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DMF / OMF

Mid/Vital Area Master
Stats +30% when in the middle area or vital area.

Inspire (FW/AM)
+8% to stats when your team mate (FW/AM) selects the next command after you win at match-up
Special Skill Block
Block 2 Dribble Special Skills of your match-up opponent. (80% chance to activate)
Follow
When a team mate is alone in a defensive match-up within a certain area, there is 80% chance the player will join the match-up as well. Additionally, -20% in match-up to the player's stamina cost due to Follow effect. (Except GK)
Skill Block Cancel
Cancel up to 2 Special Skill Block(s) used against the player.
Bond
With 2 or more Agility-type players: Opponent team stats -8%




OMF


Price of confused fight
-5% to Special Skill force when your match-up opponent uses the next Special Skill after you lose at match-up (except GK)
Auto-Intercept Enhance (middle area)
100% chance to activate a Special Skill during an Auto-Intercept in the middle area. (Required Stamina: 0)
Inspire (Japanese Players)
+5% to stats when your Japanese teammate selects the next command after you win at match-up
Bond
With 2 or more Agility-type Japanese Players: All player stats +5%
Skill Block Cancel
Cancel up to 2 Special Skill Block(s) used against the player.








FW


Pedal to the Metal
All Stats +5% during Full Power Football
Stats Up
(My Team) Non-Japanese Asian Players: All stats +3%
Skill Killer
Stats +3% vs. Skill-type
High Ball Request
Receive a cross as a High-Flying Ball (80% chance to activate).
Stats Down
(Opponent) Japanese Players: All stats -2%






GK

Safety Zone
Stats +20% vs shots from outside the penalty area.

Master Catcher
Can catch a ball even if it breaks a catch.
Skill Block Cancel
Cancel up to 1 Special Skill Block used against the player.
Pedal to the Metal
All Stats +20% during Full Power Football




GK

Long Feed
When the GK kicks the ball to a teammate, it will go to the farthest teammate on your side. (100% chance)

Stamina Cost Down
Required Stamina -5% when using a Special Skill.
Stats Up
Japanese Players: All stats +2%
Full-body Stand
The higher the Stamina, the higher the force of Special Skills (Max 15%).
Safety Zone
Stats +10% vs shots from outside the penalty area.
Bond
With 2 or more Toughness-type Club players: All player stats +4.5%




GK


Stat Handicap Resistance
2% reduction to stat handicap effects vs. your teammates.
Master Catcher
Can catch a ball even if it breaks a catch.
Forward Killer
Stats +5% vs. Forwards
Bond
With 4 or more Skill-type players: All player stats +4%





DF




GK

Team Link (Club)
The more Club players in the match, the higher stats are boosted (Max 30%, 8 players)

Master Catcher
Can catch a ball even if it breaks a catch.
Full Power Gauge Up
Full Power Gauge +30% on a successful save
Bond
With 3 or more Agility-type Club players: All player stats +7%




GK

Full-body Stand
The higher the Stamina, the higher the force of Special Skills (Max 20%).

Full Power Gauge Up
Full Power Gauge +20% on a successful save
Rain/Puddle Resistance
Not affected by rain and puddles.
Bond
With 3 or more Agility-type Non-Japanese Players: All player stats +2%




OMF


Stats Down
Opponent Non-Japanese Players: All stats -3%
Recover
Decrease Stun time by 80%
Stats Up
Middle School players: All stats +2% (70% chance, Match-Up only)
Bumpy Ground Resistance
Not affected by Bumpy effect.
Stats Down
Opponent Non-Japanese Players: All stats -2%




OMF / FW


Auto-Intercept Enhance
70% chance to activate a Special Skill during Auto-Intercept. (Required Stamina: 0)
Direct Hotline (Matteo)
FW teammates get +5% to stats when selecting the next command after receiving a pass from Matteo
Bond
With 2 or more Skill-type players: Opponent team stats -3.5%
Stats Up
European Players: All stats +5%
Bond
With 2 or more Skill-type players: All player stats +3.5%




FW


Pedal to the Metal
All Stats +15% during Full Power Football
Critical Rate Up
Critical Rate x2
Skill Block Cancel
Cancel up to 1 Special Skill Block used against the player.
Bond
With 2 or more Toughness-type Non-Japanese Players: All player stats +4.5%
Pressure
-5% to Special Skill force when your match-up opponent uses the next Special Skill after you win at match-up (except GK)



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