![Madden 25 Player Ratings](https://i.ytimg.com/vi/xlKY6-Dx-uA/hq720.jpg?sqp=-oaymwEhCK4FEIIDSFryq4qpAxMIARUAAAAAGAElAADIQj0AgKJD&rs=AOn4CLD9pw9Tm-lkrtQdmSY54OPo9UidMQ)
Player Ratings are not only a standard measurement of a player’s performance, but they also have a huge impact on fan loyalty and the bottom line. And with Madden 25 having even more to offer, Play Recognition seems like an obvious attribute, but what exactly does it do on the field? This guide explains it all, so keep reading! This article is about taking you through player ratings/attributes.
Overall Rating (OVR) – This is the overall rating of a player. It is based on a formula that gives more weight to certain attributes depending on the player’s position. Throwing power and accuracy are more important for a quarterback than for a defensive end, so if you improve the throwing power of a defensive end, the overall rating will not be affected. In Connected Career Mode (CCM), this rating will be affected by your team’s formation and what formation your players prefer to play in. A 3-4 defensive end in a 4-3 formation will have a lower OVR rating.
Agility Grade (AGI) – This grade determines how well a player “cuts through”. A more agile player will have an easier and quicker response to your left control stick inputs.
Speed Rating (SPD) – This rating determines the maximum distance a player can run at full speed.
Strength Rating (STR) – This rating has a direct impact on several player-specific abilities. Players with higher strength ratings tend to be better at blocking (RBK, PBK), breaking free (BSH), using power moves (PMV), catching in traffic (CIT), throwing harder (THP), and pushing the ball (TRK). Players with higher strength ratings tend to be better at all aspects.
Acceleration Rating (ACC) – This rating determines how quickly a player can reach full speed rating.
Awareness (AWR) – This rating has a large impact on a player’s overall rating. This rating improves multiple areas of the game: blockers will set up and react to blocking routes better, wide receivers will find the ball quicker on routes, defenders will react quicker to the ball in the air in zone and man-to-man coverage, and defensive linemen will react quicker to running and avoiding screens.
Stamina (STA) – This rating determines how quickly a player will get tired and need to be substituted off the field.
Injuries (INJ) – Determines how often a player gets injured.
Jumps (JMP) – Determines how high a player can jump.
Toughness (TGH) – Determines how long a player will be injured.
QB Specific
Throwing Power (THP) – This rating determines how far a player can throw the ball at maximum and how fast they can throw it (e.g. bullet pass).
Throwing Accuracy (THA) – A composite rating of SAC, MAC, DAC. This specific rating is like an overall rating for accuracy – it doesn’t really mean anything.
Short Pass Accuracy (STA) – How accurate a player is with short passes (under 20 yards).
Medium Pass Accuracy (MAC) – How accurate a player is with medium passes (20-40 yards).
Deep Pass Accuracy (DAC) – How accurate a player is with deep passes (over 40 yards).
Running Throw (RUN) – How well a player throws the ball while running out of the zone or rolling out of the ball zone.
Pumping Fake (PAC) – How effective a player’s pump fake is at inducing a defender to run (get him to move toward the line of scrimmage).
Connected Franchise Mode (CFM) Special Player Ratings
There are 6 ratings that are unique to CFM. They do not have any impact on a player’s performance, but do affect a team’s profitability and fan support. Below is a description of each rating, taken directly from the Madden NFL 25 manual.
- Personality Rating – Helps determine a player’s market value. The higher the market value of a player, the greater the chance that he will be in the top ten of NFL jersey sales, which of course means more money for the team owner.
- Productivity – Calculated based on the player’s season and career data, position, and age. It is important to understand that a rookie enters the game with zero productivity. As he begins to perform on the court, the productivity will increase.
- Intangible Rating – Calculated based on the player’s intangible rating. Player type and position are also taken into account. For example, a quarterback’s intangible rating will be more based on short, medium, and long pass accuracy, while a defensive end’s intangible rating will be based on blocking, strength, and skill moves.
- Body Rating – Calculated based on the player’s height and weight, taking into account the player’s position and player type. For example, a 6-foot, 247-pound strong running back has a body rating of 99. But if he is a speed HB, his body rating will be much lower.
- Physical Rating – Calculated based on the player’s physical rating, player type, and position. For example, a wide receiver’s physical rating is more focused on speed, agility, jumping, and catching, while an offensive lineman’s physical rating is more focused on running, passing, and impact blocking.
- Durability Rating – Calculated based on the player’s durability rating. Injuries, stamina, and toughness all factor into determining durability rating. The player’s age and position are also taken into account.
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