Built front-to-back to run it. If they are behind by two scores they are playing somebody else's game.
Close to Spread Option — not enough daylight to call it either way.
Speed at linebacker, brought from everywhere. Beat the first wave and there is grass behind it.
Close to Run Wall — not enough daylight to call it either way.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Close to Air Raid — not enough daylight to call it either way.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
Close to Zone Coverage — not enough daylight to call it either way.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
Close to Blitz Package — not enough daylight to call it either way.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Spread Option — not enough daylight to call it either way.
Heavy, hard to move, hard to run at. Throw it.
Close to Blitz Package — not enough daylight to call it either way.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Close to Ground and Pound — not enough daylight to call it either way.
Reads the quarterback, not the receiver. Patience and the underneath throw; forcing it is how they eat.
Close to Press Man — not enough daylight to call it either way.
No single thing this roster does better than the league. That is a scheme choice as much as a shortcoming.
Speed at linebacker, brought from everywhere. Beat the first wave and there is grass behind it.
Close to Press Man — not enough daylight to call it either way.
Throws it deep and has the speed to run under it. Make them hold the ball — pressure hurts this team more than coverage.
Close to Spread Option — not enough daylight to call it either way.
Nothing this front or secondary does stands out against the league, for better or worse.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Ground and Pound — not enough daylight to call it either way.
Nothing this front or secondary does stands out against the league, for better or worse.
No single thing this roster does better than the league. That is a scheme choice as much as a shortcoming.
Reads the quarterback, not the receiver. Patience and the underneath throw; forcing it is how they eat.
Throws it deep and has the speed to run under it. Make them hold the ball — pressure hurts this team more than coverage.
Close to West Coast — not enough daylight to call it either way.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
Close to Run Wall — not enough daylight to call it either way.
Built front-to-back to run it. If they are behind by two scores they are playing somebody else's game.
Close to West Coast — not enough daylight to call it either way.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Speed at linebacker, brought from everywhere. Beat the first wave and there is grass behind it.
Close to Press Man — not enough daylight to call it either way.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Air Raid — not enough daylight to call it either way.
Nothing this front or secondary does stands out against the league, for better or worse.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Nothing this front or secondary does stands out against the league, for better or worse.
Built front-to-back to run it. If they are behind by two scores they are playing somebody else's game.
Close to Spread Option — not enough daylight to call it either way.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
Close to Front Four — not enough daylight to call it either way.
Built front-to-back to run it. If they are behind by two scores they are playing somebody else's game.
Close to West Coast — not enough daylight to call it either way.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
Close to Zone Coverage — not enough daylight to call it either way.
Built front-to-back to run it. If they are behind by two scores they are playing somebody else's game.
Close to Spread Option — not enough daylight to call it either way.
Heavy, hard to move, hard to run at. Throw it.
Close to Blitz Package — not enough daylight to call it either way.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Close to Air Raid — not enough daylight to call it either way.
Speed at linebacker, brought from everywhere. Beat the first wave and there is grass behind it.
Close to Run Wall — not enough daylight to call it either way.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Ground and Pound — not enough daylight to call it either way.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
Close to Zone Coverage — not enough daylight to call it either way.
Throws it deep and has the speed to run under it. Make them hold the ball — pressure hurts this team more than coverage.
Close to Spread Option — not enough daylight to call it either way.
Nothing this front or secondary does stands out against the league, for better or worse.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Close to Ground and Pound — not enough daylight to call it either way.
Heavy, hard to move, hard to run at. Throw it.
Close to Blitz Package — not enough daylight to call it either way.
Throws it deep and has the speed to run under it. Make them hold the ball — pressure hurts this team more than coverage.
Close to West Coast — not enough daylight to call it either way.
Corners who will line up on you. Motion and stacks are the answer, not deeper routes.
Close to Zone Coverage — not enough daylight to call it either way.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Air Raid — not enough daylight to call it either way.
Nothing this front or secondary does stands out against the league, for better or worse.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Air Raid — not enough daylight to call it either way.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
Close to Zone Coverage — not enough daylight to call it either way.
The quarterback is a runner and the back is a threat in space. Discipline beats aggression here.
Close to West Coast — not enough daylight to call it either way.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
Close to Press Man — not enough daylight to call it either way.
No single thing this roster does better than the league. That is a scheme choice as much as a shortcoming.
Nothing this front or secondary does stands out against the league, for better or worse.
Throws it deep and has the speed to run under it. Make them hold the ball — pressure hurts this team more than coverage.
Heavy, hard to move, hard to run at. Throw it.
Close to Zone Coverage — not enough daylight to call it either way.
Short, accurate, catch-and-run. Tackling in space is the whole game against them.
Close to Air Raid — not enough daylight to call it either way.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
No single thing this roster does better than the league. That is a scheme choice as much as a shortcoming.
Reads the quarterback, not the receiver. Patience and the underneath throw; forcing it is how they eat.
No single thing this roster does better than the league. That is a scheme choice as much as a shortcoming.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
Close to Run Wall — not enough daylight to call it either way.
No single thing this roster does better than the league. That is a scheme choice as much as a shortcoming.
Gets there with four. They can rush and cover at the same time, which is the hardest thing to plan around.
Close to Blitz Package — not enough daylight to call it either way.
Every signal is measured against this league's own average, not a fixed bar. An Air Raid team is one whose deep passing and receiver speed stand out among the teams it actually plays — so an all-time pool where everybody is 90-plus still separates, and a rebuilding league doesn't come back thirty-two times "balanced". The labels redistribute themselves as the league progresses.
Madden exports no depth chart, so "starter" here means highest rated at the position. It is the same compromise the ratings page makes. When two archetypes finish close together the team is said to lean one way rather than be one — calling a scheme off a rounding error is how a scouting report stops being believed.