S05 - FIFA Mobile - v5.0

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S5 FIFA MOBILE

Gamer’s Guide v5.0.0

BlackDeGamer
7 May 2021
Contents
DISCLAIMER & ACKNOWLEDGEMENTS & FEEDBACK ............................................................................................ I
1. DECLARATION OF TERMS ............................................................................................................................................ 1
2. INSTALLATION ................................................................................................................................................................. 1
2.1. TERMS AND CONDITIONS .................................................................................................................................................................. 1
2.2. DEVICE MINIMUM REQUIREMENTS ................................................................................................................................................. 1
2.3. DOWNLOADING THE APPLICATION ................................................................................................................................................. 1
2.4. RECOMMENDED CONNECTIVITY ENVIRONMENT .......................................................................................................................... 1
3. FIFA MOBILE RULES ....................................................................................................................................................... 3
4. ACCOUNT ............................................................................................................................................................................ 5
4.1. CREATING AN ACCOUNT .................................................................................................................................................................... 5
4.2. LEVELS AND RANKS ........................................................................................................................................................................... 5
4.3. INBOX ................................................................................................................................................................................................... 5
4.4. FRIENDS ............................................................................................................................................................................................... 6
4.5. CUSTOMISATION HUB ........................................................................................................................................................................ 6
4.6. RESOURCES ......................................................................................................................................................................................... 6
4.7. SAVING PROGRESS ........................................................................................................................................................................... 10
5. SETTINGS..........................................................................................................................................................................12
5.1. ACCOUNT MANAGEMENT ............................................................................................................................................................... 12
5.2. CUSTOMISATION .............................................................................................................................................................................. 12
5.3. HELP & FEEDBACK ......................................................................................................................................................................... 14
5.4. ADVANCED SETTINGS..................................................................................................................................................................... 15
6. BASIC GAMEPLAY ACTIONS.......................................................................................................................................16
6.2. IN POSSESSION ................................................................................................................................................................................. 16
6.3. OFF POSSESSION .............................................................................................................................................................................. 18
6.4. CHANGING H2H TACTICS ............................................................................................................................................................. 19
7. PLAYER DETAILS ...........................................................................................................................................................21
7.1. TRAITS............................................................................................................................................................................................... 21
7.2. ATTRIBUTES ..................................................................................................................................................................................... 24
7.3. BIOGRAPHY ...................................................................................................................................................................................... 27
7.4. SKILL BOOST..................................................................................................................................................................................... 27
7.5. TRAINING .......................................................................................................................................................................................... 28
7.6. RANKING ........................................................................................................................................................................................... 28
8. MY TEAM ..........................................................................................................................................................................30
8.1. STARTING 11 ................................................................................................................................................................................... 30
8.2. PLAYERS............................................................................................................................................................................................ 37
8.3. SKILL BOOST..................................................................................................................................................................................... 40
8.4. PERKS ................................................................................................................................................................................................ 40
9. LEAGUE..............................................................................................................................................................................41
9.1. CREATING A LEAGUE....................................................................................................................................................................... 41
9.2. JOINING A LEAGUE ........................................................................................................................................................................... 41
9.3. FAME ................................................................................................................................................................................................. 41
9.4. RANK ................................................................................................................................................................................................. 41
9.5. CHAT.................................................................................................................................................................................................. 41
9.6. LEADERBOARDS............................................................................................................................................................................... 41
9.7. FRIENDLIES ...................................................................................................................................................................................... 41
9.8. TOURNAMENT.................................................................................................................................................................................. 42
9.9. CHAMPIONSHIP................................................................................................................................................................................ 43
9.10. SETTINGS ....................................................................................................................................................................................... 44
10. COMPETITION MODES ..............................................................................................................................................46
10.1. VERSUS ATTACK (VSA) MATCH ................................................................................................................................................ 46
10.2. HEAD-TO-HEAD (H2H) MATCH ............................................................................................................................................... 49
10.3. SKILL GAME ................................................................................................................................................................................... 50
10.4. SQUAD BUILDING CHALLENGE.................................................................................................................................................... 50
11. EVENTS & QUESTS ......................................................................................................................................................51
11.1. EVENTS........................................................................................................................................................................................... 51
11.2. QUESTS ........................................................................................................................................................................................... 51
12. MARKET .........................................................................................................................................................................52
12.1. BROWSE ......................................................................................................................................................................................... 52
12.2. SEARCH........................................................................................................................................................................................... 53
12.3. SELL ................................................................................................................................................................................................ 56
12.4. MY LISTINGS .................................................................................................................................................................................. 57
12.5. MY BIDS .......................................................................................................................................................................................... 58
13. STORE..............................................................................................................................................................................59
14. NEWS, UPDATES, AND SUPPORT CHANNELS ...................................................................................................60
14.1. NEWS AND UPDATES CHANNELS ............................................................................................................................................... 60
14.2. RELEASE & PATCH NOTES .......................................................................................................................................................... 60
14.3. SUPPORT CHANNELS .................................................................................................................................................................... 60
14.4. LANGUAGES ................................................................................................................................................................................... 61
15. END OF THE SEASON .................................................................................................................................................62
16. BIBLIOGRAPHY............................................................................................................................................................63
Disclaimer & Acknowledgements & Feedback
Disclaimer
I am just another FIFA Mobile gamer and not an employee of Electronic Art Inc. or any
of its subsidiaries or partners. This is not an official publication by FIFA Mobile’s
developer: Electronic Arts.

The content you will find in this document is partly my own. Another part of the content
you will find here has been either paraphrased or been copied and pasted from its
sources.

I am putting this information together so that any FIFA Mobile gamer can find all the
basic information about the game in one place.

Content from the websites I use as sources can quickly be outdated, I will always make
an effort to contact the FIFA Mobile Studio for input and content accuracy verification
before every new version of this document is released (hopefully they’ll help ).

Acknowledgements
On this document version, I thank the following contributor:
• FDWB

and reviewers:
• EA_Jason
• avez17

Feedback
Any feedback regarding this document is welcome. You can contact me ‘BlackDeGamer’
at FIFA Mobile’s Answers Head Quarters (AHQ)

i
1. Declaration of terms
In this document I (the writer of this document) will use:
• ‘Gamer/gamers‘ to refer to you and other human beings playing the FIFA
Mobile game.
• ‘Player’ to refer to a character used by a gamer in FIFA Mobile.
• ‘Player card’ to refer to a visual in FIFA Mobile that represents the player and
his characteristics.

2. Installation
2.1. Terms and conditions
By downloading and using the FIFA Mobile game you agree to the terms written in the
Electronic Arts User Agreement. You can find the agreement here.

2.2. Device minimum requirements


FIFA Mobile can be played on a mobile device running on iOS or Android operating
systems.

FIFA Mobile has two different minimum specifications requirements: one for
downloading FIFA Mobile and another for the Head-to-Head game mode.

The minimum requirements for downloading the FIFA Mobile application are the
following:

iOS
• iPhone 5s and later.
• iPod Touch (6th Gen).
• iPod Air and later.
• iPad Mini 2 and later.

Android
• At least 1GB Ram.
• ARM-based, Quad-Core (with a clock speed of 1GHz).
• Android OS version 6.0 or later.

2.3. Downloading the application


The FIFA Mobile application is available in the App Store (For iOS mobile devices) and
Google Play (For Android mobile devices)

2.4. Recommended connectivity environment


Gamers often ask how they can know whether their internet connection is "good" or
"bad" for playing FIFA Mobile. The answer is not easy because the true answer depends
on several factors unique to the hardware of, network architecture around, and
locations of the server and the gaming device.

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For good user experience in all parts of the games, the recommendation is given for
each of the following metrics:

2.4.1. Download speed


This is how fast information can get from the internet to your device. It is measured by
how many bits of information can be delivered per second.

Recommendation: The higher, the better.

2.4.2. Upload speed


Upload speed measures how fast data can get from your device to the internet. It is
measured by how many bits of information can be delivered per second.

Recommendation: The higher, the better.

2.4.3. Latency (Ping)


Latency measures how long it takes for a signal (called a ping) to travel to an internet
server and back. Because of varying traffic on the internet, this value changes over time.

Recommendation: The closer to 0, the better.

2.4.4. Jitter
This is the variance of latencies experienced over a given time. When packets arrive at
rapidly alternating speeds (fast, slow, fast, slow), the gaps between them create an
inconsistent flow that negatively impacts real-time services.

Recommendation: The closer to 0, the better.

2.4.5. Data loss


Files are not transferred across your network fully formed. Instead, they are broken
into easy-to-send chunks called packets. If your connection is suffering high packet loss,
you are likely to experience unresponsive services, frequent disconnects, and recurring
errors.

Recommendation: The closer to 0, the better.

There are applications on the internet that you can download, use to test your
connection, see the above metrics and make your assessment about how ‘good’ your
connection is. EA-Help recommends Speedtest app.

2
3. FIFA Mobile rules
There are a few specific rules that Electronic Arts (EA) wants you to know about, so you
and other players have the best experience possible. These rules are to keep things fun
and fair for everyone that plays FIFA Mobile.

3.1.1. Do not cheat in-game


Cheating can include but is not limited to, using external tools, performing in-game
exploits, and abusing glitches or bugs.

For example, if you work with other players or accounts to increase your rank, it is
cheating. It creates an unfair advantage on the field. Do not do it.

In-game cheating is not fair play and hurts the experience for the players you are
playing against.

3.1.2. Do not hack other players’ accounts


Accessing another player’s account is totally and completely against the rules.

3.1.3. Do not buy Coins


You can earn FIFA Mobile coins by playing, buying, and selling items in the market, but
buying coins from a third party is against the rules.

A few ways to earn FIFA Mobile coins legitimately are:


• Playing live events
• Completing daily activities
• Buying and selling players and other items on the market

Buying coins unlevels the playing field. It affects the player economy when the prices of
items in the Market increase and become unaffordable. When coin buyers buy cheap
items in the market, they take away the opportunity to buy affordable items from
players who earned their coins legitimately.

If you buy coins, you are at risk of having your account information stolen by phishers.
Coin sellers need account login information to give out coins, so that means they can
just as easily remove items from your account, too. They can also turn around and make
a profit off of the items they steal and hack someone else. Help keep your account safe
and do not give your login information to anyone.

Buying “mule” accounts or performing comfort trades are also not allowed. These things
are against EA’s gameplay rules because they harm the game economy, and they
damage gameplay for you and other players. Do not do it.

3.1.4. Do not farm Coins


As stated in 3.1.3, you can earn coins in a bunch of different ways in FIFA Mobile. But
farming coins is a big no-no.

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Coin farming is when you get coins fast and illegitimately, either by using bots in the
market or by tricking the game into thinking you are playing matches when you are not.

When you store a lot of coins on your account, that is cool. As long as you are earning
those coins the right way in-game. If you use any sort of bot or disconnection methods
in-game so you can earn coins fast and illegitimately, that is breaking the rules.

3.1.5. Do not distribute or sell coins


Coin selling and distribution hurts the FIFA Mobile economy. That means disrupting the
safe buying and selling environment that legitimate players are trying to use to get the
players they need for their team.

3.1.6. Do not buy FIFA Points from a third-party seller


There are only two ways to get FIFA Points: Buying them in-game and earning them
when you complete some activities in the game.

Like buying coins from a third party, you are risking having your account information
stolen by phishers. These sellers need your account login information to get the points
and you are risking them hacking you or someone else in the process.

3.1.7. Do not abuse or use bots in the Market


Using bots or exploiting the market in any way gives an unfair advantage and hurts the
experience for you and other players. It can also negatively affect the affordability of
certain items that are for sale in the market, making it harder for legitimate players to
enjoy the game they know and love.

3.1.8. Do not make false claims


Making a false claim to EA Help Advisors or any other EA representative is against the
gameplay rules, and it’s not cool. Breaking the rules makes it hard to offer a fun, safe,
and secure environment for you and all players.

3.1.9. What happens if you break the rules?


If you break the rules, EA might:
• Reset your Fans.
• Suspend your account or permanently ban it in serious cases.
• Restrict your access in other ways.

The complete rules can be found in section 6 of the Electronic Arts User Agreement.

4
4. Account
After successfully downloading the FIFA Mobile app and launching it, you will need to
create an account before proceeding into the game.

4.1. Creating an account


The game requires you to input your age and a username to create your account.

4.2. Levels and Ranks


4.2.1. Experience (XP)
Your account level is 0 when you begin a FIFA Mobile season. You can increase your
account level from 0 by accumulating experience points. Completing certain matches
and/or levelling up Skill Boosts, awards experience points.

Reaching certain account levels unlocks some of the locked game features.

4.2.2. VIP points


Your VIP Rank is 0 when you begin the FIFA Mobile season. You can increase your VIP
Rank from 0 by accumulating VIP points. Completing certain daily quests and buying
certain items in the game store awards VIP points.

At every rank level, you unlock, you get rewards and unlock a VIP store-pack you can
purchase using FIFA points. The rewards can be one or a combination of:
• XP bonus - This reward increases the amount of XP points your account earns
from playing matches and skill games
• Coin bonus - This reward increases the number of coins your account earns from
playing matches and skill games
• Gems – these are described in section 4.6.3 Gems
• Market perk - This reward removes the 5% tax associated with any player-sale
transaction you make in the market

The VIP Store pack can be one of:


• Coins
• Gems
• Skill boosts
• Training XP

4.3. Inbox
An inbox is a place where you will receive system-generated messages relating to your:
• Rewards
• Matches
• Market activities
• Leader-boards
• League invitations
• Friend requests

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4.4. Friends
You can add up to 32 friends or foes to your friends' list and keep track of your wins and
losses. You can see each friend’s status as Online (green), Offline (grey), or in a Match
(red).

Friends can be added in different ways:


• Search: Look for any friend by their username
• Recommended friends: Check out a list of gamers who are recommended based
on similarities in their account data, like account level and squad’s overall rating
• After a match: Send a friend request to your opponent in the post-match
summary screen after a VS Attack or Head-to-Head match

All friend requests are sent to the inbox, where the gamer being requested can either
accept or decline the friend request.

4.5. Customisation hub


The customisation hub allows you to personalise your gameplay with logos, badges,
emotes, and kits.

4.6. Resources
4.6.1. Stamina
This is the quantity that needs to be accumulated in your account because different
amounts of it are required to play certain game modes.

Regular Stamina
Stamina typically required for season-long events such as VS Attack and Head-to-Head
in Division Rivals event, is referred to as ‘regular stamina’.

Your account’s capacity to store regular stamina increases as your account level
increases. Anytime your account is not at its full capacity, regular stamina is
automatically filled by 1 unit every 5 minutes until full capacity has been reached. At full
capacity, the regular stamina will stop to automatically accumulate. However, any
stamina gained from any part of the game will still be added to your accumulated
regular stamina.

When your account is very low on regular stamina, you can replenish it by watching
advertisements.

On the topmost panel of the game, you can always view how much regular stamina you
currently have.

Event-energy
Some events, within the season, have their type of stamina that needs to be accumulated
and used for game modes within the event. We typically refer to this type of stamina as
‘event energy. The event-energy capacity is the same for every gamer. The event-energy
capacity and the refill times may vary with each event.

6
After getting into an event’s hub: on the topmost panel of the game, you can always view
how much event energy you have. You can typically gain more event energy through
watching daily ads or through purchasing weekly coin packs.

4.6.2. Coins
This is a virtual currency in the FIFA Mobile game which can be used to buy players or
some resources or train players. Coins can typically be gained:
• From selling players in the market
• As a reward for playing certain matches or completing milestones or unlocking
nodes within certain events
• Through purchases from the store
• By completing quests

On the topmost panel of the game, you can always view how many coins you currently
have.

4.6.3. Gems
Gems are a virtual currency in FIFA Mobile which can be used to purchase packs within
some events, and some offers in the game store. Gems can typically be gained:
• By completing quests
• As a reward for playing certain matches or completing milestones within the
events
• Through purchases from the store

On the topmost panel of the game, you can always view how many gems you have
accumulated.

4.6.4. FIFA points


FIFA Points are a virtual currency in FIFA Mobile which can be used to purchase packs
within some events, and some offers in the game store. FIFA points can typically be
gained:
• As a reward for completing milestones within certain events
• Through purchases from the store

On the topmost panel of the game, you can always view how many FIFA Points you have
accumulated.

4.6.5. Training XP
This is a resource that can be used to increase a player card's overall rating and increase
some values of a player card’s attributes.

Training XP can be gained:


• By completing milestones or unlocking nodes within certain events
• By completing quests
• Through purchases in the game store
• By claiming or buying other player-cards (Trained and untrained cards contain a
certain amount of Training XP)
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Typical Training XP comes in different units such as 100, 500, 1000, 2500, 5000, 10000,
50000, 100000 etc.

To see which and how many Training XP units you have accumulated:
• Go to the “My Team” hub
• Tap on any of the cards on your line-up (popup menu will show)
• Tap on “Train”
• Under the “Available items” panel, sift through your reserve players (if you have
any) to identify which and how many Training XP units you have.

4.6.6. Skill boosts


A skill boost is a resource that can increase (boost) your player card's overall rating and
some of its attributes. For the full or partial boost to apply, the player-card should be
placed on certain positions in a formation. Each player-card has one associated skill
boost throughout the season, but one skill boost can apply to many of your different
player-cards.

A full Skill boost bonus is applied when the player-card is in position, and a partial boost
is applied at an alternate position. No boosts are applied if a player is too far away from
their native position.

Skill boosts can be gained:


• By completing milestones or squad building challenges or winning some matches
or unlocking nodes within certain events
• By completing quests
• Through purchases in the game store

There are 25 different types of skill boosts and each skill boost can be levelled up from 0
up to 25. You can level up the skill boost once you have gained a certain number of its
duplicates. Levelling up the skill boost also costs coins.

Inside the “My team” hub and under the “Skill boost” section, you can see all the skills
boosts. You can see how many duplicates of each skill boost you have collected; the
current level of the skill boost and how many duplicates are needed to level up the skill
boost.

When you tap on the skill boost, you will see:


• Which of your player-cards, on the active line-up and in your reserve, can be
boosted by this skill boost
• As a percentage, how much it boosts the associated attributes of the player-card
• How much it will cost to level up the skill boost to the next level

4.6.7. Perks
Perks are a virtual currency in FIFA Mobile which can be used to purchase some team-
wide upgrades such as OVR boost, Chemistry Boost, Max chemistry and Bonus line-up.

Perks can typically be gained:


• As a reward at the end of the league vs league tournament
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• By redeeming perk vouchers in the league matchups event
• By claiming a free pack and AD pack in the game store, every 10 hours

Inside the “My team” hub and under the “Perks” section, you can see all the perks you
have accumulated and all the upgrades you can buy.

4.6.8. Shards
Shards are resources used in combination with using a separate player to rank up any
player rated 80 or above. As you rank a player up, a combination of different shard
types may be required.

Shard types
• Common
• Rare
• Epic
• Legendary

To see which and how many shards you have accumulated:


• Go to “My team” hub
• Tap on any of the cards on your line-up (popup menu will show)
• Tap on “Train”
• Tap on “Rank up”

4.6.9. Bonus OVR


This is a resource that adds the OVR-bonus to any of your line-ups.

This resource can only be purchased using Perks

Inside the “My team” hub and under the “perks” section, you can see how much Bonus
OVR you have bought and can still buy.

Inside the “my team” hub and under the “starting 11” section, when you click on the
information icon you can see how much Bonus OVR has been applied to the line-up in
view

4.6.10. Chemistry boost


This is a resource that increases the total baseline chemistry points of any of your line-
ups.

This resource can only be purchased using Perks

Inside the “My team” hub and under the “Perks” section, you can see how much
chemistry boost you have bought and can still buy.
the
Inside the “My team” hub and under the “Starting 11” section, when you click on the
information icon you can see how much Chemistry boost has been applied to the player-
cards in your line-up.

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4.6.11. Max chemistry
This resource increases the capacity of chemistry points, above 120, any of your line-
ups can include as part of the line-up’s chemistry rating.

This resource can only be purchased using the Perks.

Inside the “My team” hub and under the “Perks” section, you can see how many Max
chemistry upgrades you have bought and can still buy.

Inside the “My team” hub and under the “Starting 11” section; when you click on the
information icon you can see how many chemistry points beyond 120 can be included
as part of the line-up’s chemistry rating.

4.6.12. Bonus line-up


This is a resource that adds a new line-up to your account.

This resource can only be purchased using Perks.

Inside the “My team” hub and under the “Perks” section, you can see how many Bonus
line-ups you have bought and can still buy.

Inside the “My team” hub and under the “Starting 11” section; when you click ‘line-ups”
you can see all your line-ups and manage them.

4.7. Saving progress


To save your account progress, you need to link FIFA Mobile to one of the following
accounts:
• Game Centre (iOS)
• Google Play (Android)
• Facebook (iOS & Android)
• Apple Account (iOS)

Linking FIFA Mobile to any of the accounts above gives you the ability to play FIFA
Mobile using multiple devices without losing your account progress. Your progress can
be recovered after you reset your phone to factory settings or update its OS or delete
the FIFA Mobile app or are using a new mobile device.

Not linking FIFA Mobile to your account


Without linking to an account, you will play as a guest. Guests can only save account
progress directly to a mobile device the game is being played on.

Playing as a guest has a few drawbacks:


• You can only play your game on the device you downloaded and have an account
on. Your game will not move over to different devices
• All game progress will be lost if you factory-reset your device, install a major OS
update, or delete the app
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• Lost game progress is permanent. Electronic Arts cannot recover an unsaved
game-progress

Linking an account
Here is how to manually link an account :
• Open FIFA Mobile
• Go to the Settings menu
• Under “Setting”, choose “Link Accounts”
• Click ‘Link’ next to the option you want to link (like Facebook, Game Centre, or
Google Play)

11
5. Settings
5.1. Account management
Link Accounts
This is where you can link your FIFA Mobile to any of the following accounts to save
progress and play the game on multiple devices:
• Game Centre (iOS)
• Google Play (Android)
• Facebook (iOS & Android)
• Apple Account (iOS)

5.2. Customisation
5.2.1. Select crest
A crest is a logo of the football club you would like to associate your active line-up to. In
the main menu of the game, on the ‘My team’ hub’s panel, the crest will appear next to
your active line-up’s rating.

When inviting gamers to the league via the ‘My league’ hub, every search result will
have the name of the club (associated with their crest) shown under ‘My team’.

If the crest is not chosen, the default crest and name are “FIFA Mobile“ image and text
respectively.

5.2.2. Preferences
Mute incoming requests
This setting enables/disables the sound effects associated with incoming friend
requests.

Menu SFX
This setting enables/disables sound effects associated with selecting menu items.

Menu music
This setting enables/disables music within the game menu.

In-game SFX
This setting enables/disables sound effects associated with the gameplay in a match.

Gestures only
When this option is turned on, ‘Shoot’, ‘Pass’ and ‘Through’ buttons are disabled.
Otherwise, ‘Shoot’, ‘Pass’ and ‘Through’ buttons are enabled in addition to gestures.

Auto-pass and shoot


When this option is turned on: players dribble, pass and shoot without user input.
Otherwise, players only dribble without user input.

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Auto-switching
When this option is turned on, switching will occur automatically when defending.
Otherwise, switching will happen as directed by the gamer’s input.

Floating virtual stick


When this option is turned on, the virtual stick follows your finger. Otherwise, it is
anchored to a location.

Large virtual stick


When this option is turned on, the virtual stick is larger. Otherwise, it is smaller.

Large buttons
When this option is turned on, game buttons are larger. Otherwise, they are smaller.

Game controls
When this option is turned on, during the game, the virtual stick is on the right and
other buttons on left. Otherwise, the virtual stick is on the left and other buttons on the
right.

Display visual feedback


When this option is turned on, during the game you will see visual feedback when some
actions are being/have been performed by your player (e.g., Shot and passing
curvature/height). Otherwise, the visual feedback will not be shown.

Radar
When this option is turned on, during the game, you will also see a visualisation of the
top-down view of the players and the ball. Otherwise, a top-down view of the players
and the ball will not be shown.

Always attack left-to-right


When this option is turned on, during the game, your team always attacks towards the
right side of the field. Otherwise, your team attacks towards the left side when the sides
are swapped.

5.2.3. Graphics
This setting allows you to set the level of graphical detail in any of your matches. There
are three graphic-details options: very low, low, and high. If you see the word
“recommended” next to one of the options, that is usually the best level for your device.

You can select any option you like, despite the recommendation.

5.2.4. Push notes


This setting gives you the ability to turn on/off some or all of FIFA Mobile’s push
notifications.
1) General notifications – with this setting, you can turn on/off all push
notifications at once

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2) Energy refill - With this setting, you can turn on/off all push notifications that
pop up when your regular stamina or event energy is refilled
3) Pack cooldown - With this setting, you can turn on/off all push notifications that
pop up when you can claim the free packs in the FIFA Mobile store
4) Market - With this setting, you can turn on/off all push notifications related to
your sold and/or expired listings
5) League Tournament - With this setting, you can turn on/off all league push
notifications when the tournament starts, when the tournament is about to end
and when the tournament ends

5.3. Help & Feedback


5.3.1. Help Manual
This setting will take you to https://help.ea.com/en/fifa/fifa-mobile/ where you can
find archived and community content about FIFA Mobile.

5.3.2. Customer Service


This setting will take you to https://help.ea.com/en/fifa/fifa-mobile/ where you can
contact FIFA Mobile’s support team about any issues you have encountered or continue
to encounter in the game.

5.3.3. User feedback


This setting will take you to your OS’s store where you can rate the FIFA Mobile
application and/or leave a comment.

5.3.4. Legal
This setting offers options, around the use of your data, that you can turn on/off. This
setting also provides you with or directs you to sources of information that binds
you/you need to know.
1) About – This setting declares the authorities, copyrights and trademarks of items
(such as logos, images, names, kits etc) used within the FIFA Mobile application
2) Privacy and cookie policy – this setting will take you to a website that describes
how Electronic Arts Inc. (including our subsidiaries and affiliates) processes the
personal information they collect about you when you use their mobile, online,
and downloadable products and services (EA’s privacy and cookie policy.)
3) User agreement – this setting will take you to a website that shows an agreement
that governs your access and use of products, content and services offered by EA
and its subsidiaries
4) Impressum – This is a statement disclosing the business entity responsible for
the FIFA Mobile application in your region, their contact information and some
other basic information about the entity
5) Usage sharing - you can turn this on or off based on whether you want EA to
collect data from your device to develop their products and services, or not

If this setting is disabled, EA will only collect your device’s data they need to
provide you with the necessary online services as stated in the EA’s privacy and
cookie policy.

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6) Regional leader-boards – you can turn this on or off based on whether you want
EA to group you with other users based on your geographic location on the
leader-boards, or not

EA groups users together based on similar geographic locations to provide


options to engage with the FIFA Mobile application and other users

If you opt-out: your account will be removed from any active regional leader-
boards and will not be included in the future regional leader-boards as long as
this setting is turned ‘off’
7) Third-party advertisements – you can turn this on or off depending on whether
you want the game to show, within your account, personalised advertisements
or not

When this setting enabled or disabled, you will still see third party
advertisements. FIFA Mobile relies on third-party partners to deliver
personalised in-game advertisements
8) Targeted offers – you can turn this setting on or off depending on whether you
want the game to show popup offers that are targeted based on your activity
within the game, or not

5.4. Advanced Settings


5.4.1. Clear Cache
This setting triggers the FIFA Mobile application to re-download all its assets.

Generally, ‘caching’ means keeping a local copy of some data that may be:
• Stored elsewhere in a harder-to-reach place (like on the hard drive rather than
in RAM, or hosted on a server somewhere on the web)
• Time-consuming to compute from scratch

This way, the FIFA Mobile application saves the time of re-fetching/re-computing the
data when it needs it repeatedly.

5.4.2. Credits
Here you will see a list of names of teams and people involved in the production of the
FIFA Mobile product

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6. Basic gameplay actions
6.1.1. Virtual stick
Hold and move the virtual stick in a direction you want your player to move to. You can
also use the virtual stick in combination with the buttons to direct passes, shots and
clearances.

6.2. In possession
6.2.1. Kickball
With buttons
Make your goalkeeper kick the ball – tap the ‘kickball’ button (you can also put more
power behind your kick: press on the ‘kickball’ button and release when the power
gauge is up to your liking.)

Without buttons
Make your goalkeeper kick the ball – tap on the space/player you want the goalkeeper
to send the ball to (the CPU will determine whether to send it as a kickball or throw-
ball). You can also swipe.

6.2.2. Drop ball


With buttons
Make your goalkeeper drop the ball – tap the ‘drop ball’ button.

6.2.3. Throw-in
With buttons
Make your goalkeeper throw the ball – tap the ‘throw’ button (you can also put more
power behind your keeper’s throw: press on the ‘throw’ button and release when the
power gauge is up to your liking.).

Without buttons
Make your goalkeeper kick the ball – tap on the space or player you want the
goalkeeper to send the ball to (the CPU will determine whether to send it as a kickball
or throw-ball).

6.2.4. Pass
With buttons
• Ground pass – tap on the ‘pass’ button
(you can also roughly determine how far your player’s ground pass should
travel: press on the ‘pass’ button and release when the gage has filled up to your
liking)
• Lob pass – press and swipe-up on the ‘pass’ button
(you can also roughly determine how far your player’s lob pass should travel:
prolong the swipe-up motion of the lob pass and release when the gauge has
filled up to your liking)
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• Wall pass – double tap on the ‘pass’ button
• Ground through-pass - tap on the ‘through’ button
(you can also roughly determine how far your player’s ground through-pass
should travel: press on the ‘through’ button and release when the gage has filled
up to your liking)

• Through lob-pass - press and swipe up on the ‘pass’ button


(you can roughly determine how far your player’s through lob pass should
travel: prolong the swipe-up motion of the through lob pass and release when
the gage has filled up to your liking)
• Ground cross – press and swipe-left on the ‘pass’ button
• Low cross - press and swipe-right on the ‘pass’ button

Without buttons
• Make your player perform a pass – tap on the player/space you want the ball
moved to. The CPU will determine the kind of pass to make to deliver the ball to
your player.

6.2.5. Dribble
• Make your player perform a primary skill move – double-tap the ‘sprint & skill’
button

• Make your player perform a secondary skill move – press and swipe-up on the
‘sprint & skill’ button

6.2.6. Shoot
With buttons
(the ‘shoot’ button shows when your controlled player is in the opponent’s half)
• Make your player perform a straight shot – tap the ‘shoot’ button (you can also
put more power behind your player’s shot: press on the ‘shoot’ button and
release when the shooting-power gage is up to your liking. The more the power,
the higher the shot elevation)
• Make your player perform a finesse shot – press the ‘shoot’ button and swipe-
down
• Make your player perform a fake shot – press the ‘shoot’ button and swipe-left
• Make your player perform a chip shot - press the ‘shoot’ button and swipe-up

Without buttons
• Make your player perform a straight shot – swipe towards your target area (you
can also put more power behind your player’s shot by adjusting the speed of
your swipe-action: The quicker the swipe, the more the power, the higher the
shot elevation)
• Make your player perform a finesse shot – swipe in a semi-circle shape towards
the goal post
• Make your player perform a chip shot – tap on the open space between the
goalposts

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6.2.7. Clear
With buttons
(the ‘clear’ button shows when your controlled player is in your team’s half)
• Make your player clear the ball – tap on the ‘Clear’ button

Without buttons
• Make your player clear the ball - swipe away from the area you want to clear the
ball from

6.2.8. Sprinting
• Press and hold the ‘sprint & skill’ button

6.2.9. Corner-kicks
Make your player shoot/pass from a corner kick spot by doing either of the following:
• Tap on space or one of your players
• Swipe towards the goal (the speed of the swipe determines the height of the
shot; the shape of the swipe determines the spin on the ball)

A free-kick taker is automatically chosen by the game. (The game chooses the midfield
player with the highest ‘curve’ attribute in your playing team).

6.2.10. Free Kicks


Make your player shoot/pass from a free-kick spot by doing either of the following:
• Tap on space or one of your players
• Swipe towards the goal (the speed of the swipe determines the height of the
shot; the shape of the swipe determines the spin on the ball)

A free-kick taker is automatically chosen by the game. (The game chooses the player
with the highest ‘free-kick attribute in your playing team).

6.2.11. Penalties
Make your player shoot from a penalty spot by doing either of the following:
• Tap on space between the goalposts
• Swipe towards any place between the goalposts (the speed of the swipe
determines the height of the shot; the shape of the swipe determines the spin on
the ball)

A free-kick taker is automatically chosen by the game. (The game chooses the player
with the highest ‘free-kick attribute in your playing team).

6.3. Off possession


6.3.1. Switch player
With buttons
• Switch players – tap on the ‘Switch’ button to change to another player to control

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Without buttons
• Switch players - tap another player you want to control

6.3.2. Tackling
With buttons
• Make your player perform a standing tackle – tap the ‘Sprint & tackle’ button
• Make your player perform a sliding tackle – tap the ‘slide’ button
• Make your player contain an opponent and perform a standing – press and hold
‘Sprint & tackle’ button

Without buttons
• Make your player perform a standing tackle - swipe
• Make your player contain an opponent and perform a standing tackle– press and
hold the player possessing the ball

6.3.3. Second defender


With buttons
Pressing the ‘2ND Def ‘ button will bring one of your nearest players to help defend
against an attack.

6.3.4. Free kick


With buttons
• Make your wall creep – tap on the ‘wall creep’ button
• Make your wall jump – tap on the ‘jump’ button
• Make one of your players forming a wall, to rush - tap on the ‘wall rush’ button
• Switch players

6.3.5. Penalties
Make your goalkeeper save penalty by correctly timing either of the following actions
for the incoming shot :
• Tap on space between the goalposts where you want your goalkeeper to dive to
• Swipe towards the direction you want your goalkeeper to dive to

6.4. Changing H2H Tactics


When playing a Head-to-Head match against another gamer, you have an option to
change your line-up’s tactics.

Attacking
Selecting this option puts your team’s focus on the final third and commits more players
forward, to have greater chances in Attack.

Balanced (default)
Selecting this option sets your team to play to its midfield’s strength to provide
coverage during either an attack or defence.

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Defensive
Selecting this option puts your team’s focus on its defensive third and commits more
players back, to increase your team’s chances of stopping the opponents from scoring.

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7. Player details
7.1. Traits
7.1.1. Height
Height helps players get to air balls first, and when paired with a strong Jumping
attribute, gives a player a significant aerial advantage over an opponent.

Goalkeepers benefit a lot from height and combining a tall goalkeeper with a great GK
Diving stat will help them reach those shots that are placed into the corners.

7.1.2. Weight
A player that has more mass will have a better chance of winning jostling situations and
will cause larger impacts during collisions.

Weight and strength attributes are often used together, so a heavy, strong player will
have a significant advantage in physical challenges like jostling, two-player headers, and
tackles.

7.1.3. Work rates


Work rates affect how often a player participates when a team defends or attacks. Each
of the player’s attacking and defensive work rates is rated either low, medium, or high.

Attacking work rate (AWR)


This rate affects how your player participates in your team’s attack

• High - A player with a high AWR will push deep into the offensive third. The
player will most times be part of the team’s attacking moves

• Medium - A player with a medium AWR will play from the midfield third to
outside the penalty area. The player will often be part of the team’s attacking
moves

• Low - A player with a low AWR will play from outside the defensive penalty area
up to the defensive midfield. The player will hardly be part of the team’s
attacking moves

Defensive work rate (DWR)


This rate affects how your player participates in your team’s defence

• High - A player with a high DWR will push deep into the defensive third. The
player will most times be part of the team’s defensive moves

• Medium - A player with a medium DWR will play from the defensive midfield
third to outside the defensive penalty area. The player will often be part of the
team’s defensive moves

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• Low - A player with a low DWR will play from outside the defensive penalty area
up to the defensive midfield. The player will hardly be part of the team’s
defensive moves
7.1.4.
Note: A both high attacking and high defensive work rate player is not necessarily the
best, since he always will be running up and down the whole pitch; therefore, often out
of position and affecting the organization of your team.

7.1.5. Tap skill move


This is a skill move a player will perform when you double-tap the ‘sprint & skill’
button.

7.1.6. Swipe skill move


This is a skill move a player will perform when you press and swipe up the ‘sprint &
skill’ button.

7.1.7. Celebration
This is a celebration move a player will perform after scoring a goal.

7.1.8. Special traits


Traits are characteristics that are used to give players unique behaviours in-game. Not
all traits function in the same way, but all traits have at least one effect and fall into at
least one of the categories below:

• Standard traits impact the way that a player plays, both when controlled by a
game and when controlled by the CPU AI

• CPU AI traits impact the way that a player plays but only when they are being
controlled by the CPU AI

Argues with Officials


CPU AI - a player with this trait will typically argue with officials, potentially
exacerbating foul situations.

Avoids Weaker Foot


Standard – a player with this trait will more likely use his strongest foot to make a pass
and to take a shot.

Dives Into Tackles


CPU AI - a player with this trait will be more likely to use a sliding tackle instead of a
standing tackle.

Early Crosser
CPU AI: a player with this trait will be more likely to attempt an early cross.

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Finesse Shot
Standard – a player with the Finesse Shot trait will get the full amount of curl when
taking a finesse shot when the ball is on the ground. This can change how the ball will
get to the target, but it does not change the target itself.

Flair

Standard – a player with this trait will be less likely to make errors when attempting
flair moves. They will sometimes execute a flair pass or flair shot

Giant Throw

Standard - a player with the Giant Throw-In trait performs a throw-in with a longer
maximum throw distance than both Players without the trait and Players with the Long
Throw-In trait. If the opportunity for a quick throw-in has passed, Players with this trait
will be more likely to be considered the optimal selection for taking a throw-in where
executing a long throw could boost the chance for a scoring opportunity.

Long Passer

CPU AI – a player with this trait is more likely to attempt long passes.

Long Shot Taker


CPU AI – a player with this trait will be more likely to try and take long shots when
running with the ball, and they’re more likely to try long volley shots.


Long Throw
Standard - a player with the Long Throw-In trait performs a throw-in with a longer
maximum throw distance than a player without the trait. If the opportunity for a quick
throw-in has passed, players with this trait will usually be considered the optimal
selection for taking a throw-in.

Long Thrower (GK)

Standard – a goalkeeper with this trait will have the ability to target players further
away with thrown passes.

One On Ones (GK)


CPU AI - a player with this trait will have an advantage in 1-on-1 situations.

Outside Foot Shot



Standard - players with this trait will easily execute accurate outside foot shots.

Playmaker

CPU AI - a player with this trait will be given the ball by their teammates more often,
allowing them to dictate more of the offence They will also make faster passing
decisions.

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Power Header

Standard – a player with the Power Header trait will have more powerful headers. They
are more likely to be selected to fill a target position in the opposing penalty area during
an attacking corner kick.

Powerful Driven Free Kick


Standard - a player with this trait will start their free-kick run-up from further back,
producing a more powerful free-kick.

Puncher (GK)

CPU AI – a player with this trait will be more likely to punch the ball away.

Pushes Up For Corners


CPU AI – a player with this trait will be more likely to push forward in attack for a
corner near the end of a game if a goal is desperately needed.

Selfish

CPU AI – a player with this trait will typically hold onto the ball even when teammates
are in a better position.

Speed Dribbler

CPU AI – a player with this trait will be more likely to go on a long run or to attempt a
zigzag dribble.

Tries To Beat Offside Trap


CPU AI – a player with this trait will frequently attempt to beat the defensive line when
a ball is played through to him.

7.2. Attributes
Acceleration
This attribute affects how long it takes a player to reach his top speed.

Sprint speed
This attribute affects how fast a player runs while sprinting.

Positioning
Outfield player: This attribute affects how well a player places himself, on the field, to
perform an attacking or defensive action.

Finishing
This attribute affects the accuracy of a shot a player takes close to the goalposts.

Shot power
This attribute affects the maximum speed a player’s shot can reach.

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Long shot
This attribute affects the accuracy of a shot a player takes further from the goalposts.

Volleys
This attribute affects the accuracy of the shot taken and the spin on the ball by a player,
while the ball is in the air.

Penalties
This attribute affects how accurate a player’s shot is when taking a penalty.

Vision
This attribute affects a player’s awareness of the position of his teammates, opponents,
and stray balls around him. This boosts a player’s ability to make successful passes and
capture loose balls in his vicinity.

Crossing
This attribute affects the accuracy and speed of a player’s cross.

Free kick
This attribute affects a player’s free-kick accuracy.

Short passing
This attribute affects the accuracy and speed a player performs a ground pass (long and
shot) to their teammate.

Long passing
This attribute affects the accuracy and speed a player performs a lobbed pass.

Curve
This attribute affects how effective a player is at applying curl to crosses, passes and
shots.

Agility
Outfield player: This attribute affects how agile a player is especially while performing
dribbles and advanced moves.

Goalkeeper: This attribute affects the speed at which they can get up after making a save
and sets the maximum speed at which they can make a save.

Balance
This attribute affects how well a player can maintain their balance as they turn while
running, and during/after a physical challenge.

Reactions
This attribute affects how accurately a player reads the ball’s trajectory and how quickly
he places himself in a position to execute an attacking or defensive action.

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Ball control
This attribute affects how well a player initially controls the ball, and how good they are
at keeping it under control.

Dribbling
This attribute affects how well a player can carry the ball past an opponent and better
recover balls from tackles.

Interceptions
This attribute affects a player’s ability to read the opponent’s play and intercept their
pass.

Heading
This affects a player’s heading accuracy when they shoot, pass or clear the ball.

Marking
This attribute affects the ability of a player to stay close to an opponent and prevent him
from receiving a pass or a cross or taking any part in the attack.

Standing tackle
This attribute affects the accuracy of a player’s standing tackle and his ability to get
away with taunting an opponent with some unfair moves such as grabbing, shirt pulling
etc.

Sliding tackle
This attribute affects the accuracy of a player’s sliding tackle.

Jumping
This attribute affects how high a player can jump.

Strength
This attribute affects a player’s ability to win a physical challenge.

Aggression
This attribute affects the frequency at which a player jostles and tackles an opponent
player.

GK Diving
This attribute affects a goalkeeper’s ability to dive through the air to perform a save.

GK handling
This attribute affects a goalkeeper’s ability to quickly grab the ball during a save and not
drop it.

GK Kicking
This attribute affects the accuracy and length of the goal kick.

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GK Positioning
This attribute affects how well a goalkeeper places himself to make a save.

Reflexes (GK)
This attribute affects a goalkeeper’s ability to launch a save animation.

Speed
This attribute affects how quickly a goalkeeper closes down an opponent in a 1-on-1
situation.

7.3. Biography
This provides information regarding the following:

7.3.1. Club
The football club the player plays/played for, and the number of chemistry points the
player-card gives to other player-cards with the same club.

7.3.2. League
The football club the player plays/played in, and the number of chemistry points the
player-card gives to other player-cards in the same regional chemistry group.

Regional chemistry groups include multiple leagues that let you link up more players
for added chemistry. For example, a player from the Premier League will have a
chemistry link with players from the EFL Championship, EFL League 1, and EFL League
2.

7.3.3. Nationality
The country the player belongs to, and the number of chemistry points the player-card
gives to other player-cards with the same nationality.

7.3.4. Event
(This is not available for base cards) the event during which the player-card was
released. and the number of chemistry points the player-card gives to other player-
cards of the same event.

7.3.5. Wild card


(This is not available for all cards and can take place for one, some or all of the
following: Club, League, Nationality and Event) the number of chemistry points the
player-card gives to any other player-cards.

7.4. Skill boost


Shows the skill boost associated with a player card.

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Level
The level which the skill boost has been levelled up to.

Name
The name of the skill boost.

Position bonus
The positions to which the skill boost gives full/partial boost.

7.5. Training
Player training refers to increasing a player card’s overall rating and some or all of its
attributes’ values. A player can be trained using Training XP or other player cards or
through skill boost.

Training a player up requires different amounts of training XP, skill boost duplicates
and coins.

To train a player:
• Go to the ‘My team’ hub
• Go to the ‘Starting 11’ or ‘players’
• Tap on a player you want to train (popup menu will show)
• Select ‘train’
• Select any of the items under ‘available items’ to train your player
• When the training XP gage is full, and you have enough coins (amount shown
under the full gage) tap on the amount

7.5.1. Non-shapeshifter player cards


If you use player-cards that are not shapeshifter-cards for training:
• A goalkeeper card can be used to train only goalkeeper cards
• A defender card can be used to train any and only defender card
• A midfield card can be used to train any and only midfield card
• An attacker card can be used to train any and only attacker card

7.5.2. Shapeshifter player-cards


Shapeshifter players are dynamic and capable of playing multiple roles on the pitch. You
can use the shapeshifter players to transfer training XP between different positions.

If you use shapeshifter-cards for training:


• A LWB/RWB card can be used to train any and only midfield cards
• A CDM card can be used to train any and only defender card
• A CAM card can be used to train any and only attacker card
• A LF & RF card can be used to train any and only midfield card

7.6. Ranking
Ranking up a player card is a way to increasing a line-up’s overall rating without
increasing a ranked card’s attributes.
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You can rank up player cards that are rated 80 and above.

Ranking up a player costs coins and requires using another player card and one or a
combination of different types of shards.

For every 5 rank-ups (on one player-card or different player cards in a line-up), a line-
up’s overall rating increases by 1.

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8. My Team
8.1. Starting 11
This section shows:
• Your active line-up and formation
• the 11 players on your active line-up
• Any line-up’s effects and its total player ranks
• Any line-up’s overall and chemistry rating
• An option to change any line-up’s formation
• An option to change a line-up
• An option to set any line-up as an active line-up

8.1.1. Legacy team


If available, these are players and their formation from your last season’s active line-up
(just before the season’s reset).

8.1.2. Player positions


Goalkeeper (GK)
A goalkeeper is the most defensive position in football. Their job is mainly defensive: to
guard the team’s goalpost against breaches by the ball (to not let the other team score).
Goalkeepers are the only players allowed to touch the ball with their hands and arms,
however, they are restricted to doing so only within the 18-yard box; for this reason,
they must wear jerseys that distinguish them from other outfield players and the
referee.

Left-/Right Back (LB, RB)


Right-Backs and Left-Backs are the defenders stationed on either side of the centre-
backs to protect from attacks. They often have to defend against the opponent’s
wingers, who will try to take the ball past them down the flanks to cross or pass to their
attackers. They also take thrown-ins and provide support for the wide midfield ahead of
them, eventually overlapping and sending crosses into the opposition box.

Left-/Right Wing-Back (LWB, RWB)


Right Wing-Backs and Left Wing-Backs are a modern variation of full-backs. They are
defenders who can also attack. They are expected to stay on their touchline, overlaps
and sends crosses into the opposition box but still marks opposition wingers when
needed. It is one of the most physically demanding positions in modern football.

Centre Back (CB)


Centre-backs play in a central position of the defence. Their job is to stop opposing
players, particularly the strikers, from scoring and bring the ball out from their penalty
area. CBs are often tall, strong and have a good jumping, heading and tackling ability.
Successful centre-backs also need to be able to concentrate, read the game well and be
brave and decisive in making last-ditch tackles on attacking players who might
otherwise be through on goal.

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Central Defensive Midfielder (CDM)
Defensive midfielders are stationed in front of the defenders to provide a more secure
defence, thus “holding back” the freedom of the opponents to attack. The CDM screens
the defence by harrying and tackling the opposition teams’ attackers and defenders.
They also help tactically, for instance, by directing central attacking players out to the
wing where they have more limited influence and by covering the positions of full-
backs, midfielders and even the centre-backs as they charge up into the attack.

Central Midfielder (CM)


Central midfielders play several roles on the field of play, depending on their particular
strengths and the tactics of the team. They are the link between defence and attack, and
must also defend when the opposition is in possession. Their central position enables
them to have an all-round view of the match, and as most of the action takes place in
and around their area of the pitch, midfielders often exert the greatest degree of control
over how a match is played.

Central Attacking Midfielder (CAM)


Attacking midfielders are positioned in an advanced midfield position, usually between
central midfield and the team’s forwards. Their main role is to create goal-scoring
opportunities using superior vision and skill. The attacking midfielder is an important
position that requires the player to possess superior technical abilities in terms of
passing and, perhaps more importantly, the ability to read the opposing defence to
deliver defence-splitting passes to the strikers.

Left-/Right Midfielder (LM, RM)


Right and Left Midfielders are stationed in a wide position effectively hugging the
touchline. Like all attacking players, wide midfielders need to have ‘off-the-ball’
intelligence, by being able to read passes from the midfield that give them a clear
crossing or scoring opportunity. Usually, right-footed players are played on the right
flank and left-footed players on the left as a matter of familiarity and comfort.

Left-/Right Winger (LW, RW)


Right and Left Wingers are stationed in a wide position near the touchlines. A winger’s
main attribute is usually speed, which is used to attack and dribble past opponent’s full-
backs to get behind the defence and to then deliver crosses and passes into the centre
for their attackers. Occasionally they may swap sides of the field as a tactical move.

Left-/Right Forward (LF, RF)


Right and Left Forwards play along the wing. This position is similar to a winger but a
wide forward plays on the front line and emphasizes more on beating defenders than
crossing the ball. Wingers and wide forwards share many similarities such as needing
crossing, dribbling and pace. This is the rarest position in FIFA Mobile (only shows up
on the 3-4-2-1 formation).

Centre Forward (CF)


Centre-forwards are positioned between midfield and attack. They have two roles: first,
they score goals through passes from teammates; second, they distract the defence to

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give room for the attacking midfielder, winger or withdrawn striker to attack. They
usually need a good vision, technical and creative skills.

Striker (ST)
Strikers are positioned nearest to the opposing team’s goal. Their primary
responsibility is to score goals and to create scoring chances for other players. They can
also hold the ball up until teammates can join the attack and harry opposition defenders
and goalkeepers whilst not in possession. A striker must be brilliant at receiving and
controlling the ball, strong and capable of winning the ball in the air.

8.1.3. Squad formations


A formation defines the playing tactic of the team as it shows the position of each
player. The formation does not define the roles of players, however, a player's position
in a formation defines whether a player has a defensive or attacking role and whether
they are supposed to play towards one side of the pitch or centrally.

Formations are generally described using three to five numbers, which indicate how
many players are in each row of the formation from the most defensive to the most
forward.

A formation cannot be changed mid-match

To change formation:
• Got to ‘my team’ hub
• Under ‘starting 11’, tap on ‘formations’
• Select any of the line-ups you have unlocked

More formations are unlocked as your account levels up.

3-1-4-2
3-1-4-2 is a variation of 3-5-2 formation where a defender (preferably a sweeper) helps
midfielders on attack and defence. Like in 3-5-2, this formation is heavily reliant on the
wing-backs providing width for the team. The wing players are more withdrawn in
favour of one of the central midfielders being pushed further up-field into the
playmaker position.

3-4-1-2
3-4-1-2 is a variation of 3-5-2 formation where the wing players are more withdrawn in
favour of one of the central midfielders being pushed further up-field into the
playmaker position, the “number 10”. This formation is suitable for the games you are
trying to win by keeping the ball in the middle and creating opportunities using your
midfielders.

3-4-2-1
A variation of 3-4-1-2 formation but more attacking. 3-4-2-1 has more attackers (3
forwards – LF, CF/ST and RF) and is designed for the games where you are not only
trying to win the game but also trying to score more than one goal.

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3-4-3
Using this formation, your midfielders are expected to split their time between
attacking and defending. Having only 3 defenders means that if the opposing team
breaks through the midfield, they will have a greater chance to score than with a more
conventional defensive configuration, such as 4–5–1 or 4–4–2. However, your 3
forwards allow for a greater concentration on attack. This formation is used by more
offensive-minded teams.

3-5-2
The 3-5-2 formation has 3 central defenders (possibly with one acting as a sweeper).
This system is heavily reliant on the wing-backs providing width for the team. The two
wide full-backs act as wing-backs. It is their job to work their flank along the full length
of the pitch, supporting both the defence and the attack.

3-5-1-1
Same as the 3-5-2 formation, but in 3-5-1-1 you have two CF upfront rather than having
two ST players besides each other. This formation works better when you’re trying to
manage your attacks by crosses from the sides and scoring goals from the centre of your
attacking line.

4-1-2-1-2 Wide
This formation has 4 defenders, 4 midfielders and 2 forwards. 4 midfielders in 4-1-2-1-2
formation are CDM, CAM, RM and LM. The CDM will help the defenders on defending
while CAM can join strikers to participate in attacks.

4-1-2-1-2 Narrow
This is a variation of 4-1-2-1-2 formation, but in this formation, there are no wingers in
the midfield, which means the flank midfielders could be central midfielders (CM) as
their roles are more concentrated in the centre of the field and they stay closer to each
other in comparison to 4-1-2-1-2 formation.

4-1-4-1
A defensive edition of the classic 4-4-2 formation. 4-1-4-1 formation has 4 defenders, 1
defensive midfielder, 4 midfielders and one attacker. Using this formation, you will be
able to win the ball possession better and to do counter attacks using your sole striker.

4-2-2-2
Using two strikers in this formation will allow you to create more goal-scoring
opportunities. Having two central attacking midfield players and two central defending
midfield players will help your team to be able to perform attacks and defences with
more players. Attacking using 4-2-2-2 formation will require being more on the ground
and using the central area of the field.

4-2-3-1 Narrow
The 4-2-3-1 (Narrow) formation seems to be defensive, but it is quite a flexible
formation, as the wingers and the full-backs can both join the attack. The midfielders

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behind the single attacker are attacking midfielders (CAM) and the two midfielders
behind them are defensive (CDM) which means they are helping the defenders.

4-2-3-1 Wide
4-2-3-1 (Wide) is a less attacking version of 4-2-3-1 (1 / Narrow) formation. Instead of
having two CAM players, using this formation, you will have a RM and a LM, which could
assist your sole striker from the sides and also using the long aero balls.

4-2-4
The 4–2–4 formation attempts to combine a strong attack with a strong defence. Its
main strength lies in the huge attacking threat that this can pose, whilst still having a
flat back four to keep you protected at the back. However, there is a lack of players in
the midfield and therefore requires two CMs of the very highest quality.

4-3-1-2
Two strikers and one CAM in this formation will allow you to do the attack. Three other
midfielders (CM or CAM players) will help your attack and defence. The formation
focuses on the attacking midfielder moving play through the centre with the strikers on
either side.

4-3-2-1
The 4-3-2-1 formation is the ultra-attacking version of 4-3-1-2. Using this formation,
you will have three attackers, which means you are supposed to create more goal
opportunities.

4-3-3
4-3-3 Flat is considered as a safe attacking formation where you have three attackers
and a flat defensive line. This formation utilises wingers and allows them to play right
up close to the touchline. The 4-3-3 is fantastic for those players who prefer to make use
of crossing the ball from these positions.

4-3-3 Holding
Almost identical to a 4-3-3, this formation has a slightly more defensive emphasis.
Instead of having three midfielders across the middle of the pitch in a horizontal line,
the central player will drop into the CDM position and ‘pull the strings’ from a deeper
role. This anchor player becomes a focal point in this formation and requires high
defensive and passing stats. He will support both CB’s when your opponent has
possession and look to create counter-attacks as soon as you will the ball back.

4-3-3 Defend
This formation is even more defensive than 4-3-3 (2), using this formation you will have
two central defending midfielder players on the sides and one central midfielder in the
middle. This formation can work well if you are comfortable in possession and possess
players with the ability to play accurate long balls.

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4-3-3 Attack
This formation is slightly more attacking than the 4-3-3 (2). Instead of having a CDM
player, using this formation you will have a CAM just ahead of both the wide CM’s and
offers more support for the lone ST. It is more suitable for users who like to go on the
offensive more often and not only offers attacking options from either wing but also
through the middle via the CAM.

4-3-3 False 9
The 4-3-3 (5) formation is an edition of the 4-3-3 formation, which doesn’t use a striker.
Instead, it utilises a centre forward. The centre forward is required to play deeper than
a conventional striker and become more involved in the play in the final third.

4-4-1-1 attack
This formation is a variation of the basic 4-4-2 formation but, with a centre forward
instead of a second striker, it allows much greater control over the midfield without
sacrificing a well-organised defence.

4-4-2 Flat
The 4–4–2 formation usually staggers the midfield. The width in the team has to come
from the full-backs pushing forward. In the Four-Four-Two formation, the midfielders
are required to work hard to support both the defence and the attack.

4-4-2 Holding
This is the midfield defensive edition of the 4-4-2 Flat formation which mostly attacks
down the wing or via long balls forward.

4-5-1
This formation is originally defensive, however, if the two midfield wingers play a more
attacking role, it can be likened to 4–3–3. The packed centre midfield makes it difficult
for the opposition to build-up play.

4-5-1 Flat
This formation is generally considered more defensive than the 4-4-2, but with a
strong/tall target man, it can work very well. The packed midfield works well to keep
the ball and creates a strong horizontal line which can be difficult to play against.

5-2-1-2
In this formation, you will have 5 defenders including 3 central defenders (CB) one of
them is a sweeper and 2 wide full-backs acting as wing-backs, who will be helping the
midfielders and strikers on attacks - especially on counter-attacks.

5-2-2-1
This formation includes 5 defenders including 3 central defenders (CB) – one of them
could be a sweeper, and 2 wide full-backs acting as wing-backs, who will be backing the
strikers on quick counter-attacks. With 3 attackers (LW, RW and ST), you will be able to
perform a counter-attack from the wings as well as the centre.

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5-3-2
he 5-3-2 has three CB players (possibly with one sweeper.) This system is reliant on the
wing-backs providing width for the team. The two wide full-backs act as wing-backs. It
is their job to work their flank along the full length of the pitch, supporting both the
defence and the attack.

8.1.4. Bonus overall rating


This is the sum of Bonus OVR resource included in your line-up’s overall rating.

8.1.5. Chemistry boost


This is the sum of chemistry boost resource included in your line-up’s overall rating.

8.1.6. Maximum chemistry


This is the capacity of chemistry, beyond 120, that your line-up can include as part of its
chemistry rating.

8.1.7. Total player ranks


This shows:
• the how much Bonus OVR a line-up has, due to ranks on the line-ups player-
cards
• The required number of ranks within a line-up, before obtaining another bonus
OVR

8.1.8. Overall rating (OVR)


Your line-up’s overall rating is the sum (rounded to the nearest 10) of the following
values:
• Average of ratings on the player-cards
• Average of levels of Skill boosts applied to the player-cards
• Total Bonus OVR bought using perks
• Total Bonus OVR obtained due to ranks on player-cards

8.1.9. Highest OVR


The Highest OVR button swaps your lower-rated Players with the highest OVR reserve
Players.

8.1.10. Chemistry Rating


Chemistry
Chemistry allows you to use players with similar backgrounds to gain advantages on the
pitch. The total line-up’s chemistry impacts your team's performance in VS Attack and
Head-to-Head.

Chemistry points are shared between players if they belong to the same club,
nationality, regional chemistry group, event or one of them gives wildcard chemistry.

Chemistry links are unlocked when the gamer’s account reaches a certain level. When
links are unlocked, between any two players:
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• A dotted link: at least one of the player card's overall rating is below 80
• Grey solid link: both player-cards’ overall rating is 80 or above and do not share
any chemistry
• Green solid link: both player-cards’ overall rating is at least 80 and share less
than 75% of chemistry points
• Bright green solid link: both player-cards’ overall rating is at least 80 and share
at least 75% of chemistry points

To view an active line-up and players’ chemistry:


• Go to ‘My team’ hub
• Under ‘Starting 11’ toggle the ‘Chemistry view’ button
• Every card on the line-up will show the number of chemistry points it can give
(and gives) and can receive (and receives)
o The right end of the player card shows the chemistry points the player
card gives
o The left end of the player-card shows the chemistry points the player card
receives

Chemistry rating
Without Max Chemistry resource: this is the sum (up to 120) of chemistry points
received by each player-card on the line-up

Without Max Chemistry resource: this is the sum (up to 120+ total Max Chemistry
bought) of chemistry points received by each player-card on the line-up

8.2. Players
This section shows all the players you have in your account. You can filter or sort them.

Any player-card in any of your line-ups will have a shirt-icon on it.

You can lock player cards to avoid mistakenly using them for training or ranking other
player cards. Any locked player card will have a padlock icon on it.

8.2.1. Sorting players


This allows you to organise your player cards based on several characteristics.

Overall rating
It will sort your player-cards, in descending order, beginning with the player-cards
having the highest rating.

Position
This will sort your player cards beginning with the attackers and ending with
goalkeepers.

Locked
This will sort your player cards beginning with the Locked players.

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In lineup
This will sort your player cards beginning with those included in any of your line-ups.
In SBC
This will sort your player-cards beginning with the player-cards that are in any
unsubmitted skill boost.

8.2.2. Filtering players


If you have a lot of players on your roaster and the ‘Filter’ feature helps you search for a
certain player-card(s).

Player name
This is where you can limit the search results based on the player’s full name or part
thereof.

The player cards typically don’t show the full name of the player. In this field, you can
search using any of the player’s names even though if it’s not written on the player card.

This field has a limit of 25 characters.

Overall rating
This is where you can limit the search results based on the player card’s overall rating.

An input value in any of the fields provided must be any whole number from 40 to 150.

Max field
If you input a value in this field; your search results will include all player cards with an
overall rating below or equal to your input value.

If no value is inserted in the field, the default is 150.

Min field
If you input a value in this field; your search results will include all player cards with an
overall rating above or equal to your input value.

If no value is inserted in the field, the default is 40.

Team
This is where you can limit the search results based on the club associated with the
player cards.

Selecting ‘Manchester City’ will limit the search results to player cards whose associated
club is Manchester City.

You can select multiple clubs and the search results will show player cards associated
with those selected clubs only.

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League
This is where you can limit the search results based on the league associated with the
player cards.

Selecting ‘Bundesliga’ will limit the search results to player cards whose associated
league is Bundesliga.

You can select multiple leagues and the search results will show player cards associated
with those selected leagues only.

Nation/Region
This is where you can limit the search results based on the nationality/region
associated with the player cards.

Selecting ‘France’ will limit the search results to player cards whose associated
nationality/region is France.

You can select multiple leagues and the search results will show player cards associated
with those selected leagues/regions only.

Position
This is where you can limit the search results based on the player card’s assigned
position on the field.

Positions in FIFA Mobile are:


• Defence: GK, LWB, LB, CB, RB, RWB,
• Midfield: LM, CM, CAM, CDM, RM
• Attack: LW, LF, ST, CF, RF, RW

Selecting ‘RW’ will limit the search results to player cards assigned the RW position.

You can select multiple positions and the search results will show player cards
associated with those selected positions only.

Quality
This is where you can limit the search results based on the player card’s quality.

There are 6 quality ratings:


• Bronze – this a player card whose overall rating is ≤ 59
• Silver - this a player card whose overall rating is ≥ 60 and ≤ 69
• Gold - this a player card whose overall rating is ≥ 70 and ≤ 79
• Elite - this a player card whose overall rating is ≥ 80 and ≤ 89
• Master - this a player card whose overall rating is ≥ 90 and ≤ 99
• Legendary - this a player card whose overall rating is ≥ 100

Skill boost
This is where you can limit the search results based on the player card’s associated skill
boost.
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Selecting the ‘Attacking’ skill boost will limit the search results to player cards
associated with the ‘Attacking’ skill boost.
You can select multiple skill boosts and the search results will show player cards
associated with those selected skill boosts only.

Program
This is where you can limit the search results based on the program the player-card is
associated with.

Selecting the ‘Team of the season’ program will limit the search results to player cards
associated with the ‘Team of the season’ program.

You can select multiple programs and the search results will show player-cards
associated with those selected programs only.

8.3. Skill boost


This section shows all skill boost types in FIFA Mobile:
• Each skill boost’s name
• Each skill boost’s level
• Each skill boost’s accumulated duplicates

You can sort the skill boosts by:


• Overall impact
It will sort your skill boosts, in descending order, beginning with the skill boosts
that will have an impact on your active line-up’s overall rating when levelled up.

• Level
This will sort your skill boosts, in descending order, beginning with skill boosts
that have been levelled up the highest.

• Players affected
This will sort your skill boosts such that the skill boosts associated with the
player cards on your active line-up, appear before skill boosts that do not affect
players on your active line-up.

The complete list of skill boosts and the attributes they impact can be found here.

8.4. Perks
This a section within the ‘My team’ hub where you can use the perks (described in 4.6.7
Perks) you have earned, to buy some team-wide upgrades:
• Bonus OVR: described in 4.6.9
• Chemistry boost: described in 4.6.10
• Max chemistry: described in 4.6.11
• Bonus line-up: described in 4.6.12

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9. League
9.1. Creating a league
You can create a league after reaching a certain account level. Tap the ‘Create League
button’ to get started.

Set up your League as you like, including the requirements needed to apply to your
League. You can customize your league in league settings after it’s created.

9.2. Joining a league


Tap ‘Join’ to automatically enter an open League.

You have to apply to join a closed League. Tap the Apply button on the League tile to
start the process. The league’s owner its administrator will receive your application and
you’ll get a message if you have been accepted.

You cannot apply to or join private leagues unless invited.

9.3. Fame
Fame is a representation of your league’s ‘power’. At the end of every league vs league
tournament (LvL), your league will either gain fame points or lose fame points.

9.4. Rank
Your league will be ranked against other leagues based on the number of fame points it
has. Rank 1 is assigned to the league with the highest number of fame points.

9.5. Chat
You and other League members will be able to chat with each other in real-time. Tap in
the text box to start typing.

You can also mute League members by tapping on their messages and selecting ‘mute’.
To unmute a member, go to your League settings and unmute them by tapping the gear
button.

9.6. Leaderboards
Your league leaderboard provides a great way to view who is the best in different areas.

You can sort the leader-board by Leaders (League Championship), most fans, highest
player (account) level, and team Overall Rating (OVR).

9.7. Friendlies
You can challenge any League members to a match by tapping on them and selecting
‘play’. You'll be able to review previous turns and track your record against them.
These matches do not determine your internal League leader-board placement.
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9.8. Tournament
A league tournament is a 24 -hour event between two Leagues that have anywhere from
4v4 to 32v32 member matchups. You can access League Tournaments by tapping the
Tournaments panel.

9.8.1. Create a Tournament


You will see the Tournament search screen after you tap on the Tournaments panel. Tap
‘Find Opponent’ to set your team and select which League members will play in the
Tournament, then start your search for an opposing League.

Only Admins and the Owner can start a Tournament.

9.8.2. Setting starters


League Owners and Admins can decide which members can play in a Tournament.

Simply tap the ‘reserve’ button to remove a member from the Tournament and tap the
‘active’ button to make a member active for the Tournament. Tap the Find Opponent
button to start your search for another League.

Your League size will determine how many members must play, and Tournaments must
be started with an even number of players.

9.8.3. Finding an opposing League


Searching for an opposing League can take a few minutes. You don’t have to stay in the
League search screen, and your League will be notified when an opposing League has
been found.

After setting the starters, an admin or league owner taps ‘search for opponent’. This will
trigger the matchmaking process to find an opponent that best matches your league’s
fame.

Fame is essentially your league’s power rating, and the game will try to match your
league with another league that has the same number of fame. The overall rating of
teams in your league or the other leagues has no bearing in the matchmaking process.

When the game starts searching for a match, it starts by looking for another league that
is also searching and has the same fame as your league’s. After waiting for a few seconds
and no match is found, the game will expand the fame by a few percentage points
higher/lower and keep searching. It will continue to repeat this process until a match is
found.

Sometimes there will be matches where the difference in the fame between opponents
is greater than normal matchmaking parameters. This occurs because an opponent-
league close to your league’s fame may not have been available at the early stages of the
search, and the matchmaking system expanded the available pool of leagues to find your
league an opponent.

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9.8.4. Gaining and losing fame points
At the end of the tournament, your league will gain or lose fame points depending on
the outcome of your match. Win or tie and your league gains fame points. Lose, and
fame points are subtracted.

The number of fame points your league gains or loses is based on the quality of your
opponent, which is measured by the differences in fame. A win versus a league with
higher fame will reward your league with more fame points than if your league were to
defeat a league with lower fame. Conversely, losing against a league with lower fame
than your league’s will result in greater fame points deducted than if your league were
to be defeated by a league with higher fame.

The algorithm can kick out at least starters or add at least 2 reserves (subject to
availability) if it takes too long to find a match using the initially given number of
starters.

9.8.5. Tournament play


League Tournaments last for 24 hours. League members should each play all three of
their turns during that time. You can challenge any opponent if they have a Play icon
next to them. Each opponent can only be played against three times.

Your League score is determined by how many goals your members score on their
turns. The League with the most goals wins.

9.8.6. Chat
You'll be able to chat with your League teammates in real-time by tapping the Chat
button. You can also chat with the other League but be careful not to give away your
strategy.

9.8.7. Cooldown
If you were selected as a starter in the tournament and you decide to leave the league
before the tournament ends; the time remaining for the tournament to end will be your
cooldown time. This is the time you will have to wait before you can be selected as a
starter in any tournament if you join another league. At the end of your cooldown
period, you will not get any rewards associated with the result of the tournament you
were in before you left.

9.9. Championship
League Championships are bracketed Tournaments made up of members from just your
League. For each pair of players, each member can take up to two turns against their
opponent.

Create a Championship
On the League Championship screen, you can view past Championships or create a new
one. An Owner or Admin must tap the Start a Championship button to create a new
Championship.
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Setting it up
League Owners and Admins set which members play in a Championship. The top three
ranked members from the previous Championship must be in the League
Championship, while the rest of the members are optional.

Owners can also adjust settings of the Championship like difficulty, seeding type, and
round length.

Bracket play
You'll be notified if you're in a League Championship after it starts. When you go into
the screen, the brackets will be seeded, and you'll play your turns against your
opponent. The player with the most goals wins.

Rounds
League Championships are broken up into rounds and each round has a time limit. If
everyone finishes early the next round will start earlier, but still, end at the same time
as it would have before.

Byes
Byes give you an instant win and may be given due to an unevenly filled bracket or if
someone forfeits a round.

Ties
There are no Draws if the scores are equal in League Championships. The user who has
the higher League Ranking wins.

Even if you lose, you can still place higher than others who've lost in your round. You do
this by winning more matches, scoring more goals, and doing it as quickly as possible.

9.10. Settings
9.10.1. Edit league
This is the area when you can change the league options and requirements.

League logo
With this setting, the league owner can browse and set the league’s logo.

League name
With this setting, the league owner can write the league’s name.

Description
With this setting, the league owner can write the league’s description.

League Privacy
With this setting, the league owner can set how gamers can join the league
• Open: users can openly join the league

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• Application: the gamers can send an application to join the league
• Private: the gamers can only join the league by invitation

Location
With this setting, the league owner can browse and set the league’s location.

Required fans
With this setting, the league owner can set the number of fans a gamer must have before
they can join or apply to the league.

Required levels
With this setting, the league owner can set an account level a gamer must have before
they can join or apply to the league.

Required rating
With this setting, the league owner can set an active line-up rating a gamer must have
before they can join or apply to the league.

9.10.2. Manage application


This is a place where the league owner/admin can accept the league applications if any.

9.10.3. Manage members


League owner
This member can perform the following actions:
• Mute – can mute/unmute any member
• Report – can report any member
• Promote – can promote a regular member to an administrator and can demote
an administrator to a regular member
• Make owner – can transfer their league ownership to any league member
• Remove – can remove any member from the league

Administrator
• Mute – can mute/unmute any member
• Report– can report any member
• Remove – can only remove regular members from the league

Regular member
• Mute – can mute/unmute any member
• Report – can report any member

9.10.4. Invite members


This is a place where a league owner or administrator can search for a gamer to invite,
using whole or part of their username.
9.10.5. Abandon league
This is a setting that lets you leave your current league.

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10. Competition modes
10.1. Versus Attack (VSA) match
This a quick and simple 90-second match where you compete in real-time against an
opponent. Each user is given various grades of chances in quick succession, to score
more than their opponent in the allotted 90 seconds. In this mode, you do not have to
wait for your turn.

The clock never stops for corners, free kicks, out of bounds, or penalty kicks. So, your
best strategy is to play smart, be efficient, score as quickly as possible, and run as many
attacks as you can before time runs out

10.1.1. Matchmaking
To start a match, enter into the VS Attack hub from the Main Hub, and press the Play
button. This will trigger the matchmaking process to find an opponent that best
matches your fan count.

Fan count is essentially your team’s power rating, and the game will always try to match
you with another player with the same Fan count/power, regardless of their team’s
overall rating (OVR).

When you press the ‘play’ button, the game starts searching for a match. It starts by
looking for another player who is also searching and has the same fan count as you. In
the lower divisions, this almost always happens instantaneously (if network speeds
permit). However, in the higher divisions where there are fewer players overall, there
may not be another player with the same fan count as you are searching at precisely
that moment in time. So, after waiting for a few seconds, the game will expand the fan
count by a few percentage points higher/lower and keep searching. It will continue to
repeat this process until a match is found.

Sometimes there will be matches where the difference in the number of fans between
opponents is greater than normal matchmaking parameters. This occurs because an
opponent close to your fan count may not have been available at the early stages of the
search, and the matchmaking system expanded the available pool of users to find you an
opponent.

10.1.2. Gaining and Losing Fans


At the end of the 90 second time limit, you will gain or lose fans depending on the
outcome of your match. Win or tie and you gain fans for your team (the exception being
that a tie in FIFA Champions does not gain you fans). Lose, and fans are subtracted.

The number of fans you gain or lose is based on the quality of your opponent, which is
measured by the differences in fan count. A win versus a player with a higher fan count
than you will reward you with more fans than if you were to defeat a player with a
lower fan count than you. Conversely, losing against a player with a lower fan count
than you will result in greater fans deducted than if you were to be defeated by a player
with a higher fan count.

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10.1.3. Chances
At the start of a match, you will arrive at a match preview screen that displays the types
of chances and percentages thereto, that each team will be allocated.

There are 4 types of chances:


• Great - Plays such as 2-on-1s, breakaways and Penalties, all of which have a high
probability of success
• Good - Plays that begin in the attacking third with a decent opportunity to score
with a through ball, a good cross to the net or a Free Kick
• Basic - Plays that begin around midfield with multiple defenders and less space
to manoeuvre, including kick-off. These are more difficult chances, but with a bit
of skill and finesse you can still convert these opportunities into a goal
• Counter Attacks - Defending your own goal against your opponent’s offensive
players

At the beginning of the match, the algorithm rates your team based on your OVR and
chemistry then compares the rating to that of your opponent’s team to determine the
percentage and type of chances each team should receive.

The algorithm assumes the same fixed number of chances (e.g. 10) will be taken by each
player for the duration of the match. If any of the players use their assumed fixed
number of chances (10) before 90-seconds elapses, they get the second bucket of
chances and the process starts all over again.

Equally rated teams will receive a relatively equal distribution of chances, but
differences in OVR/Chemistry will result in the higher-rated team having the potential
to generate more Great and Good chances while the lower-rated team will have fewer
opportunities at higher quality chances. For considerable differences in OVR and
Chemistry, the lower-rated team will also see Counter Attacks.

10.1.4. Chances distribution


For each player, the order in which the chances of each type appear will vary every time
they play.

Take two players: Player-1 and Player-2. Assume that:


• Player 1 and player 2 are initially set to take 10 chances each, for the duration of
the 90-seconds of the match
• Player-1 has 40% Great chances, 50% Good chances and 10% Basic chances
• Player-2 has 20% Great chances, 60% Good chances and 20% Basic chances

when the match begins, the game will take the percentages and apply them to ‘10
chance bucket’ and the chances may look like this:

Table-1
Player 1 Player 2
Chance 1 – Good Chance 1 – Basic
Chance 2 – Great Chance 2 – Good
Chance 3 – Great Chance 3 – Good
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Chance 4 – Good Chance 4 – Great
Chance 5 – Good Chance 5 – Good
Chance 6 – Good Chance 6 – Basic
Chance 7 – Great Chance 7 – Great
Chance 8 – Good Chance 8 – Good
Chance 9 – Basic Chance 9 – Good
Chance 10 – Good Chance 10 – Good

But during the match, end up looking like this:

Table-2
Player 1 Player 2
Chance 1 – Good Chance 1 – Great
Chance 2 – Basic Chance 2 – Great
Chance 3 – Good Chance 3 – Good
Chance 4 – Great Chance 4 – Good
Chance 5 – Good Chance 5 – Good
Chance 6 – Good Chance 6 – Good
Chance 7 – Great Chance 7 – Good
Chance 8 – Great Chance 8 – Good
Chance 9 – Good Chance 9 – Basic
Chance 10 – Great Chance 10 – Basic

10.1.5. Some Implications


1) If any of the players do not take their chances within 90-seconds of the match,
each may miss on using higher quality chances allotted to your team
2) If each player takes all their allotted chances before 90-seconds of the match,
they will get more chances
3) To win, either player needs to convert more chances into goals than their
opponent, regardless of how many chances each of them manages to take in 90-
seconds
4) A lower-rated team can win against a higher-rated team

10.1.6. Last Minute Goals


At the end of a match, you may see a notification:

“Please wait for your opponent to finish. It should only be a few seconds longer.”

Various factors can impact waiting times post-match, such as:


• Network delays.
• Unstable connection of either player
• Your opponent having started the match a few seconds later than you
• Your opponent having had an extra second or two in their match if they were
inside the box with a scoring opportunity when their clock ran out.
• Your opponent having force-closed the game or lost connection momentarily and
servers waiting to see if they reconnect.

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Any of the above factors can also affect last-minute goal(s) received by the servers. The
score you see right when the match ends (i.e., 3-2) may occasionally be different than
what is displayed in the match summary (i.e., 3-4).

The FIFA Mobile team understands that this can “feel” unfair like your opponent is
getting a lot more time to play than you, but the FIFA Mobile team says that this is not
the case. Both users get the same amount of time to play, with the final few seconds you
have to play your last chance of the game being the only tiny variance. They are
investigating ways to improve your experience, but some instances are simply out of
their control.

10.2. Head-to-Head (H2H) match


This is a real-time match where you sync with a live player to play a full 11 vs 11 game
with two-minute halves. It’s like VS Attack, but it uses cups for matchmaking instead of
fans and you cannot reconnect to a match if the app crashes or you lose connection.

Head-to-Head has its minimum spec requirements to play. Make sure you meet them
here.

10.2.1. Matchmaking
To start a match, press the ‘play’ button. This will trigger the matchmaking process to
find an opponent that best matches your cups count.

Cup count is essentially your team’s power rating, and the game will always try to
match you with another player with the same cup count/power, regardless of their
team’s overall rating (OVR).

When you press the ‘play’ button, the game starts searching for a match. It starts by
looking for another player who is also searching and has the same cup count as you. In
the lower divisions, this almost always happens instantaneously (if network speeds
permit). However, in the higher divisions where there are fewer players overall, there
may not be another player with the same cup count as you are searching at precisely
that moment in time. So, after waiting for a few seconds, the game will expand the cup
count by a few percentage points higher/lower and keep searching. It will continue to
repeat this process until a match is found.

Sometimes there will be matches where the difference in the number of cups between
opponents is greater than normal matchmaking parameters. This occurs because an
opponent close to your cups count may not have been available at the early stages of the
search, and the matchmaking system expanded the available pool of users to find you an
opponent.

10.2.2. Gaining and Losing Fans


At the end of the game, you will gain or lose cups depending on the outcome of your
match. Win or tie and you gain cups for your team (the exception being that a tie in FIFA
Masters does not gain you fans). Lose, and cups are subtracted.

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The number of cups you gain or lose is based on the quality of your opponent, which is
measured by the differences in cups count. A win versus a player with a higher cup
count than you will reward you with more cups than if you were to defeat a player with
a lower cup count than you. Conversely, losing against a player with a lower cup count
than you will result in greater cups deducted than if you were to be defeated by a player
with a higher cup count.

10.3. Skill game


Skill game is a mode that lets you complete a training drill using a certain player, to earn
rewards. Different skill games test not only your skills to perform a drill using a player,
but also your ability to choose the right player to use to perform the drill.

By default, the skill game picks a player based on their position on your active line-up’s
formation.

10.4. Squad building challenge


Squad Building Challenge (SBC) is a mode that contains a challenge that tests your
squad building skills. By playing this challenge, you trade players used to complete the
challenge for rewards.

The challenge has requirements based on each players’ biography and overall rating.

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11. Events & quests
Events and quests are time-limited challenges in FIFA Mobile which offer you rewards
when you complete them.

The list of events can be found here: https://answers.ea.com/t5/Updates-News-


Announcements/bd-p/fifa-mobile-updates-news-en

Events whose presence is only seen in the FIFA Mobile Store, are not listed in the link
above but are announced via FIFA Mobile’s Twitter account.

11.1. Events
11.1.1. Long
These are events available throughout the season such as Division Rivals and Seasons.

11.1.2. Short
These are events available only for a limited time during the season such as Team of the
Year and Team of the Season.

11.2. Quests
11.2.1. Daily quests
These are challenges that refresh/reset daily, and their requirements should be met
before the deadline to get the associated rewards

11.2.2. Event-associated quests


These are challenges that run alongside a related event. Their requirements should be
met to get the associated rewards. The requirements can have different refresh/reset
dates

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12. Market
The market is a place to buy and sell tradeable players. Not every player-card can be
sold or bought from the market and you can buy or sell player-cards in their base
version only.

The market will unlock when your account reaches a certain level.

Any player-card bought from the market is automatically added to your reserve players.
You can view your reserve players in the ‘My team’ hub under the ‘Players’ tab.

12.1. Browse
Under the ‘Browse’ tab you can sift through player cards you can buy. Buying a player
card costs coins.

You can narrow down which player-cards to see, by setting different inputs in the
options provided by the ‘Search’ feature.

Players-cards in the markets are displayed with the following:

Listing-time
This is the time (hh:mm:ss) left before the player card cannot be bought.

Start-price
This is the number of coins it will cost you to start your bid on the player card.

Current bid
If any, this is the number of coins you or another gamer has bid on the card.

Buy now
This is the number of coins it will cost you to immediately buy the player card.

12.1.1. Buy
The cost of immediately buying a player card is shown as the ‘Buy now’ amount.

To buy a card:
• Tap on the player-card
• Tap on “Buy now”

The number of coins will be deducted from your account and the player-card will be
added to your reserve players.

12.1.2. Bid
The cost of bidding on a player-card is:
• ‘Start price’ amount, if no bid has been made on that player-card
• Minimum 100 + ‘Current bid’ amount, if a bid has been made on that player-card

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To bid on a card:
• Tap on the player-card
• You can adjust the minimum bid amount already set by the game
• Tap on “Place bid”

The respective number of coins will immediately be deducted from your account.

The player card can be claimed at the expiry of its listing time if your bid is the highest
when the listing time expires. If another gamer out-bids you before the listing time
expires, you can claim back your coins and/or make another bid.

12.2. Search
There are a lot of players in the market and the ‘Search’ feature helps you filter the
player-cards displayed.

12.2.1. Player name


This is where you can limit the search results based on the player’s full name or part
thereof.

The player cards typically don’t show the full name of the player. In this field, you can
search using any of the player’s names even though if it’s not written on the player card.

This field has a limit of 25 characters.

Include a player in the search results


You can choose to see player cards associated with a player(s) with certain
names/name-pattern only.

You can type the name/name-pattern in soft brackets e.g. (walker) or (Walk*). The case
of the letters in the name/name-pattern don’t matter

Having typed :
• (Arnold) – search results will show any player-card associated with a player
having ‘Arnold’ as one of his names
• (Arnold)(*alker) - search results will show any player-card associated with a
player having ‘Arnold’ as one of his names or whose part of any of his names
ends with ‘-alker’
• (Arnold)(*alker)(Bis*) - search results will show any player-card associated
with a player having ‘Arnold’ as one of his names or whose part of any of his
names ends with ‘-alker’ or begins with ‘Bis-‘

Exclude a player from the search-results


You may not want to see player cards associated with players with certain
names/name-pattern in the search results.

You can do this by placing an exclamation mark before putting the name/name-pattern
in soft brackets e.g. !(walker).

53
Having typing :
• !(Arnold) – search results will not show any player-card associated with a player
having ‘Arnold’ as one of his names
• !(Arnold) !(*alker) - search results will not show any player-card associated
with a player having ‘Arnold’ as one of his names or whose part of any of his
names ends with ‘-alker’
• !(Arnold)!(*alker)!(Bis*) - search results will not show any player-card
associated with a player having ‘Arnold’ as one of his names or whose part of any
of his names ends with ‘-alker’ or begins with ‘Bis-‘

You can include and exclude at a go:


• !(Arnold) (*alker) - search results will:
o not show any player-card associated with a player having ‘Arnold’ as one
of his names
o show any player-card associated with a player whose part of any of his
names ends with ‘-alker’

12.2.2. Overall rating


This is where you can limit the search results based on the player card's overall rating.

An input value in any of the fields provided must be any whole number from 40 to 150.

Max field
If you input a value in this field; your search results will include all player cards with an
overall rating below or equal to your input value.

If no value is inserted in the field, the default is 150.

Min field
If you input a value in this field; your search results will include all player cards with an
overall rating above or equal to your input value.

If no value is inserted in the field, the default is 40.

12.2.3. Team
This is where you can limit the search results based on the club associated with the
player cards.

Selecting ‘Manchester City’ will limit the search results to player cards whose associated
club is Manchester City.

You can select multiple clubs and the search results will show player-cards associated
with those selected clubs only.

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12.2.4. League
This is where you can limit the search results based on the league associated with the
player cards.

Selecting ‘Bundesliga’ will limit the search results to player cards whose associated
league is Bundesliga.

You can select multiple leagues and the search results will show player cards associated
with those selected leagues only.

12.2.5. Nation/Region
This is where you can limit the search results based on the nationality/region
associated with the player cards.

Selecting ‘France’ will limit the search results to player cards whose associated
nationality/region is France.

You can select multiple leagues and the search results will show player cards associated
with those selected leagues/regions only.

12.2.6. Position
This is where you can limit the search results based on the player card's assigned
position on the field.

Positions in FIFA Mobile are:


• Defence: GK, LWB, LB, CB, RB, RWB,
• Midfield: LM, CM, CAM, CDM, RM
• Attack: LW, LF, ST, CF, RF, RW

Selecting ‘RW’ will limit the search results to player-cards assigned the RW position.

You can select multiple positions and the search results will show player cards
associated with those selected positions only.

12.2.7. Quality
This is where you can limit the search results based on the player card's quality.

There are 6 quality ratings:


• Bronze – this a player-card whose overall rating is ≤ 59
• Silver - this a player-card whose overall rating is ≥ 60 and ≤ 69
• Gold - this a player-card whose overall rating is ≥ 70 and ≤ 79
• Elite - this a player-card whose overall rating is ≥ 80 and ≤ 89
• Master - this a player-card whose overall rating is ≥ 90 and ≤ 99
• Legendary - this a player-card whose overall rating is ≥ 100

55
12.2.8. Price
This is where you can limit the search results based on the player card's maximum and
minimum coin costs under either “Current bid” or “Buy now” fields.

The default value of any Min field is 100 coins. The default value of any Max field is the
value in their corresponding Min field.

Min field
If you input a value in this field; your search results will include all player-cards with a
‘Current bid’/’Buy now’ cost above or equal to your input value.

Max Field
If you input a value in this field; your search results will include all player-cards with a
‘Current bid’/’Buy now’ cost below or equal to your input value.

12.2.9. Skill boost


This is where you can limit the search results based on the player card's associated skill
boost.

Selecting the ‘Attacking’ skill boost will limit the search results to player cards
associated with the ‘Attacking’ skill boost.

You can select multiple skill boosts and the search results will show player cards
associated with those selected skills boosts only.

12.2.10. Program
This is where you can limit the search results based on the program the player-card is
associated with.

Selecting the ‘Team of the season’ program will limit the search results to player cards
associated with the ‘Team of the season’ program.

You can select multiple programs and the search results will show player-cards
associated with those selected programs only.

12.3. Sell
You can only sell players in their base versions. If the player-card has been trained
and/or ranked, the training and rank will be discarded when you list that player card.

12.3.1. Listing a player-card for sale


players in any of your line-ups will not show in the market. You can use ‘Filter’ to
narrow down your shown reserve players to the player(s) you want to sell.

To list a player card for sale :


1) Drag and drop it in the “Drag & drop” field
2) Manually set the minimum price and the “buy now” price (or you can toggle the
suggested price)
56
3) Set how long you want the player-card to be listed for sale
4) Tap “post item” (“Post item” will be active if the player-card is tradeable)

If sold, you can claim the coins it was sold for (minus 5% tax if you haven’t claimed the
‘market perk’ from one of the rewards in VIP Ranking.

If not sold, you can claim back the player card at the end of its listing time.

You cannot claim back the listed item once it’s sold or before its listing time expires.

12.3.2. How a listed player-card gets sold


The market is a regulated bunch of algorithms commonly referred to as “the bot”. So, in
the market, a gamer sells to and buys from the bot and not to/from another gamer.

The bot’s inventory is what you see under the ‘Browse’ tab in the ‘Market’ hub. A gamer
buys cards from the bot’s inventory.

The bot seeks to maintain a certain number 𝑛 of any player-card 𝐶 in its inventory at a
given time.

To achieve this, the bot maintains:


A. Inventory: 𝑛 duplicates of player-card 𝐶

B. Queueing list: player-card 𝐶 duplicates listed for sale to the bot by gamers
around the world. This list is not visible to the gamer

Emulating supply and demand laws:


1) When the number of player-card 𝐶 duplicates in the inventory is less than 𝑛, the
bot buys the cheapest player-card 𝐶 duplicates listed in the queueing list
a. After the bot buys the player-card 𝐶 duplicate from the queueing list, it
places it in its inventory. The ‘Start price’ of this duplicate will be the
number of coins the bot bought it for. The bot will set a ‘Buy now” price
that is higher than ‘Start price’

2) When the number of player-card 𝐶 duplicates in the inventory is 𝑛, the bot will
not buy any player-card 𝐶 duplicate listed in the queueing list

12.4. My listings
Under this tab, you will see all player cards you have listed for sale.

If your player card's listing time expires, it will no longer be listed for sale. You have to
claim it back before you can see it in your roaster, otherwise, it will always be under the
‘My Listings’ tab.

There is a limit to the number of player cards that can be left unclaimed in the ‘My
listings’ tab.

57
12.5. My bids
Under this tab, you will see all the player cards you have bid on.

58
13. Store
This is a hub where you can:
• Claim free packs
• Buy packs using either gems or FIFA points or coins or real currency.
• Buy coins or FIFA Points using real currency
• Exchange FIFA points for either gems or coins

59
14. News, updates, and support channels
14.1. News and updates channels
Official FIFA Mobile news and updates, from live events to new feature updates are
disseminated through the following channels:

News Page
https://www.ea.com/en-gb/games/fifa/fifa-mobile/news

Twitter
https://twitter.com/EAFIFAMOBILE

14.2. Release & patch notes


These are notes describing changes that FIFA Mobile developers have made to the game
to fix or improve it.

The notes can be found here: https://answers.ea.com/t5/Updates-News-


Announcements/bd-p/fifa-mobile-updates-news-en.

14.3. Support channels


Support for FIFA Mobile is provided through different channels and languages.

FIFA Mobile app (highly recommended)


This method takes you to the EA SPORTS website where you will be guided as you
create a case. Using this method, your case will include some information about your
device & FIFA Mobile account – to help with diagnostics.

An EA Advisor will contact you typically within 72 hours.

Settings > Help & Feedback > Customer Service > Visit.

EA Website
On the website, you will be guided as you create a case. Using this method, your case
will not include some information about your FIFA Mobile account – to help with
diagnostics.

https://help.ea.com/en/

Twitter
You can tag or dm @EAHElp to get help from an EA advisor on Twitter.
https://twitter.com/EAHelp.

Facebook
You can comment on a relevant post or sent a message to @EAHelpHub to get help from
an EA advisor on Facebook
https://www.facebook.com/EAHelpHub

60
Answers Headquarters (AHQ)
This is a forum where you can create (or reply to ) a topic to get some tips and help
from community members and EA Community managers.

You can also create (or reply to ) a topic to give help and tips. Providing useful
information to the community will help you level up among the community ranks.
1) English,
2) Deutsch,
3) Español,
4) Français,
5) Italiano,
6) Nederlands,
7) Polski,
8) Português,

14.4. Languages
FIFA Mobile provides support in the following languages.
1) English,
2) Deutsch,
3) Español,
4) Français,
5) Italiano,
6) Nederlands,
7) Polski,
8) Português,

61
15. End of the Season
At the end of every season several items associated with your account reset. These
include:
1) Coins
2) Gems
3) Stamina and capacity
4) Account-level
5) VIP Ranking
6) Shards
7) Bonus line-ups
8) Skill boost levels and duplicates
9) Reserve players and their ranks
10)Fans
11)Cups
12)Fame points
13)Friend’s list
14)Some Club Kits

Some items that carry over to the next season include:


1) Legacy squad (Players and formation of your previous season’s active line-up)
2) FIFA Points
3) ‘Now and later’ packs
4) Some Logos
5) EA Kits and some club kits

62
16. Bibliography
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Available: https://help.ea.com/en-gb/help/fifa/fifa-mobile/how-to-improve-
your-players-and-team-in-fifa-mobile/. [Accessed April 2021].
[2] Electronic Arts Inc., “Game modes and features in FIFA Mobile,” 2021. [Online].
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mobile/. [Accessed April 2021].
[3] Electronic Arts Inc., “Leagues, Tournaments, and Championships in FIFA Mobile,”
2021. [Online]. Available: https://help.ea.com/en-gb/help/fifa/fifa-
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through-fifa-mobiles-settings-menu/. [Accessed April 2021].

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[15] Electronic Arts Inc., “All about your team in FIFA Mobile,” 2019. [Online].
Available: https://help.ea.com/en-us/help/fifa/fifa-mobile/all-about-your-team-
in-fifa-mobile/. [Accessed April 2021].
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https://help.ea.com/en/help/fifa/fifa-mobile/find-your-fifa-mobile-user-id/.
[Accessed April 2021].
[17] Electronic Arts Inc., “Know the rules in FIFA Mobile,” 2019. [Online]. Available:
https://help.ea.com/en-us/help/fifa/fifa-mobile/fifa-mobile-know-the-rules/.
[Accessed April 2021].
[18] Electronic Arts Inc., “Save your game progress in FIFA Mobile,” 2019. [Online].
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progress-in-fifa-mobile/. [Accessed April 2021].
[19] FIFPlayy, “FIFA Mobile – Controls,” 2018. [Online]. Available:
https://www.fifplay.com/fifa-mobile-controls/. [Accessed April 2021].
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mobile/. [Accessed April 2021].
[21] F. M. D. Team, “Boost Chemistry,” 2019. [Online]. Available:
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Market/m-p/8309529#M13676. [Accessed April 2021].
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2021. [Online]. Available: https://help.ea.com/en-
us/help/mobile/troubleshooting-steps-for-ios-apps/. [Accessed April 2021].
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2021. [Online]. Available: https://help.ea.com/in/help/mobile/troubleshooting-
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