm, Bulldozer gives your back better trucking and is also useful against sub LB safeties. Bulldozer is accessible to all 3 HB Archetypes and costs 1 AP for Power Backs, while Bruiser costs 2 AP for Power Backs and can not be equipped by Elusive or Receiving Backs.
Reach For It: This Ability provides your HB with noticeably more energy in the battle for extra yards when locked up with a defender near a first down marker or the goal line.
Tier 2 Abilities: Arm Bar, Juke Box
Unusable Abilities: Backlash, Closer, Clutch, Comeback, Energizer, Homer, Indoor Baller, Return Man, Second Wind
Wide Receiver (WR)
Playmaker: The Playmaker Ability provides more directional freedom when “playmakering” your WR, allowing you to create better separation against man coverage or find soft spots in a zone. If you are unfamiliar with "playmakering", check out this Playmaker Breakdown.
Slot Apprentice: The Slot Apprentice Ability gives your wide receiver 4 additional hot routes when lined up in the slot. If you are already using Hot Route Master on your QB, you will not need to use this Ability.
Outside Apprentice: The Outside Apprentice Ability gives your wide receiver 4 additional hot routes when lined up on the outside. If you are already using Hot Route Master on your QB, you will not need to use this Ability.
Short In Elite: Use this Ability to get an extra burst at the line for separation and better catching on any route that starts inside the numbers and breaks within 10 yards.
Tier 2 Abilities: Deep Out Elite, Slot-O-Matic, Redzone Threat, Route Technician
Unusable Abilities: Energizer, Evasive, Homer, Indoor Baller, Return Man, Second Wind
Tight End (TE)
TE Apprentice: Similar to other Apprentice Abilities, TE Apprentice gives your tight end 4 additional hot routes when lined up in the tight end position. If you are using Hot Route Master on your QB, you will not need to use this Ability. Are you starting to see why HRM is one of the best Abilities in the entire game yet?
Short In Elite: This Ability acts the same as it does for WRs (see above), but it is even better for tight ends since the majority of a tight end’s routes all start within the numbers and break within 10 yards.
Tier 2 Abilities: Matchup Nightmare, Mid In Elite, Mid Out Elite, Redzone Threat, Route Technician
Unusable Abilities: Closer, Clutch, Comeback, Energizer, Homer, Indoor Baller, Leapfrog, Slot-O-Matic, Second Wind
Offensive Line (OL)
Edge Protector: If you’re looking for better pass protection and help against edge rushers, consider adding Edge Protector to one or both of your offensive tackles.
Post Up: This is a good Ability to use on interior linemen who are responsible for double-teaming defensive linemen. When equipped, your player will be more dominant in these matchups, resulting in more pancake blocks.
Puller Elite: This is a great Ability for heavy runners that enjoy Power O due to the better pull blocking with your guards.
Tier 2 Abilities: All Day, Matador, Nasty Streak, Secure Protector, Threat Detector
Unusable Abilities: Recuperation
Defensive Tackle (DT)
Double or Nothing: Equip this Ability on your nose tackle to increase his block shed and get dominant pass rush wins at twice the cost, allowing him to pressure the QB more effectively.
Defensive Rally: This is a great Ability on DTs because it helps increase pass rush points for all defensive linemen on 3rd and 4th down.
El Toro: This Ability provides dominant bull rush wins from max pass rush points and increases block shed against offensive linemen.
Tier 2 Abilities: BOGO, Edge Threat, Edge Threat Elite, Inside Stuff, Instant Rebate, Mr. Big Stop, Reach Elite, Under Pressure, Unpredictable
Unusable Abilities: Clutch, Homer, Indoor Baller, Recuperation
Defensive End/Linebacker (Pass Rush)
Double or Nothing: Equip this Ability on your interior linemen to increase their block shed and get dominant pass rush wins at twice the cost, allowing them to pressure the QB more effectively.
Edge Threat: Use the Edge Threat Ability on exterior linemen to increase their block shed and dominant pass rush moves off the edge.
Edge Threat Elite: Similar to Edge Threat’s dominant edge rush moves, the Elite version comes with the same benefits plus increased range for QB pressure.
El Toro: This Ability provides dominant bull rush wins from max pass rush points and increases block shed against offensive linemen.
Tier 2 Abilities: BOGO, Defensive Rally, Inside Stuff, Instant Rebate, Mr. Big Stop, Reach Elite, Under Pressure, Unpredictable
Unusable Abilities: Clutch, Homer, Indoor Baller
Linebacker (Coverage)
Lurker: Equipping Lurker on your linebackers will allow them to jump and actually defend against longer passes across the field.
Strip Specialist: In order for this Ability to be effective, you must equip it on a user rusher. If you press RB/R1 when sacking the QB, you will significantly increase the likelihood of triggering the strip-sack animation and creating an easy fumble.
Deflator: This is a great Ability to equip on user LBs for aggressive tackling. Landing a non-conservative tackle will significantly deplete the ball carrier's stamina and force your opponent to substitute or risk fumbling on the next few plays.
Flat Zone KO: The Flat Zone KO Ability works well when paired with Lurker and used in cloud flats coverage to defend against catches within 10 yards of the line of scrimmage.
Tier 2 Abilities: Enforcer, Inside Stuff, No Outsiders, Out My Way, Secure Tackler, Reach Elite, Tackle Supreme, Unfakeable, Mid Zone KO
Unusable Abilities: Clutch, Homer, Indoor Baller, Outmatched
Cornerback (CB)
Acrobat: This is a great Ability for cornerbacks that will help them with diving animations needed for that extra step when swatting or intercepting an opponent’s pass. Acrobat is especially useful on Slot cornerbacks.
Deep Out Zone KO: Use this Ability to give your corners improved reactions and knockouts in zone coverage when defending against passes deeper than 20 yards outside the numbers.
Deep Route KO: Equip this Ability to give your player improved knockouts in man coverage against routes over 20 yards.
One Step Ahead: This is easily the best Ability in the game for cornerbacks but comes at a steep cost (6 AP). When equipped, your CB gets improved man coverage against every route in the game. OSA is still a good enough Ability to consider equipping on one of your cornerbacks.
Tier 2 Abilities: Bench Press, Deep In Zone KO, Film Study, Flat Zone KO, Medium Route KO
Unusable Abilities: Clutch, Homer, Indoor Baller, Outmatched, Second Wind
Safety (FS/SS)
Acrobat: Just like Acrobat for cornerbacks, equip this Ability on a safety for better diving animations needed for that extra step when swatting or intercepting an opponent’s pass.
Deep Out Zone KO: With safeties playing deep zone coverage most plays, the Deep Out Zone KO Ability has greater value for this position group since it helps with zone coverage against passes over 20 yards outside the numbers.
One Step Ahead: If you’re using a safety at linebacker, equipping OSA will help them shut down a tricky tight end matchup. Do not equip this Ability on a Safety playing in their natural position since they typically play more zone than man coverage.
Tier 2 Abilities: Deep In Zone KO, Film Study, Flat Zone KO, Unfakeable, Deep Route KO, Medium Route KO (at LB)
Unusable Abilities: Clutch, Homer, Indoor Baller, Outmatched, Second Wind
Special Teams (K/P)
Focused Kicker: This is the best Ability to use on your kicker for Special Teams since it slows down your kicking meter, making it easier to make all kicks. This is the best Special Teams Ability because it is effective all game long, even during “Ice the Kicker” situations.
Clutch Kicker: Since the AP limit was increased to 3 on Special Teams, pairing this Ability with Focused Kicker is the play if your kicker has 2 Ability slots available. Clutch Kicker grants immunity to the “Ice the Kicker” effect in late-game situations. If your kicker can only get 1 Ability, go with Focused Kicker first.
Banks iQ’s Must-Use Abilities
While playstyle and personnel will dictate the exact mix of the Abilities you use, there are just certain Abilities that translate across most game plans and teams. The following Abilities are considered “must-use” for most teams by Banks:
- Gunslinger (QB)
- Hot Route Master (QB)
- Short In Elite (TE)
- Playmaker (WR)
- Edge Protector (LT and/or RT)
- Acrobat (Slot CB)
- Double or Nothing/Edge Threat (D-Line)
- Deep Route/Deep Zone KO’s (Secondary)
Special thanks to Banks iQ for taking the time to help put this information together. If you enjoyed today’s article and found the information helpful, be sure to follow Banks on Twitter, Twitch, or check out some of his gameplay tips on Huddle.gg!
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