| 1880 |
Direct Hotline (Takeshi) |
 |
Japanese teammates get +5% to stats when selecting the next command after receiving a pass from Takeshi |
C |
+5% |
100% |
| 1879 |
Insight |
 |
If an opponent's Auto-Intercept Enhance is activated when using a Pass Special Skill, there is a 50% chance of it being nullified. |
S |
+0% |
50% |
| 1878 |
Critical Rate Up |
 |
Critical Rate x8 |
S |
+700% |
100% |
| 1877 |
Hotline (Asia) |
 |
+5% to stats when selecting the next command after receiving a pass from Asian players |
C |
+5% |
100% |
| 1876 |
Team Link (Middle School - World Youth Players) |
 |
The more Middle School - World Youth players in the match, the higher stats are boosted (Max 30%) |
S |
+30% |
100% |
| 1875 |
Asian Player Killer |
 |
Stats +80% vs. Asian Players |
S |
+80% |
100% |
| 1874 |
Shot Killer (High-Flying) |
 |
Stats +2% against High-Flying Shots |
C |
+2% |
100% |
| 1873 |
Nationality Link (Europe) |
 |
The more European players in the match, the higher stats are boosted (Max 20%, 2 players) |
S |
+20% |
100% |
| 1872 |
Nationality Link (Asia) |
 |
The more Asian Players in the match, the higher stats are boosted (Max 20%, 3 players) |
S |
+20% |
100% |
| 1871 |
Match-Up Win Bonus |
 |
All stats +3% when you win at Match-Up (Up to 1 Time) |
C |
+3% |
100% |
| 1870 |
Cannon Shot |
 |
Removes and protects against Stats Down and Special Skill Force Down effects (excluding Bonds) when a Shot Special Skill is selected in a match-up, and knocks back any player that makes contact with the shot. Additionally, from the second match-up player onwards, the Special Skill Force is increased by 5% each time (max 20%) a player makes contact with the shot. |
S |
+5% |
100% |
| 1869 |
Hotline (Tsubasa) |
 |
’+40% to stats when selecting the next command after receiving a pass from Tsubasa |
S |
+40% |
100% |
| 1868 |
Follow |
 |
When a team mate is alone in a defensive match-up within a certain area, there is a 70% chance the player will join the match-up as well. (Except GK) |
S |
+0% |
70% |
| 1867 |
Support (DF, Japan) |
 |
One teammate DM Japanese player appears at 70% rate to support you on a solo defensive match-up. |
S |
+0% |
70% |
| 1866 |
Auto-Intercept Enhance (middle/vital area) |
 |
100% chance to activate a Special Skill during an Auto-Intercept in the middle/vital area. (Required Stamina: 0) |
S |
+0% |
100% |
| 1865 |
Right-Angle Feint |
 |
When you win a Match-Up with a Dribble Special Skill or a One-Two Special Skill, the Stamina of opponent players within a certain range of the position the player moved to is reduced by 30% of the Stamina cost of the Special Skill, and they are knocked back. Additionally, 30% critical rate next time you use a Special Skill.(Any player with "Stand Firm" is exempt from the knock-back effects.) |
S |
+30% |
100% |
| 1864 |
Hard Defence |
 |
When winning any type of defensive match-up (including Auto-Intercept and Auto-Block), the player has a 100% chance to knock back and stun opponent players within a certain area. (This effect does not trigger when winning by Block Order.) |
S |
+0% |
100% |
| 1863 |
Trust (Middle School - World Youth Players) |
 |
+5% to stats when your teammate (Middle School - World Youth player) selects the next command after you lose at match-up |
B |
+5% |
100% |
| 1862 |
Assign Will to Win (when inferior) |
 |
When losing with the score, teammate Middle School - World Youth players: Stats +5% |
A |
+5% |
100% |
| 1861 |
Inspire (Middle School - World Youth Players) |
 |
+5% to Special Skill force when your teammate (Middle School - World Youth player) selects the next command after you win at match-up |
B |
+5% |
100% |