FC 24 ATTRIBUTES

FC 24 Attributes are personal data that determine a player’s quality and feature on the field.
FIFA 23 Attributes

Players Attributes


When you look at a player’s bio, attributes are the individual abilities that have a rating next to them (typically out of 100). They determine every aspect of a player’s ability and are a much more reliable indicator than an overall rating. Knowing them well can allow you to choose your team more efficiently.

These are the FC 24 player attributes in the Ultimate Team game mode:

  • Acceleration
  • Aggression
  • Agility
  • Balance
  • Ball Control
  • Composure
  • Crossing
  • Curve
  • Defensive Awareness
  • Diving
  • Dribbling
  • Finishing
  • Free Kick Accuracy
  • Handling
  • Heading Accuracy
  • Interceptions
  • Jumping
  • Kicking
  • Long Passing
  • Long Shots
  • Penalties
  • Positioning
  • Positioning (GK)
  • Reactions
  • Reflexes
  • Short Passing
  • Shot Power
  • Sliding Tackle
  • Speed
  • Sprint Speed
  • Stamina
  • Standing Tackle
  • Strength
  • Vision
  • Volleys
On this page, we explain one by one each attribute, based on the information provided by Electronic Arts to their own data reviewers.

Acceleration

Category: Physical | Weight: 45% Pace

Acceleration is the increment of a player’s running speed. The higher the value, the shorter the time needed to reach maximum speed, no matter what that is.

It needs to be considered alongside the Sprint Speed stat. On a player with high acceleration but low sprint speed, his sprint evolves well, but his maximum speed is pretty low. In this case, acceleration becomes almost irrelevant – it’s no good getting to your top speed quickly if that top speed isn’t rapid.

On the other hand, a player who has high sprint speed but low acceleration can run fast, but it takes longer to reach his top speed.

Aggression

Category: Mental | Weight: 20% Physical

The aggression level of a player measures the frequency and the aggression of jostling, tackling and slide tackling. It is the attribute which determines the player’s power of will or commitment to a match.

A typical aggression-based action is when you go ‘shoulder-to-shoulder’ against someone; with high aggression, our player has the initiative to push the opponent strongly (as far as his strength allows him to), which determines the winner of the challenge.

Another critical moment for aggression is when you jump to dispute a header. If you manage to hit the ball with your head, great; if you don’t, you’ll have to displace the other player so he can’t perform the header correctly. In this case, aggression needs to work alongside jumping and strength.

Agility

Category: Physical | Weight: 10% Dribbling

Agility measures how agile the player is while moving or turning. In other words, how fast and graceful a player can control the ball.

Players with high agility can perform acrobatic shots or clearances. If you love players who like to run with the ball, agility is one of the stats to keep an eye on.

Balance

Category: Physical | Weight: 5% Dribbling

Balance attribute is the ability to maintain balance after a physical challenge.

This is another attribute that influences a player’s dribbling skill and, more generally, how responsive your controlling player feels. If he has high stats for agility and balance, he’ll move fluidly, and he’ll be able to get in or out of tight spots. Also, even if he has 95+ for acceleration and sprint speed, he could feel sluggish and a little unresponsive if they lack agility and balance.

Ball Control

Category: Technical | Weight: 35% Dribbling

Ball control is the ability of a player to control the ball as he receives it. The higher the value, the less likely the ball will bounce away from the player after controlling it.

It’s associated with the player feeling comfortable with the ball, like when the ball binds to his feet in a way that he doesn’t need to keep looking to know where it is. It’s an essential attribute for when you receive the ball and for dribbling, including the no-touch dribbling. It influences how well the player can keep possession of the ball when the opponent tackles.

Composure

Category: Mental | Weight: 00% Dribbling

This attribute determines at what distance the player with the ball starts feeling the pressure from the opponent. It affects the chances of the player making an error when he shoots, passes and crosses.

The higher the value, the better the player performs under pressure from an opponent.

Crossing

Category: Technical | Weight: 20% Passing

Crossing measures how accurately the player crosses the ball during normal running and free-kick set pieces.

It is the attribute for the players who play through the wings, but it also influences free kick set pieces and determines how easy it is for a player to get the ball in the box in the first place. If your winger keeps getting blocked when you expect him to whip the ball in, there’s a good chance he has a poor crossing score.

Curve

Category: Technical | Weight: 05% Passing

The curve stat measures the player’s ability to curve the ball when passing and shooting. The higher the value, the more curve/curl the player can put on the ball.

It’s an excellent attribute for any set-piece takers; curling corners can be a nightmare to defend against, and curling free-kicks can be tough to save.

Defensive Awareness

Category: Technical | Weight: 30% Defending

Previously known as marking, defensive awareness is the ability to track and defend an opposing player. In other words, your player can stay close to an opposing attacker and stop him from getting to a cross/pass from a teammate. It also contributes to tracking runs.

AI players will do this off the ball, and when you’re in control of a defender, their Defensive Awareness stat will affect how good they are at containing.

Diving

Category: Goalkeeping | Weight: 100% Diving

Diving is the GK’s ability to make a save whilst diving through the air. It is directly affected by the player’s height. The taller the player is, the better is his diving.

Dribbling

Category: Technical | Weight: 50% Defending

Dribbling is the player’s ability to carry the ball and pass an opponent. A higher value means the player will be able to keep better possession of the ball whilst dribbling because he will keep the ball closer, making it harder for the opponent to win it off of him.

Dribbling has no connection with the ball receiving factor; that only has to do with ball control, but as soon as you have the ball ahead of you, that’s when dribbling counts, allowing you to get past the opponent using dribbles.

Finishing

Category: Technical | Weight: 45% Finishing

Finishing is the accuracy of shots using foot inside the penalty area.

Not everyone knows, but finishing does not influence headers or finishes outside the area. Being a great finisher doesn’t necessarily mean being able to beat the goalkeeper but shooting on target more easily.

An analogy would be thinking that having high finishing will affect the ball’s magnetism, so when the ball would have normally hit the post for a bad finisher, a great finisher would have this force push it towards the goal or when it would’ve usually gone wide the ball would at least hit the post.

Free Kick Accuracy

Category: Technical | Weight: 05% Passing

Free Kick is a Football Club attribute that measures the player’s accuracy for taking Free Kicks. The higher the value, the better the accuracy of a direct free kick on goal.

You should pick a free-kick taker with excellent free-kick accuracy and curve score.

Handling

Category: Goalkeeping | Weight: 100% Handling

Handling is an exclusive goalkeeper attribute used to measure how cleanly he catches the ball and does he hold on to it.

In other words, it is the frequency that the keeper catches the ball rather than parrying it and whether or not he holds onto it.

Heading Accuracy

Category: Technical | Weight: 10% Defending

Heading Accuracy measures the heading accuracy of the player for either a pass or a shot.

This stat does two things: it affects your player’s ability to get their head on the ball, then how accurate that header will be.

It applies to headed passes as well as headers at goal.

Interceptions

Category: Mental | Weight: 20% Defending

Interception determines the ability to read the game and intercept passes.

This attribute applies more to AI-controlled teammates rather than the player you’ve selected. If you’ve seen players stick out legs or do something unexpected to prevent a pass, they’ll likely have a high Interceptions score.

Jumping

Category: Physical | Weight: 05% Physical

Jumping is the player’s ability and quality for jumping from the surface for headers. The higher the value is, the higher the player can jump.

Like many others, this one is relatively useless without its related attributes. For example, for a player to be outstanding in the air, he needs to have high jumping, strength aggression and heading accuracy stats. His height may also help a lot. A tall player does not need to have a high jumping attribute to connect to the ball.

Kicking

Category: Goalkeeping | Weight: 100% Kicking

Kicking is another attribute exclusively for goalkeepers, used to measure the length and accuracy of goal kicks from out of the hands or on the ground.

The length and accuracy of throws are partially determined by the kicking attribute but mainly by the long throw trait.

Long Passing

Category: Technical | Weight: 15% Passing

The passing attribute is used to classify how well a player performs a long pass in the air to his teammate. It doesn’t affect long ground passes.

This stat also determines how quickly the ball gets to him – the higher the score, the faster and more accurate the pass will be.

Long Shots

Category: Technical | Weight: 20% Finishing

The Long Shots attribute measures the accuracy of shots from outside the penalty area.

This stat is an excellent attribute for midfielders to have.

Penalties

Category: Technical | Weight: 05% Finishing

The Penalties attribute measures the accuracy of shots from inside the penalty area.

Contrary to what most players think, it is crucial not only on penalties but also for any other play inside the box.

Positioning

Category: Mental | Weight: 05% Finishing

Positioning is the player’s ability to take up good positions on the field during a game. The higher this stat, the more likely a player will make enough space to receive the ball in dangerous areas.

This attribute deals with a player’s ability to spot open space and move into good positions that offer an attacking advantage. However, it doesn’t affect where the player will be when taking a free kick or a corner.

Positioning

Category: Goalkeeping | Weight: 100% Positioning

Positioning for goalkeepers is slightly different from positioning for other players. This attribute is the GK’s ability to position himself correctly when saving shots.

It also affects the way how a goalkeeper reacts to crosses.

Reactions

Category: Physical | Weight: 00% Dribbling

Reactions measures how quickly a player responds to a situation happening around him.

It has nothing to do with the player’s speed. A player can be speedy but at the same time have low reaction capacity. It’s the time between the moment he sees where the ball is at and the moment he gets in position to receive it.

This attribute impacts all players, whether the computer controls them.

Reflexes

Category: Goalkeeping | Weight: 100% Reflexes

Reflexes stat is the agility of the goalkeeper when making a save.

In other words, it determines how quickly the goalkeeper reacts to a shot on goal. If the stat is low, he will make a move later or could miss it entirely.

Short Passing

Category: Technical | Weight: 35% Passing

Short Passing ranks how well a player performs a short / ground pass to his teammate.

In other words, it determines a player’s accuracy and speed of passing over a short distance.

Shot Power

Category: Technical | Weight: 20% Finishing

Shot Power evaluates how hard the player hits the ball when taking a shot at the goal. It is the amount of power a player can put into a shot while keeping it accurate.

It affects how fast the ball travels when struck from any distance. A player with a low shot power can still hit the ball hard into the back of the net, but the longer you hold B/O, the more likely he is to miss.

Sliding Tackle

Category: Technical | Weight: 10% Defending

This stat measures the player’s ability to time sliding tackles so that they win the ball rather than give away a foul.

Having high Tackles, both Standing and Sliding Tackles counts for a good centre-back. These movements are risky, they might cause free kicks, booking or whatever, but they’ll shut the attacker most times, and if used carefully, the results are excellent. Remember that the definition of Tackle is: a player’s ability to win the ball without causing a free kick by using his body strength, being the contact shoulder-to-shoulder or by foot.

In-game, this also translates into being able to taunt the opponent with shirt pulling, grabbing and other not-so-fair moves without being caught by the referee if your player’s Tackles attributes are high.

Speed

Category: Goalkeeping | Weight: 100% Speed

This is another stat only goalkeepers have. It is the ability to close down an opponent in one-on-one situations.

This attribute is especially important if you use the off-side trap to stop your opponents.

Sprint Speed

Category: Physical | Weight: 55% Pace

Sprint speed measures how fast the player runs while at top speed.

Here is a good example of what this attribute is. A race between a man, a car and a plane, who wins? It depends. If it’s a 30 meters long race the man wins, and it would take him only 4 seconds to finish. However, if the race had been longer, around 150-200 meters, the car would win, and then the plane would be the winner at anything beyond that. That happens because the man’s acceleration is greater than both the car’s and the plane’s, but when it comes to maximum speed capacity he naturally loses.

Stamina

Category: Physical | Weight: 25% Physical

Stamina determines the rate at which a player will tire during a game. It evaluates how tired your player gets as the match approaches half time or full time.

Don’t think that your player is tired only when he stops to catch his breast. When he gets to this point it actually means he’s stopped playing, his performance starts being affected way before this happens.

Stamina is also responsible for your player getting injured more easily in any challenge, not necessarily in the last minutes of the match. This attribute also determines how quickly a player recovers between matches and the amount of time a player can sprint before slowing down.

Standing Tackle

Category: Technical | Weight: 30% Defending

This attribute measures the ability of the player to time standing tackles so that they win the ball rather than give away a foul. If the stat is low, he is more likely to miss time the challenge or kick the ball away.

What really counts for a good centre back is having high Tackles, both Standing and Sliding Tackles. These movements are risky, they might cause free kicks, booking or whatever, but they’ll shut the attacker most times, and if used carefully the results are excellent.

Remember that the definition of Tackle is: a player’s ability to win the ball without causing a free kick by using his body strength, being the contact shoulder-to-shoulder or by foot. In game this also translates into being able to taunt the opponent with shirt pulling, grabbing and other not-so-fair moves without being caught by the referee if your player’s Tackles attributes are high.

Strength

Category: Physical | Weight: 50% Physical

Strength is about the quality or state of being physically strong. The higher the value, the more likely the player will win a physical challenge.

Your player’s strength stat will decide how they cope with any physical battles, so a good score in this area is vital for anyone with defensive responsibilities. It’s also a desirable attribute for at least one of your strikers to give you a chance in 50-50s with defenders.

Vision

Category: Mental | Weight: 20% Passing

Vision ranks the player’s awareness of the position of his teammates and opponents around him. It is the attribute that increases (or reduces) the possibilities of a successful long pass.

When we’re playing looking at the screen, we usually have an overhead view of the game, just like watching football on TV. However, a player has a different, first-person pitch view, and it’s tough to see where his teammates are.

Without seeing where they are, a long pass will have a random destination; it might be a teammate or an opponent that receives the ball. The better the Vision attribute, the wider your player will see to locate his teammates and, therefore, the more significant the chances of a successful long pass. It doesn’t matter how high a player’s long passing stat is if he doesn’t have a decent vision.

Volleys

Category: Technical | Weight: 05% Finishing

The Volleys attribute measures the accuracy and power of volleys at goal. It affects the technique and accuracy of shots taken while the ball is in the air.

This attribute tends to be coupled with the balance trait if the player is not fully facing the goal. Volleys stat is responsible for some of the most beautiful goals.
Frequently Asked Questions
FC 24 attributes are individual data that measure player abilities in a scale from 1 to 100.
Whether you are on the transfer market or in your club, you can see a player’s attributes by highlighting his item, pressing R3 and pressing R1/RB twice.
The best FC 24 attributes are directly related to a player’s position in the field.

Goalkeepers have fewer attributes compared to field players. Handling, diving and reflexes are the ones you should value most. However, among the best goalkeepers, you will see a difference in the kicking stat. Not many goalkeepers have a good kick, although this aspect is vital to avoid easy ball losses.

Agility, balance and strength are critical in a centre-back. It allows you to stand well against speedy attackers and win the ball when you’re one-on-one. In addition, the speed of your defenders should be correct.

A full-back needs good dribbling and passing stats. They should also have a strong defensive awareness and good positional play to avoid gaps. A good acceleration, pass, aggressiveness, and stamina are crucial for players in the centre.

Your players on the wings should be fast and have good dribbling. A good passing stat is also important so they can play a dangerous ball into the centre when you are on the wings.

Finishing and shot power are fundamental in a striker. In addition, your attackers should have good composure so that the finishes are more successful. If counterattacks make part of your play style, you also need that your striker is fast.
One of the good things about this game is that you can pick the players that best suit the needs of your team. This is made thanks to the FC 24 attributes.
Most gamers only pay attention to the six main attributes: pace, shooting, passing, dribbling, defending, and physical. It is not enough. They only show, in a general way, how the player is. It’s a kind of summary. To choose the right player, you should look at each one of the more than 30 FC 24 attributes each player has.
One of the good things about this game is that you can pick the players that best suit the needs of your team. This is made thanks to the FC 24 attributes.
Players with high aggression are usually a good thing but keep in mind that they offer some risk while inside the area because they can cause a lot of penalties without you pressing a single button, and that could end with you smashing a controller, so be careful when you choose centre backs like this.
No. Good dribbling doesn’t necessarily mean the player will have many stars of skill moves. Skill moves stars qualify the player to perform certain special moves with the ball, whether for dribbling or not, so although these two have similar objectives (dribbles), they aren’t directly connected.

It’s also true that when we choose players with 4 or 5 stars for skill moves, it’s because we want to dribble, with or without special moves, so it isn’t enough to choose a player just for his skill moves stars. If you wish to have a skilled squad, you’ll also have to check dribbling, ball control and balance.
Yes. Many people think this attribute only has importance over the players being controlled by the computer because the reactions of the players you’re controlling would depend only on your button-pressing reaction capacity, but this is not true. In several different situations, the player you’re controlling might or might not control or even reach the ball. When he receives a pass, it’s not necessary to have a high reaction; he’ll be expecting to receive the ball, but when there’s a chance to score off a rebound, for example, or an unexpected turn of events, some players just get hit by the ball. Still, those with high reactions have better chances of controlling it, even in difficult situations.

Suppose the opponent’s goalkeeper has just saved a powerful shot, you get a rebound, press shoot, but your player doesn’t shoot, he just bluntly hits the ball; that happens because that player didn’t have enough reaction to getting both his body and foot in position properly to shoot. The reaction stat also influences dribbling, although it doesn’t quite make a player a better or worse dribbler, it allows your player to have the proper reaction when the opponent goes for a sliding tackle, tries and win the ball from you, and eventually, it even gives your player the ability to jump over a tackle attempt.