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Confirmed Skill Effects and Stat Changes in eFootball

@IZ4648
JAPONCA23 Eki 2026
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TL;DR

This guide details confirmed statistical changes for various eFootball skills, including Special and Regular abilities. It also provides a breakdown of how different weak foot levels negatively impact player attributes like accuracy and power.

Here, I will selectively introduce the items discovered via Amadeusz that involve numerical fluctuations and which I personally found useful.

Note: This article reflects information as of October 24, 2026.

《Impact of Weak Foot》

Accuracy

Finishing / Passing

Power

Curl

Trap Control

Dribbling

Highest

-3

-3

-3

±0

±0

High

-7

-10

-10

-2

-6

Normal

-11

-17

-17

-4

-13

Slightly Low

-15

-25

-24

-7

-20

《Special Skills》

Attack Surge

While you are not in possession and a teammate is on the ball, your Speed and Acceleration are increased by 3.

Attack Trigger

While you are in possession, all other teammates receive +3 Offensive Awareness.

Willpower

Each shot you take increases your Finishing and Kicking Power by 1 (up to a maximum of +8).

Aerial Fort

Inside your own penalty area during aerial duels, your Physical Contact and Jumping are increased by 4.

Game-Changing Pass

From the second half onwards, when the score is level or you are trailing, your Low Pass and Lofted Pass are increased by 6.

Shadow Hunt

When an opponent plays a pass (short, through, lofted, or cross) into the space behind you, Speed and Acceleration of DMFs, side-backs, and centre-backs are increased by 3. Does not activate on shots, clearances, or rebounds.

Visionary Pass

On first-touch plays when receiving the ball, your Ball Control, Low Pass, Lofted Pass, Finishing, and Heading are increased by 6.

Phenomenal Pass

When off-balance, Low Pass and Lofted Pass are increased by 6. The pass is 60% less likely to be mishit, and speed decay is roughly halved.

Phenomenal Finish

When off-balance, Finishing on shots is increased by 7. Power decay is roughly halved and mishits are reduced to one-fifth.

Fortress

From the second half onwards while your team is leading, your Defensive Awareness, Ball Winning, Aggression, and defensive positioning are increased by 6. This applies only to the player with the skill.

Magnet Feet

While in possession, for each opponent within 5 metres, your Dribbling, Tight Possession, Physical Contact, and Balance are increased by 2 (up to a maximum of +8).

Momentum Dribble

Upon entering the attacking third, your Dribbling, Tight Possession, Speed, and Acceleration are increased by 6.

GK Spirit Roar

From the second half onwards, your team’s centre-backs and side-backs receive +2 Physical Contact, Jumping, and Acceleration.

GK Directing Defence

While centre-backs and side-backs are in the defensive third, their Defensive Awareness and Aggression are increased by 2.

《Regular Skills》

Acrobatic Finishing

Finishing on acrobatic shots is increased by 5. Acrobatic volleys generate more power from the incoming ball and are less likely to be mishit.

Interception

Reaction speed to passes played by the player you are marking is 40% faster. Defensive Awareness is also increased by 5 when reading a pass.

Long-range Curler

Curl shots receive +5 Finishing from anywhere on the pitch. Maximum speed is increased by up to 3 km/h (peaks at 60% power).

Controlled Chip

Chip shots receive +5 Finishing. The speed at which running begins to negatively affect chip shots is raised from 11 km/h to 16 km/h.

Super-sub

From the second half onwards, all attributes except Stamina are increased by 1.

Through Passing

Low Pass and Lofted Pass are increased by 5 on through balls (both grounded and lofted). Teammates are also more likely to make forward runs while you are in possession.

Sliding Tackle

Ball Winning is increased by 5 while sliding.

Track Back

For the first 5 seconds after losing the ball, you can join the chase from 15 metres away instead of 5 metres.

Fighting Spirit

Accuracy loss on shots, passes, and headers caused by opponent pressure is reduced by 20%.

Drop Shot

Impact shots between 20–50% power become drop shots and receive +5 Finishing.

Backspin Lob

Long lofted passes (45 m+) played while moving slowly receive backspin and drop at the receiver’s feet. Lofted through balls no longer automatically curve.

Pinpoint Crossing

Low Pass and Lofted Pass are increased by 5 on crosses. When the game adjusts the cross trajectory, Curl is also increased by 5. Outside-foot crosses travel up to 5 metres farther.

Blocker

Defensive Awareness is increased by 5 within blocking range. Loose balls are reduced and the player will attempt blocks they would normally ignore.

Heading

Heading is increased by 5 on headed shots. In appropriate positions, the chance of a powerful downward header doubles (from 20% to 40%).

Man Marking

Defensive Awareness is increased by 5 while marking, and you track the opponent more closely.

Long-range Shooting

Finishing on shots from outside the penalty area is increased by 5.

Knuckle Shot

Impact shots with the strong foot at 50–65% power become knuckle shots and receive +5 Finishing. Free-kick rating is also significantly increased.

Rising Shot

Impact shots with the strong foot at 65–95% power become rising shots and receive +5 Finishing.

Long Throw

Throw-ins travel up to 37 metres instead of 30 metres and are slightly faster.

First-time Shot

Incoming balls are treated as 10% slower, making first-time shots from quick passes more stable.

First-time Pass

Incoming balls are treated as 10% slower, allowing clean first-time passes on balls up to 2.5 km/h faster.

GK Long Throw

Goalkeeper throws travel up to 50 metres instead of 30 metres.

High Ball Punt

Long punts land at 60 metres instead of 50 metres.

Low Ball Punt

Maximum height of the punt is reduced to 1–5 metres (instead of 5–12 metres).

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