Press release Balow:
New Season Enhancements
At the top of the leaderboards, every factor matters. So, if your Striker doesnโt have your favorite skill move, or your goalkeeper feels too short to make those big saves, you wonโt bring them to the pitch.
In the next Season, weโve made some calculated changes to a few systems to make player choice less binary:
- Players now have two skill moves
- All players will do Roulette when tapping the sprint button
- A secondary skill move can be triggered by swiping up from the button
- This move will be more specialized
- Skill move stun times are based on more attributes now, not just Dribbling vs. Marking
- A Goalkeeperโs Height will no longer be his most influencing attribute
In addition, weโve made loads of impactful fixes that smooth out the gameplay experience in the next Season.
Second Skill Move
In the next Season, every player will have two Skill Moves they can perform on the pitch: one is triggered by tapping the SKILL button, and the other is triggered by swiping up from the button.

Tap Skill Move
Every player will perform the Roulette when you tap on the Skill Button. Players with higher Agility and Ball Control attributes will perform their Roulette Skill Move faster.
Swipe Skill Move
This skill move will be unique to every player. At the start of the next season, players will have one of five skill moves:
- Lane Change Roll
- Flick Up
- Heel to Heel
- Flip Flap
- Rainbow
As new players get released as the season progresses, new skill moves will be given to different players.

Changes to Skill Move Stun Times
In VS Attack and Event matches, performing skill moves has a chance to stun the defender that is marking your player. In the current season, that stun was based on a simple stat check; however, this proved to be too simple, and it limited the types of useful players you could include in your team.
For the next season, we added a few more attributes to the stun calculation. This will make more dribblers and defenders viable for your team as the season progresses. These are the attributes used in calculating skill move stun times:
Dribbler
- Dribbling
- Ball Control
- Agility
Defender
- Marking
- Interceptions
- Reactions
When a skill move is performed, we add all those attributes together. If the dribbler has a higher total than the defender, he gets stunned for a brief time. The more the dribbler beats the defender, the bigger the stun.
Adjustments to Goalkeeper Height Strength
In the current season, Height was a very important stat for a goalkeeper. The problem is, there is no way to adjust a playerโs height; they are either tall or not.
This led to a situation where one of the most important attributes for a goalkeeper couldnโt be leveled up or boosted, so it made lots of goalkeepers ineffective by our top users.
In the next Season, weโve reduced the impact height plays on a goalkeeperโs ability to save the ball. Tall goalkeepers will still be strong, but shorter goalkeepers will also be viable options for your team.
VS Attack Possession Adjustments
Every time you get a VS Attack Possession and the ball possessor is a Defender on a breakaway, or your Right Mid is on the left side of the field, or you head the ball away in a counter attack and possession doesnโt end, it is frustrating. Weโve been working hard to remove all of the thorns from VS Attack, so every possession is smooth and not even a second is wasted.
In addition to improving end conditions and player selection, weโve also updated every single VS Attack Possession to make sure the next season has a whole new set of content for you to master.
Major Bug Fixes
Weโve put a lot of work into fixing up some of the biggest points of feedback in the current Season. When you gave feedback about being hauled down in the box and not getting a foul called, or blasting overpowered headers from 30 yards out, we heard you. Below youโll see some of the issues we focused on for the next Season.
Passing
- Long passes often resulted in momentum killing lobs, so weโve adjusted it to favour hard ground passes to keep the play alive
- Tapping to Pass will now play passes closer to your tap gesture than it did previously
Shooting
- Players will no longer kick the ball wide when shooting on an open goal
- High-rated players will be more accurate with headers and volleys
- Volleys and Headers will no longer be impossibly fast
- Long shot animations have been improved to make shooting more responsive
- Shot power and trajectories have been adjusted to be more realistic
Rules
- Defenders will receive more fouls for egregious tackles than before
Defending
- Player selection has been improved when switching while defending
- One player will always win the ball in a two-player header