Special Abilities

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Special Abilities by Position or the list of Special Abilities for descriptions of what each SA does. Depending on a player's Archetype, there will be different Automatic Level Gains (ALG's) and Special Abilities (SA's) that receive a bonus or penalty. Special abilities that receive a bonus will be listed in green, while special abilities that receive a penalty will be listed in red.

Contents


With skill points the max an SA can go to is 10. Custom and Advanced Equipment can take it higher, it's been calculated that someone could get an SA to around 20.
There are diminishing returns over 10 though. It is generally considered bad building to put points in SAs before level 20 at least, and level 30 in most cases.


[edit] Cost to add to Special Abilities

SAs cost 1 skill point to start, except for the final SA in a tree, which costs 2. As you add levels to an SA the cost goes up by 1 every other upgrade. The final SA in a tree always costs 1 more than the equivalent upgrade to the other SAs.

So to get a SA to 10 the skill point cost goes like this: 1-1-2-2-3-3-4-4-5-5 (add 1 to each if it's the final SA in the tree).

[edit] Prerequisite Not Met explanation

In order to add to special abilities, you have to add from left to right. For example, for HBs, the Elusive Back Abilities tree looks like this:

Quick Cut -> Head Fake -> First Step -> Juke -> Spin

The rule for adding points to an ability is that points can be double that of the previous ability's level.

So if you put a point into Quick Cut, you can then put 2 points into Head Fake. If you don't have any points in Quick Cut, you'll get the "Prerequisite Not Met" warning if you want to add any points to any of the other special abilities.

[edit] Out of Position SAs

With Advanced Equipment you can get Special Abilities that your position doesn't normally have. Most are just situation specific, so if your guy finds himself in the situation described by the SA that the natural position might find themselves in, he'll be able to use it.

NOTE: This list is not complete, it's just ones that Bort has commented on.

[edit] SAs that work for everyone

[edit] SAs that do not work for everyone

[edit] SAs by Position

QB HB FB WR TE C OT G
• Pocket Passer • Elusive Back • Blocking • Possession • Blocking • Pass Blocking • Pass Blocking • Pass Blocking
• Scrambler • Power Back • Offensive • Speedster • Receiving • Run Blocking • Run Blocking • Run Blocking
DT DE LB CB FS SS K P
• Pass Rusher • Containment • Hard Hitter • Shutdown • Coverage • Coverage • Kicking • Punting
• Run Stuffer • Pass Rusher • Pass Rusher • Speedster • Hard Hitter • Hard Hitter


[edit] Bonus SA's

One Bonus SA is available upon dot creation, and bonus tokens can be used to purchase additional SA's. They include a subset of all in game SA's and the following.

New skills (and positions who can use them):

Balance All Players After being pancaked by an opposing player, the Balance ability gives this player a chance to keep his footing and avoid falling down. He will only stumble backward a bit instead. This works for both blockers and players being blocked.

This skill can be very important if this player is not very strong or gets knocked down a lot.

Additional Levels: Increases the chance of this player keeping his balance and not falling down.


Brace for Impact Offense The Brace for Impact skill allows this player to steel his body and reduce the chance of having the ball knocked loose by a punishing hit after a catch.

This skill is important for players who are often matched up against strong defenders.

Additional Levels: Increases the chance of Brace for Impact working, and the bonus toward not dropping the pass.


Catch in Stride Offense This player knows how to catch and pull in a pass. The Catch in Stride ability increases the chance that this player can catch a pass without slowing down.

This skill can be important for speedy receivers who have trouble pulling in passes quickly.

Additional Levels: Increases the chance of catching a pass cleanly.


Disguise Blitz LB/Secondary This player is a sneaky blitzer. The Disguise Blitz ability increases the chance that opposing QBs and blockers will not account for this player's blitz, leaving him unblocked, when he is playing any non-defensive-line position.

This skill is most useful for linebackers and secondary players who blitz a lot, especially against an offensive line with poor vision.

Additional Levels: Increases the chance of this player not being picked up by the offense.


Fire Up Defense Whenever this player gets a tackle for loss, forces a fumble, or 3rd/4th down tackle short of first down, The Fire Up ability allows him to fire up his teammates, giving all defenders on the field a boost to morale and energy.

This skill helps the entire defense play better when this player is a frequent playmaker.

Additional Levels: Increases the bonus to morale and energy.


Gang Tackle Defense Working together is the key to a good defense. The Gang Tackle ability gives this player a bonus to tackling ability when there are other tacklers within 2 yards.

This skill can mean the difference between the ball carrier breaking through multiple tacklers and bringing him down.

Additional Levels: Increases bonus to tackling ability.


Head Hunter Defense The Headhunter ability gives a bonus to causing fumbles, big hits, and monster hits when this player is traveling at or near full speed.

This skill works best for secondary players who can fly in and make the big hit.

Additional Levels: Increases bonus to causing fumbles, big hits, and monster hits.


Head of Steam LB/Secondary This player goes all out when he blitzes from a LB, CB, SS, or FS position, making him less likely to be pancaked or engaged in a block.

This skill is most helpful to lower strength players who get pancaked often during a blitz.

Additional Levels: Increases bonus to avoiding pancakes and blocks while blitzing.

Hurdle Offense This player can jump over diving defenders with ease. The Hurdle ability gives this player a bonus to avoiding diving tackles.

This skill tends to work best when the player has high jumping skill.

Additional Levels: Increases the bonus to avoiding diving tackles.


Jackhammer Defense Knock that ball loose! The Jackhammer skill gives a bonus to knocking the ball loose when tackling the receiver right after a catch.

This skill is works best when used by players who have higher strength and tackling skill.

Additional Levels: Increases the bonus to knocking a pass loose.


Open Field Fake Offense The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 10 yards.

This skill can help break down the last man on defense, leading to a TD.

Additional Levels: Increases the bonus to Head Fake and Juke skills.


Pummel Blockers This player is uses every advantage he can when blocking, really putting the hurt on his man. The Pummel skill decreases the morale of a defender when attempting to break this player's block.

This skill is important for all blockers, and can help even the playing field when they are overmatched.

Additional Levels: Increases penalty to defender morale by even more.


Quick Read Quarterback The Quick Read skill allows this QB to proceed through his checkdown progressions more quickly and find wide open receivers more easily.

This skill can be very helpful vs a smothering zone defense.

Additional Levels: Increases bonus to progression read ability and open man read ability.


Relentless Pursuit Defense This player will tirelessly pursue the QB. The Relentless Pursuit skill gives him a bonus to breaking pass blocks when the QB has not passed within 3 seconds.

This skill will improve the defense's chances of coverage sacks.

Additional Levels: Increases bonus to breaking blocks.


Scat Back Offense

Replacing VA Scat Back - still need description info


Surge Offense This player hits the hole with gusto when he is rushing. The Surge skill gives the player a burst of acceleration when he hits the line of scrimmage untouched on inside runs.

This skill is important for rushers who run up the middle a lot. It does not help rushing outside.

Additional Levels: Increases the acceleration boost.


Zone Focus Defense This player is best in zone coverage. The Zone Specialist ability gives a bonus to speed, agility, and vision when playing in zone coverage. This bonus does not apply after the defender sees the incoming pass, or after the ball has been caught.

This skill is very important for all defenders who play zone defense frequently.

Additional Levels: Increases the bonus to speed, agility, and vision when in zone coverage.

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