All Madden 24 Attributes List

Attributes are the arbitrary statistics that measure the skills of a player in Madden 24. Attributes are usually measured on a scale from 0 to 100. The higher the stat, the better the specific player is at the activity the attribute measures. For example, a higher speed stat results in a player that has a better maximum running speed. There are lots of different attributes in the game. To help you better understand these attributes, here we list them all and explain what they represent.

Overall Ratings

Overall Rating (OVR)It is calculated by weighing certain attributes more heavily depending on the position of the player.
Strength Rating (STR)Higher the strength, the better a player will block or a defender will shed blocks and more effectively use power moves.
Agility Rating (AGI)Determines how nimble a player is. How well a player can extend themselves to make catches, how well they avoid contact and shift their weight, etc.
Change of Direction Rating (COD)Determines how quick a player can “cut” or change directions.
Speed Rating (SPD)Determines how fast a player will seem on screen.
Acceleration Rating (ACC)Rate at which player will reach their fastest speed.
Stamina (STA)Determines how fast a player will get tired and need to be subbed out. The higher the stamina, the longer a player can stay in the game without getting tired.
Awareness (AWR)How quickly a player will react to his surroundings.
Jumping (JMP)Determines how high a player can jump and catch a ball.
Injury (INJ)Determines how easily a player will be injured. A higher injury rating lessens the chance of a player getting hurt.
Toughness (TGH)How quickly a player can recover from an injury. A higher toughness rating allows players to recover more quickly and lessen the chance a player would be re-injured.

Passing-Specific Ratings

Throw Power (THP)Determines the distance and speed a player can throw a ball.
Short Throw Accuracy (SAC)Determines throwing accuracy on passes below 20 yards.
Medium Throw Accuracy (MAC)Determines throwing accuracy on passes between 20 and 40 yards.
Deep Throw Accuracy (DAC)Determines throwing accuracy on passes over 40 yards.
Throw on the Run (RUN)Determines throwing accuracy on passes made when the player is outside the pocket and on the run.
Play Action (PAC)Determines how well a player can fake out a defender when running a play-action pass.
Throw Under Pressure (TUP)Determines how accurately a player can throw under pressure.

Ball-Carrier Ratings

Trucking (TRK)Determines how fast the animation is and how well a player runs over and through an opponent.
Elusiveness (ELU)Determines a player’s ability to successful perform juke, spin, etc…
Ball Carrier Vision (BCV)How well an AI player runs for yardage. The higher the stat, the better the AI controlled player will be in getting yardage on run plays and or after a catch is made.
Stiff Arm (SFA)How often and how strong the players stiff arm animations are.
Spin Move (SPM)How quick the animation is and how often a spin will fake out a defender.
Carrying (CAR)Determines how well the player protects the football. A higher carrying rating will translate to fewer fumbles.
Juke MoveHow quick the juke animation is and how effective it is.

Receiving Ratings

Catching (CTH)How often the player will catch the ball in the open and in looser and medium coverage.
Catch in traffic (CIT)How well a player will bring in a catch in tight coverage or when a corner has safety help.
Route Running (RTE)How closely the player will follow their route that is shown in the coach cam (Playart).
Spectacular Catch (SPC)How often a receiver will win an aggressive catch or in a 2 man situation.
Release (RLS)How fast a player begins their route after the ball is snapped.

Defense Ratings

Tackle (TAK)How often a player will get a good tackle animation and also makes it less likely to brake his tackle.
Power Moves (PMV)How effective a player is at moves such as the bull rush or the rip when they are being blocked.
Finesse Moves (FMV)How effective a player is at moves such as the swim when they are being blocked.
Block Shedding (BSH)How effective a player is at getting off or freeing themselves from offensive players engaged block.
Pursuit (PUR)The ability of defenders to track down, take correct angles and relentlessly chase the offensive player carrying the ball.
Play Recognition (PRC)Ability of defensive players to recognize run/pass and specific routes at the snap of the ball.
Man coverage (MCV)How effective a player will be in sticking with assigned receiver in one on one coverage.
Zone coverage (ZCV)How effective a player will be in playing specific areas of the field, and guarding against receivers who enter into their specified area or zone.
Press (PRS)Ability of the DB to jam, disrupting and throw off timing of QB/WR’s relationship at the line of scrimmage.
Hit Power (HTP)How much power or force generated on hit-stick tackles.

Blocking Ratings

Pass Block (PBK)How effective a lineman/tight end will block on a passing play.
Run Block (RBK)How effective a lineman or tight end will block on a running play.
Impact Block (IBL)This is how well defenders and the offends do during blocks in open field when the ball is live.

Kicking Ratings

Kick Power (KPW)The power of the player’s kicks.
Kick Accuracy (KAC)The accuracy of the player’s kicks.
Kick Return (RET)How well a player can position themself and catch a Kick Return instead of muffing or fumbling it when it hits their hand.

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