Madden Wiki
Advertisement
Aaron Rodgers Madden 25 ratings

Aaron Rodgers' ratings in Madden NFL 25

Attributes or ratings are the arbitrary statistics that measure the skills of a player in the Madden NFL series. 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, a higher injury stat increases a player's resistance to injuries, and a higher throw power stat increases the distance that a player can throw the ball.

List of attributes[]

The following attributes are present from Madden NFL 15 onward:[1][2]

Overall ratings[]

  • Overall Rating (OVR): Overall player rating. It is calculated by weighing certain attributes more heavily depending on the position of the player. For example, quarterback‘s throwing power is more important for a quarterback than a defensive end. In turn, a defensive end's throwing power does not affect the DE's overall rating
  • 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, how far defenders can extend to reach tackles and disrupt passes in the air. Higher agility stat also grants more agile animations in game.
  • 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. With higher awareness ratings, blockers will set-up and react to blocking lanes better, wide receivers will look for the ball faster on routes, defenders will react to the ball faster in the air for zone and man coverage, while defensive lineman will react to run plays and slip screens faster.
  • 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, stutter step, 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
  • Juke Move (JKM): How quick the juke animation is and how effective it is
  • Carrying (CAR): Determines how well the player protects the football. A higher carrying rating will translate to fewer fumbles.

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. The Higher the better chance of diagnosing the offensive play called.
  • Man coverage (MCV): How effective a player will be in sticking with assigned receiver in one on one coverage. The Higher the less chance of DB getting beat by double moves.
  • 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. The Higher, the more difficult for a WR to get off line. ( However this is countered by high WR release rating)
  • Hit Power (HTP): How much power or force generated on hit-stick tackles. The higher the more likely this player will force more fumbles, and injuries of opposing ball carriers.

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 . The higher the stat, the more frequent and dominantly defenders will win blocks made by offensive players(WR, TE, RB, etc…) in open play. Where offense is concerned it’s the same but the roles are reversed. The higher the stat, the more frequent and dominantly offensive players will win blocks against the defense(LBs and Safeties) when running down the field to block and create lanes for the ball carrier to score a touchdown.

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.

References[]

Advertisement