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FIFA 14
FAQ written by TheMightyRoast

Game Modes

Ultimate Team

Squads

Choosing the Squads tab will give you these options to select:


Your Active Squad shows you the squad of players you have at that time. Your Active Squad will be made up of 11 starting player cards, 7 subs and 5 reserves. There will also be a manager. If a starting player or sub slot is vacant, i.e. no player fills that position, then you can't play a match until it is filled. However you can leave the manager slot vacant and still play a match if you wish.

The aim is to get a good squad together to meet the requirements of the match you want to play. Most of the time there will be no entry requirements so just get the best team you can, with the best players, with the best chemistry (normally this will be a team of players from a strong league like Liga BBVA or BPL). But you may want to build several squads which you can then switch between (under My Squads.)

For example you may want a gold A and B team that you switch between for alternate matches (to help players replenish their fitness), a silver A and B team, and a bronze A and B team.

But what are bronze, silver and gold?

There are several types of cards available in ultimate team. The main cards are player cards, of which there are several types.

In the main cards can be gold, silver or bronze. Cards can be bought either from the Store or through Transfers.

Gold cards are players who are overall rated 75-99, silver cards are players who are rated 65-74, and bronze cards are players overall rated 64 or below.

There are also rare cards that are bronze, silver or gold but have an enhanced bronze, silver or gold colour, and come on a fancier shield shape than normal cards. These cards are rarer and normally include the better players, but they not the rarest cards in the game. The rarest are in-form cards.

In-forms come from the Team of the Week (TOTW). Every week EA picks a squad of players out who have performed well in their leagues and places them in packs for that week only. They have black backgrounds, and the players’ stats are higher than their normal cards. The first TOTW for FIFA 16 came out on the 16th September and they will continue to come out weekly until September 2016 when the first FIFA 17 TOTW will be released.

There are lots of types of in-form cards. The black background ones as mentioned, then there are orange cards. These are MOTM (Man of the Match) cards. They come out when a player has performed well in an important cup game, and are normally available through packs for just 24 hours, as opposed to the week that normal TOTW cards are available for. Again the player’s stats are upped against their normal card.

There are purple cards: these are club hero cards, for players who have scored a winning goal to take a team up in real life for example, or a player who has achieved a record. An example is a purple Wayne Rooney that was released following his 50th goal for England taking making him England’s record goalscorer.

There are green cards: these are for the top 18-23 Irish players at the time of the St. Patrick’s Day featured tournament in March each year. These in-forms are unlike others in that the players’ stats are not any different from their normal card.

Also on the Xbox 360 and XBox One there are white cards. These are player cards of retired players, but with stats that place them in their prime. Legends include the likes of Pelé (see Players > Legends section).

You might also be lucky to see a turquoise card. These are given to real-life professional footballers, a card of themselves with upped-stats.

Lastly there are TOTS (Team of the Season) and TOTY (Team of the Year) cards. These have blue backgrounds. The TOTS players come out at the end of the season based on players’ performances through the season. The players’ stats are upped against their normal card. TOTY cards are similar and come out at the end of the calendar year based on the FIFPro list of best players. These are the best cards you can get in the game (apart from perhaps Legends) as these have the players’ stats upped the most (and sometimes the players play with stats that are more than the card states – e.g. a 64-overall-rated bronze TOTS may actually play like a 67-rated bronze, with the actual rating viewable in-game on the team management menu).

To find out when all these special cards become available in packs be sure to follow @EASPORTSFIFA on Twitter.

Also there are loan players. Loan Players can be signed to your Club to play for a limited amount of matches. They have a blue outline and a blue number which is their amount of contract. This can’t be extended with contract cards (but can be upped if you get the same loan player again in a pack and combine their contracts). Find loan players in the EAS FC Catalogue.

Looking at a player card you have four basic views:


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The Summary tab shows the players main attributes (which can go up to a max of 99). For outfield players these are:



For goalkeepers these are:


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The Player Info shows the player’s nationality and their club and their league, whether they have a loyalty bonus, or a manager bonus or not. This view can be used to improve chemistry links. (More on chemistry below).

The Status Info view shows the number of remaining contracts the player has (contracts have a max of 99), their fitness (out to 99), and their chemistry rating (out of 10). Players from packs start with 99 fitness and this goes down through matches played. Players from packs start with 7 contracts, which will allow them to take part in 7 matches. The exception is your starter pack players who have 45 contract. These totals can be topped up with contract cards. Fitness can be topped up too through cards, or by benching the player and playing a match.

The Chemistry Style Info view shows the chemistry style you have applied to that player, and the attributes that are influenced by that (the attributes are the same as those on the summary view but the ones with the double arrows are the attributed upped when that player has good chemistry). All players start with Basic chemistry style (or GK Basic for keepers) which lifted all their stats by one arrow if they have good chemistry.

You can also view the Bio of a card by clicking RS on it. This will show you, in addition to the info above, the player’s bio (first name, last name, known as (if that player has a nickname), date of birth, height, player workrate (attacking/defensive), preferred foot, weak foot star rating (out of 5), skill moves star rating (out of 5)) and some item details (date card was issued, the amount you bought the card for or if you were the first owner of the card, number of owners, games played (split by your club and previous clubs), goals scored, assists, yellow cards and red cards).
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Chemistry

To get your players playing well together you need to maximise their chemistry. This is done in many ways. First play players in the correct position. You’ll know they’re in the correct position in the My Squads view because the player’s position below the card will be written in green. You can get a partial chemistry bonus by playing the player in a similar position, e.g. a CM in a RM position (these will have amber writing). By playing a player completely out of position, e.g. a forward in a defence spot, you don’t get chemistry and the player’s position will be written in red.

This may mean you need to experiment with formations to fit your players best.

Available formations in FUT are:

You also get improved chemistry by building links (players linked are joined by lines) between the players by matching their club, nationality or league. Again changing formation may help here. Green lines give you the maximum chemistry bonus, amber lines give you a partial bonus, and red lines don’t add chemistry.

Then you can get +1 chemistry for the player through a loyalty bonus. Players found in packs are automatically loyal to your club. Players found on the transfer market will earn loyalty after playing 10 matches for your club.

You can also improve chemistry by +1 manager bonus. Players who share the same nationality or league with the manager get bonus chemistry. Manager league items (this is a consumable item, for more on consumable items refer to the My_Club section) can be applied to managers to change their assigned league.

The aim is to get Chemistry to be 100 or near to it. This makes your players play better as they control the ball better, do better runs and so on, so it is worth getting this as high as you can.
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Related to this are Chemistry Styles. Chemistry Styles improve specific attributes more than others (and not just for one game like the training card consumables do but permanently).

Chemistry Styles
  • Chemistry Styles are linked to your Player’s Chemistry Rating.
  • The higher your Player’s Chemistry, the more effective Chemistry Styles will be.
  • All players start with the Basic Chemistry Style. You can change from one Style to another using a Chemistry Style Consumable.
  • High Chemistry makes your Players play better. Chemistry Styles show you which Player attributes improve with high Chemistry.
  • As your Player reaches maximum Chemistry the arrows will change from white to green. This means that they’re receiving more benefits from the current Chemistry Style.
  • The more Green Arrows you see next to an attribute, the more your Player’s skill improves.
  • One green arrow – minor improvement, two green arrows – medium improvement, three green arrows – maximum improvement.
  • Each Chemistry Style affects different Player Attributes. Change Chemistry Styles to change how your Squad plays.
  • Change match tactics by changing your Player’s Chemistry Style.


Chemistry Styles

Attacking
SniperSHO +3, DRI +3
FinisherSHO +3, PHY +3
DeadeyeSHO +3, PAS +3
MarksmanSHO +2, DRI +2, PHY +2
HawkPAC +2, SHO +2, PHY +2


Midfield
ArtistPAS +3, DRI +3
ArchitectPAS +3, PHY +3
PowerhousePAS +3, DEF +3
MaestroSHO +2, PAS +2, DRI +2
EnginePAC +2, PAS +2, DRI +2


Defending
SentinelDEF +3, PHY +3
GuardianDRI +3, DEF +3
GladiatorSHO +3, DEF +3
BackbonePAS +2, DEF +2, PHY +2
AnchorPAC +2, DEF +2, PHY +2


Special
HunterPAC +3, SHO +3
CatalystPAC +3, PAS +3
ShadowPAC +3, DEF +3
BasicPAC +1, SHO +1, PAS +1, DEF +1, PHY +1


Goalkeeping
WallDIV +2, HAN +2, KIC +2
ShieldKIC +2, REF +2, SPD +2
CatREF +2, SPD +2, POS +2
GloveDIV +2, HAN +2, POS +2
GK BasicDIV +1, HAN +1, KIC +1, REF +1, SPD +1, POS +1


The basic chemistry style cards can be identified by a silhouette of a footballer controlling the ball with his foot. The attacking chemistry style cards can be identified by the silhouette of a player shooting the ball. The midfield chemistry style cards can be identified by the silhouette of a player dribbling the ball. The defending chemistry style cards can be identified by the silhouette of a player sliding for the ball. The special chemistry style cards can be identified by the silhouette of a player flicking the ball with his heel. The goalkeeping chemistry style cards can be identified by the silhouette of a goalkeeper diving for the ball.

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For the My Squads option you can have several different squads set up so that you can quickly change between teams, without having to change all the players individually. There are 15 slots available for squads, but you can purchase extra FUT squad slots for FCC from the EAS FC Catalogue.

Within this option you can use the Create Squad option to create a squad, either manually or with the aid of a squad builder which will speed things along a little. Of course these are only relevant when you have lots of available player cards, so it is a good idea to keep all players you receive in packs and the like in your club rather than discarding them for coins.


The last option here is Concept Squads. This option helps you create squads with concept players. Concept players are players in FUT that you don’t currently have within your Club. This allows you to create the best possible squad and then use the transfer market to buy the players to fill the gaps you have. You can click upon the concept players in here to easily search for them in the transfer market.






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