FIFA Coins
FIFA 21 Attributes

TRAITS AND SPECIALITIES

FIFA 21 Traits are unique skills and play styles of a player. Unlike specialities and save styles, they have no impact on the gameplay.

FIFA 21 TRAITS

FIFA 21 Traits are used to provide players with unique skills and play styles in the game that match their real-life counterparts. Each Trait impacts some aspect of the player’s behaviour on the pitch or, in some cases, off of it.
FIFA 21 Traits may change the way the player performs on the pitch, another may influence how often they are injured, and others may only have an impact when that player is being controlled by the CPU AI.
Categories: Virtual Pro, VOLTA Football.

A Player with this trait will perform a greater amount of bicycle kicks contextually, and the player can perform a wider variety of bicycle kick animations. Not available for Ultimate Team mode.
Categories: CPU AI.

A CPU AI-controlled player with this Trait will be more likely to try to chip the keeper when given the opportunity.
Categories: CPU AI.

A CPU AI-controlled player with this Trait will be more likely to use a sliding tackle instead of a standing tackle.
Categories: Standard, Virtual Pro.

A CPU AI player with this Trait will be more likely to attempt an early cross.
Categories: Standard, CPU AI, Virtual Pro.

A player with this Trait will be less likely to make errors when attempting flair passes.
A CPU AI-controlled player with this Trait is able to use flair passes.
Categories: Standard, CPU AI, Virtual Pro.

A player with this Trait will get the full amount of curl when he takes 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.
A CPU AI-controlled player with this Trait is more likely to shoot in general, and will prefer to take a finesse shot.
Categories: Standard, CPU AI, Virtual Pro, VOLTA Football.

A player with this Trait will be less likely to make errors when attempting flair moves.
A human-controlled player with this Trait will sometimes execute a flair pass or flair shot without having used the flair modifier controls.
A CPU AI-controlled player with this Trait is more likely to use flair passes or flair shots.
A CPU AI-controlled player with this Trait will be more likely to stutter during a penalty kick runup, and more likely to execute a chip shot penalty.
Categories: Standard.

A goalkeeper with this Trait will only try to intercept a cross when they think they can get to the ball well before their opponent.
Categories: Standard.

A goalkeeper with this Trait will try to intercept a cross even if they think they will get to the ball barely before their opponent.
Categories: Standard, Virtual Pro.

A player with this Trait will be able to perform driven side kicks when holding R1/RB.
Categories: Standard, CPU AI, Virtual Pro.

A goalkeeper with this Trait will have the ability to target players further away with thrown passes.
A CPU AI-controlled goalkeeper will sometimes decide to perform a driven-style throw when making a long throw.
Categories: Standard.

A goalkeeper with this Trait will frequently choose to save the ball with his feet, allowing them to save a slightly higher frequency of close-range shots than a goalkeeper with the same attributes that did not have the GK Save With Foot Trait.
Categories: Standard, Virtual Pro.

When a player with this Trait performs a throw-in using the X/Square Button, the maximum distance of the throw is longer than a player without this Trait or with just 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 while executing a long throw could boost the chance for a scoring opportunity.
Categories: Standard.

A player with this Trait has an increased chance of getting injured when a collision occurs.
Categories: Standard.

Used, along with One Club Player and Team Player, as part of the decision-making process in choosing a captain for a team if the designated captain is not in the lineup or is removed mid-game via a substitution or red card.
Categories: CPU AI.

A CPU AI-controlled player with this Trait is more likely to attempt long passes.
Categories: CPU AI.

A CPU AI-controlled player with this Trait will be more likely to try and take long shots when running with the ball and more likely to try long volley shots.
Categories: Standard, Virtual Pro.

When a player with this Trait performs a throw-in using the X/Square button, the maximum distance of the throw is longer than that of a player without the 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 while executing a long throw could boost the chance for a scoring opportunity.
Categories: Standard, Career Mode.

Used, along with Leadership and Team Player, as part of the decision-making process in choosing a captain for a team if the designated captain is not in the lineup or is removed mid-game via a substitution or red card.
Categories: Standard, Virtual Pro.

A player with this Trait will be able to perform outside of the foot shot regardless of their Finishing attribute value.
A player with this Trait will have reduced difficulty in executing an accurate outside of the foot shot.
Categories: CPU AI.

A CPU AI-controlled player with this Trait will be given the ball by their teammates more often, allowing them to dictate more of the offense.
A CPU AI-controlled player with this Trait will make faster passing decisions.
Categories: Standard, Virtual Pro, VOLTA Football.

A player with this Trait will have more powerful headers.
A player with this Trait is more likely to be selected to fill a target position in the opposing penalty area during an attacking corner kick, and is less likely to be selected as the support player when the kick taker requests support for a short corner.
Categories: Standard.

A goalkeeper with this Trait will be more aggressive when coming out of the box to gather over the top or long through balls.
Categories: Virtual Pro.

A Player with this trait will have less fatigue towards the end of a match, after the 75-minute mark, if they are currently losing the match. Not available for Ultimate Team mode.
Categories: Virtual Pro.

A Player with this trait will no longer have the aiming reticule recenter when the left stick is released during free kicks and corner kicks. Not available for Ultimate Team mode.
Categories: Virtual Pro.

A Player with this trait has a reduced chance of getting injured when a collision occurs. Not available for Ultimate Team mode.
Categories: CPU AI.

A CPU AI-controlled player with this Trait will be more likely to go on a long run or to attempt a zigzag dribble.
Categories: Standard, Virtual Pro.

A player with this Trait will have reduced difficulty in executing an accurate outside of the foot shot.
A player with this Trait will have the full amount of curl when passing the ball on the ground. This can change the path for how the ball will get to the target, but it does not change the target itself.
Categories: Standard, CPU AI, Virtual Pro.

A player with this Trait will start their free kick run-up from further back, producing a more powerful free kick.
A CPU AI-controlled player with this Trait will be more likely to choose a driven free kick over a finesse free kick.
Categories: Standard, Career Mode.

Used, along with One Club Player and Leadership, as part of the decision-making process in choosing a captain for a team if the designated captain is not in the lineup or is removed mid-game via a substitution or red card.
Categories: CPU AI.

A CPU AI-controlled player with this Trait will be more likely to go on a long run or attempt a zigzag dribble.
A CPU AI-controlled player with this Trait will be more likely to be called as a support player for a short corner kick.
Each Trait has at least one effect that falls into at least one category, and in some cases, it may have more than one effect and/or effects that fall into multiple categories.

There are five FIFA 21 Traits categories:

ST STANDARD
Trait effects in this category impact the way that a player plays, both when controlled by a human and when controlled by the CPU AI.

AI CPU AI
Trait effects in this category impact the way that a player plays, but only when the player is being controlled by the CPU AI.

CM CAREER MODE
Trait effects in this category impact something in Career Mode, but they have no impact on the way that the player performs during actual gameplay.

VP VIRTUAL PRO
Trait effects in this category unlock something for your Virtual Pro in FIFA Pro Clubs or Player Career Mode.

VF VOLTA Football
FIFA 21 Traits impact the way that a Player plays in VOLTA FOOTBALL, both when controlled by a human and when controlled by the computer. Note that standard traits will also usually carry over into VOLTA FOOTBALL, unless they state otherwise.

The CPU plays the game as you would, limited by the same input restrictions that a human player is. This means that the CPU team has an active player, just like you do, which we call the CPU AI-controlled player.

A CPU AI-controlled player exists in the following circumstances:
– On a team with no human players. For example, the CPU-controlled team in Squad Battles.
– On a team with human players who are all locked to specific players, that also has CPU teammates. For example, a Pro Clubs team, with less than 11 human players, with no “ANY” player.

A CPU AI-controlled player does not exist in the following circumstances:
– On a team with human players who are not locked to specific players. For example, a team in FUT Champions.

FIFA 21 SPECIALITIES & SAVE STYLES

Specialties are used to indicate that a player has a specific set of qualities and/or skills. They are derived from the attributes and physical details of a player, and are intended to allow for easy identification of players that would fit into some of the most common roles in football. On their own, Specialties have no impact on gameplay or how a player performs, they are purely informational and used to help in identifying players in certain situations, such as scouting in Career Mode. Goalkeeper Save Styles are assigned to keepers based on the types of saves that they are specifically known for making. They are purely used to drive the animations that play for the keeper when they are making saves and have no impact on the effectiveness of the keepers or whether or not they save a particular shot.
Agility: 86+
Reactions: 80+
Heading Accuracy: 75+
Jumping: 85+
Strength: 85+
Player Height: 188cm+
Shot Accuracy: 80+
Finishing: 86+
Has Tackler Specialty and at least one of the following:
Acrobat Specialty, Strength Specialty and Aerial Threat Specialty
Has Poacher Specialty and at least two of the following:
Clinical Finisher Specialty, Speedster Specialty, Aerial Threat Specialty, Dribbler Specialty, Strength Specialty

OR

has Clinical Finisher speciality and at least two of the following:
Speedster Specialty, Aerial Threat Specialty, Dribbler Specialty, Strength Specialty
Has Playmaker Specialty and at least two of the following:
Engine Specialty, Crosser Specialty, Dribbler Specialty, FK Specialist Specialty, Clinical Finisher Specialty, Tackler Specialty
Crossing: 86+
Curve: 80+
Shot Accuracy: 87+
Shot Power: 87+
Dribbling: 86+
Balance: 75+
Stamina: 86+
Attacking Work Rate: High
Defensive Work Rate: High
FK Accuracy: 86+
Curve: 85+
Shot Power: 85+
Short Passing: 86+
Long Passing: 73+
Vision: 86+
Finishing: 85+
Heading Accuracy: 85+
Attacking Work Rate: Low or Medium
Sprint Speed: 90+
Acceleration: 90+
Strength: 86+
Player Weight: 83kg+
Standing Tackle: 86+
Sliding Tackle: 85+
Interceptions: 86+
Reactions: 80+
The keeper will make reflex saves using agile animations that often have them go to ground.
The keeper will make reflex saves using animations that keep the keeper on their feet whenever possible.