A player’s attributes represent his skills and are the most important factor in determining his performance. They are split into three categories on each player’s Profile screen. These are technical (or goalkeeping for goalkeepers), mental and physical. Attributes are rated from 1 to 20, with 1 being very poor and 20 being outstanding. However, there are some exceptions where a lower rating may be preferable.
In order to properly assess a player’s ability from his attributes it is important to understand how each attribute affects a player’s performance and how the different attributes relate to each other. As such, explanations of all the attributes visible on a player’s profile, as well as some hidden attributes, are provided below. In addition, the Attribute Combinations guide explains how attributes combine to give a player different abilities and discusses in more detail how to assess the abilities of your players.
How high a goalkeeper’s hands can reach when jumping.
Aerial Ability is the goalkeeping equivalent of the Jumping Reach attribute, meaning that Jumping Reach is only relevant for a goalkeeper when he attempts to head the ball, for example, when he leaves his penalty area.
Command Of Area
How likely a goalkeeper is to attempt to claim aerial balls played into the box.
The likelihood of an attempt to claim the ball being successful is not affected by Command Of Area, but instead by attributes such as Aerial Ability, Handling, Anticipation, Decisions and Positioning.
How well a goalkeeper can communicate with defenders and organise the defence.
Higher Communication means that there will be more stability in your defence and less mistakes made.
How likely a goalkeeper is to perform unexpected and risky actions.
Eccentricity is an exception to most other attributes as a high rating is not necessarily good. Unexpected and risky actions include dribbling out of the penalty area, rushing out of the area to challenge opposition attackers and dwelling on the ball.
How well a goalkeeper can hold on to the ball when attempting to catch it.
Higher Handling reduces the likelihood of the ball being dropped or parried, potentially giving the opposition a goal-scoring opportunity or corner. It is particularly useful in wet weather conditions.
How far a goalkeeper can kick the ball.
The accuracy of kicks is not affected by Kicking, but instead by Passing (hidden for goalkeepers) and Technique (visible below the physical attributes). The creativity attributes Anticipation, Decisions, Teamwork and Vision also affect the effectiveness of a goalkeeper’s passing and kicking.
One on Ones
How well a goalkeeper can deal with one-on-one situations against opposition attackers.
How well a goalkeeper can react to shots.
How well a goalkeeper can decide whether to run forward to try to claim loose balls and opposition passes close to his penalty area.
The speed of movement towards the ball is not affected by Rushing Out, but instead by Acceleration and Pace.
Anticipation, Composure, Concentration and Decisions also affect how well a decision is made whether to rush out.
Tendency To Punch
How likely a goalkeeper is to choose to punch when dealing with an aerial ball that is potentially catchable.
Anticipation, Composure, Concentration and Decisions also affect how well a decision is made whether to punch or catch.
Higher Tendency To Punch can cause a goalkeeper to put more pressure on your defence by not catching the ball. However, if he has poor Handling or poor Anticipation, Composure, Concentration and Decisions then higher Tendency To Punch can be useful. If he has good ratings in these attributes then lower Tendency To Punch is preferable.
How accurately a goalkeeper can throw the ball to teammates.
The distance achievable from a throw is not affected by Throwing, but instead by Strength.