In Road to Glory, picking the right Physical Abilities for your team is crucial as they can make a massive difference in how well everyone performs on the field. This guide has you covered with the best Physical Abilities for each position in EA College Football 25.
Table of contents
All Physical Abilities in College Football 25: Road to Glory
There are a total of 65 Physical Abilities in College Football 25, each associated with a specific Archetype that you select when creating a character. As you complete milestones and progress in Road to Glory, you’ll earn skill points to upgrade Physical Abilities within the Archetype. Before we get into the best Physical Abilities, check out the grid below to discover all available.
Physical Ability | Bronze | Silver | Gold | Platinum |
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Mobile Deadeye | When on the run outside the pocket, slight accuracy boost to WRs up to 15 yards down field. | When on the run outside the pocket, moderate accuracy boost to WRs up to 20 yards downfield. | When on the run outside the pocket, significant accuracy boost to WRs up to 30 yards downfield | When on the run outside the pocket, ultimate accuracy boost to any receiver. |
House Call | Slightly improved ability to catch interception attempts. | Moderately improved ability to catch interception attempts. | Significantly improved ability to catch interception attempts. | Ultimate ability to catch interception attempts and unlimited stamina on returns. |
Arm Bar | Slightly improved ability to break tackles when using stiff arms. | Moderately improved ability to break tackles when using stiff arms. | Significantly improved ability to break tackles when using stiff arms. | Ultimate ability to break tackles when using stiff arms and quicker broken tackles. |
Headfirst | Slight ability to break more tackles when using truck moves. | Moderate ability to break more tackles when using truck moves. | Significantly more broken tackles when using truck moves. | Ultimate ability to break tackles when using truck moves and quicker broken tackles. |
360 | Slightly improved ability to fake out defenders with Spin moves | Moderately improved ability to fake out defenders with spin moves | Significantly improved ability to fake out defenders with spin moves and increased responsiveness. | Ultimate spin moves for responsiveness and faking out defenders |
Sleight of Hand | Slightly increased ability to fake defenders using play action on 1st down or less than 3 to gain. | Moderately increased ability to fake defenders using play action on 1st down or less than 3 to gain. | Significantly increased ability to fake defenders using play action on 1st down or less than 3 to gain. | Ultimate ability to fake defenders using play action on 1st down or less than 3 to gain. |
Step Up | Slightly improved accuracy when stepping up into the pocket and not under pressure. | Moderately improved accuracy when stepping up into the pocket and not under pressure. | Significantly improved accuracy when stepping up into the pocket and not under pressure. | Ultimate accuracy when stepping up into the pocket and not under pressure. |
Magician | Slightly more agile in standard pocket movement. | Moderate agility boost when in standard pocket movement. | Significant agility boost in standard pocket movement. | Ultimate ability to move around the pocket. |
Off Platform | Slight accuracy boost when throwing across body or backfoot for receivers up to 15 yards downfield. | Moderate accuracy boost when throwing across body or backfoot for receivers up to 20 yards downfield. | Significant accuracy boost when throwing across body or backfoot for receivers up to 30 yards downfield. | Ultimate accuracy when throwing across body or backfoot for receivers up to 40 yards downfield. |
Safety Value | Slightly improved ability to catch the ball when aligned in the backfield (excludes knockouts). | Moderately improved ability to catch the ball when aligned in the backfield (excludes knockouts). | Significantly improved cuts vs. man coverage, and catching when aligned in the backfield (excludes knockouts). | Ultimate ability to win vs. man coverage, and secure catches when aligned in the backfield. |
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Pocket Shield | Slightly improved double team pass blocking if distance to first down is 10 or less. | Moderately improved pass blocking if distance to first down is 10 or less. | Significantly improved pass blocking if distance to first down is 10 or less. | Ultimate pass blocking if distance to first down is 10 or less. |
Extender | Slightly improved ability to break sacks vs. defensive backs. | Moderately improved ability to break sacks vs. defensive backs, slightly improved vs. all defenders. | Significantly improved ability to break sacks vs. all defenders. | Ultimate break sack ability. |
Duress | Slightly increased pressure effects on the QB when unblocked and in front. | Moderately increased pressure effects on the QB when unblocked and in front. | Significantly increased pressure effects on the QB when unlocked and in front. | Ultimate pressure effects on the QB when unblocked and in front. |
Knockout | Slightly increased knockouts and less broken tackles on jumping catch attempts by the offense. | Moderately increased knockouts and less broken tackles on catch attempts by the offense. | Significantly increased knockouts and less broken tackles on catch attempts by the offense. | Ultimate knockout ability and prevention of broken tackles on catch attempts by the offense. |
Hammer | Slightly improved ability to land hit stick attempts (excluding weight mismatches). | Moderately improved ability to land hit stick attempts (excluding weight mismatches). | Significantly improved ability to land hit stick attempts. | Ultimate hit stick ability, including performing them from a distance. |
Wrap Up | Slight protection from broken tackles on standard tackles. | Moderate protection from broken tackles and fakeouts on standard tackles. | Significant protection from broken tackles and fakeouts on standard tackles. | Ultimate protection from broken tackles and fakeouts on standard tackles. |
Shifty | Slightly increased ability to maintain speed during cuts and turns when moving at high speeds. | Moderately improved ability to maintain speed during cuts and turns when moving at high speeds. | Significantly increased ability to maintain speed during cuts and turns. | Ultimate ability to maintain speed during cuts and turns. |
Side Step | Slightly improved ability to fake out defenders with juke moves. | Moderately improved ability to fake out defenders with juke moves. | Decently improved ability to fake out defenders with juke moves. | Ultimate juke moves for responsiveness and faking out defenders. |
Lay Out | Slightly improved ability to secure dive catches. | Moderately improved ability to secure dive catches. | Significantly increased ability to secure diving catches. | Ultimate ability to secure diving catches. |
Take Down | Slightly increased ability to prevent broken sack attempts. | Moderately increased ability to prevent broken sack attempts. | Significantly improved ability to prevent broken sack attempts and force sack fumbles. | Ultimate ability to prevent broken sack attempts and force sack fumbles. |
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50/50 | With positional advantage, slightly improved 1v1 jump balls 30+ yards downfield or in the end zone. | With positional advantage, moderately improved 1v1 jump balls 30+ yards downfield or in the end zone. | With positional advantage, significantly improved 1v1 jump balls 20+ yards downfield or in the end zone. | With positional advantage, ultimate ability to win 1v1 jump balls 15+ yards downfield or in the end zone. |
Balanced | Slightly improved ability to break strip attempts. | Moderately improved ability to break hit stick and strip attempts. | Significantly improved ability to break hit stick and strip attempts. | Ultimate ability to break hit stick and strip attempts. |
Blow Up | Slightly improved ability to beat impact block attempts. | Moderately improved ability to beat impact block attempts. | Significantly improved ability to beat impact block attempts. | Ultimate ability to beat impact block attempts. |
Bouncer | Slightly fatigue opposing route runners when performing a chuck in zone coverage. | Moderately fatigue opposing route runners when performing a chuck in zone coverage. | Significantly fatigue opposing route runners when performing a chuck in zone coverage. | Ultimate fatigue to opposing route runners when performing a chuck in zone coverage. |
Jammer | Slightly increased ability to press receivers at the line of scrimmage. | Moderately increased ability to press receivers at the line of scrimmage. | Significantly increased ability to press receivers at the line of scrimmage. | Ultimate ability to press receivers at the line of scrimmage. |
Blanket Coverage | Slightly improved cut reaction in man coverage. | Moderately improved cut reaction in man coverage. | Significantly improved cut reaction in man coverage. | Ultimate cut reaction in man coverage. |
Recoup | Slightly improved fatigue recover when off the field. | Moderately improved fatigue recover when off the field. | Significantly improved fatigue recover when off the field and stamina recovery during plays. | Ultimate ability to resist fatigue accrual and recover stamina during plays. |
Mobile Resistance | Slightly improved ability to resist pressure on the run. | Moderately improved ability to resist pressure on the run. | Significantly improved ability to resist pressure on the run. | Ultimate ability to resist pressure on the run. |
Resistance | When standing in the pocket, slight protection from medium pressure. | Standing in the pocket, moderate protection from medium pressure, slight protection from heavy pressure. | Standing in the pocket, significant protection from medium pressure, moderate protection from heavy pressure. | When standing in the pocket, ultimate protection from pressure. |
Dot! | Slight accuracy boost when throwing to open receivers with feet set and a clean pocket. | Moderate accuracy boost when throwing to open receivers with feet set and a clean pocket. | Significant accuracy boost when throwing to open receivers with feet set and a clean pocket. | Ultimate accuracy when throwing to open receivers with feet set and a clean pocket. |
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Pull Down | Slightly improved ball security when sacked while standing in the pocket. | Moderately improved ball security when sacked while standing in the pocket. | Significantly improved ball security when sacked while standing or throwing in the pocket. | Ultimate ball security when sacked or throwing, including scrambling behind the LOS. |
Sidekick | Slightly improved cut blocks when in pass protection. | Decently improved cut blocks when in pass protection. | Significantly improved cut blocks when in pass protection. | Ultimate ability to cut block when in pass protection. |
Option King | Slight accuracy increase on quick pitches. | Moderate accuracy increase on quick pitches, speed increase on strong pitches. | Significant accuracy/speed increase on pitches, and Wear and Tear protection on option plays. | Ultimate speed/accuracy increase on pitches, and Wear and Tear protection on option plays. |
Workhorse | Slight protection from Wear and Tear effects when colliding with other players. | Moderate protection from Wear and Tear effects when colliding with other players. | Significant protection from Wear and Tear effects when colliding with other players. | Ultimate protection from Wear and Tear effects when colliding with other players. |
Downhill | Slightly more broken tackles after reaching max speed. | Moderately increased broken tackles after reaching max speed. | Significantly more broken tackles when reaching 90% of max speed. | Ultimate ability to break tackles after reaching 80% of max speed. |
Cutter | Slightly improved cut moves against man coverage (excluding double moves). | Decently improved cut moves against man coverage (excluding double moves). | Significantly improved cut moves against man coverage (excluding double moves). | Ultimate cut moves against man coverage on (excluding double moves). |
Sure Hands | Slightly improved ability to avoid drops (excludes dive and jumping catches). | Decently improved ability to avoid drops and knockouts (excludes dive and jumping catches). | Significantly improved ability to avoid drops and knockouts (excludes dive and jumping catches). | Ultimate ability to avoid drops and knockouts (excludes dive and jumping catches). |
Double Dip | Slightly improved cut moves against single man coverage when running double move routes. | Moderately improved cut moves against single man coverage when running double move routes. | Significantly improved cut moves against single man coverage when running double move routes. | Ultimate ability to win double move routes against single man coverage. |
Press Pro | Slightly improved ability to beat press attempts from defenders. | Moderately improved ability to beat press attempts from defenders. | Significantly improved ability to beat press attempts from defenders. | Ultimate ability to beat preses attempts from defenders. |
Quick Drop | Slightly improved movement on standard pass plays. | Moderately improved movement on standard pass plays. | Significantly improved movement on standard pass plays. | Ultimate pass blocking movement on standard pass plays. |
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Option Shield | Slightly improved blocking on option plays when close to the line of scrimmage. | Moderately improved blocking on option plays when close to the line of scrimmage. | Significantly improved blocking on option plays when close to the line of scrimmage. | Ultimate option blocking ability when close to the line of scrimmage. |
Inside Shield | Slightly improved double team blocks on inside runs when close to the line of scrimmage. | Moderately improved blocking on inside run plays when close to the line of scrimmage. | Significantly improved blocking on inside runs when close to the line of scrimmage. | Ultimate blocking on inside run plays when close to the line of scrimmage. |
Screen Enforcer | Slightly improved blocking on screen plays. | Moderately improved blocking on screen plays. | Significantly improved blocking on screen plays. | Ultimate blocking on screen plays including ability to pancake defenders. |
PA Shield | Slightly improved blocking on play action plays on 1st down or less than 3 yards to gain. | Moderately improved blocking on play action plays on 1st down or less than 3 yards to gain. | Significantly improved blocking on play action plays on 1st down or less than 3 yards to gain. | Ultimate play action blocking on 1st down or less than 3 yards to gain. |
Outside Shield | Slightly improved double team blocks on outside runs when close to the line of scrimmage. | Moderately improved double team blocks on outside runs when close to the line of scrimmage. | Significantly improved on outside runs when close to the line of scrimmage. | Ultimate fist level blocking on outside runs when close to the line of scrimmage. |
Second Level | Slightly improved blocking after getting to the 2nd level of the defense. | Moderately improved blocking after getting to the 2nd level of the defense. | Significantly improved blocking after getting to the 2nd level of the defense. | Ultimate blocking after getting to the 2nd level of the defense. |
Inside Disruptor | Slightly improved shedding against single blockers on inside runs. | Moderately improved shedding against single blockers on inside runs. | Significantly improved shedding against single blockers on inside runs. | Ultimate shedding against inside runs including double teams. |
Outside Disruptor | Slightly improved shedding against single blockers on outside runs. | Moderately improved shedding against single blockers on outside runs. | Significantly improved shedding against single blockers on outside runs. | Ultimate shedding against outside runs including double teams. |
Option Disruptor | Slightly improved shedding against single blockers on option runs. | Moderately improved shedding against single blockers on option runs. | Significantly improved shedding against single blockers on option runs. | Ultimate shedding against option runs including double teams. |
Pocket Disruptor | Slightly improved pass rush on 3rd/4th down and 8+. | Moderately improved pass rush on 3rd/4th down and 8+. | Significantly improved pass rush on any down and distance, especially 3rd/4th down and 8+. | Ultimate pass rush, especially on 3rd/4th down and 8+. |
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Strong Grip | Slightly boost to lateral shed prevention on run plays. | Moderate boost to lateral shed prevention on run plays. | Significant boost to lateral shed prevention on run and pass plays. | Ultimate prevention of lateral sheds on run and pass plays. |
Ground N Pound | Successful pancakes on run plays add slight fatigue to the engaged defender. | Successful pancakes on run plays add moderate fatigue to the engaged defender. | Successful pancakes on run play add significant fatigue to the engaged defender. | Successful pancakes on run plays add ultimate fatigue to the engaged defender. |
Grip Breaker | Slightly increased lateral sheds on run plays. | Moderately increased lateral sheds on run plays. | Significantly increased lateral sheds on run and pass plays. | Ultimate ability to shed laterally on run and pass plays. |
Wear Down | Successful pancake blocks on pass plays add slight fatigue to the engaged defender. | Successful pancake blocks on pass plays add moderate fatigue to the engaged defender. | Successful pancake blocks on pass plays add significant fatigue to the engaged defender. | Successful pancake blocks on pass plays add ultimate fatigue to the engaged defender. |
Aftershock | Slightly increased Wear and Tear effects to opposing players on tackles. | Moderately increased Wear and Tear effects to opposing players on tackles. | Significantly increased Wear and Tear effects to opposing players on tackles. | Ultimate Wear and Tear effects to opposing players on tackles. |
Robber | Slightly improved movement in zone coverage. | Moderately improved movement in zone coverage. | Significantly improved movement in zone coverage. | Ultimate movement in zone coverage. |
Ballhawk | Slightly improved ability to break after a pass has been released. | Moderately improved ability to break after a pass has been released. | Significantly improved ability to break after a pass has been released. | Ultimate ability to break after a pass has been released. |
Takeoff | Slightly quicker release off the line when not being pressed. | Moderately quicker release off the line when not being pressed. | Significantly quicker release off the line when not being pressed. | Ultimate release off the line when not being pressed. |
Quick Jump | Slightly quicker jump off the snap when pass rushing. | Moderately quicker jump off the snap when pass rushing. | Significantly quicker jump off the snap when pass rushing. | Ultimate jump off the snap when pass rushing. |
Deep Range | Slightly easier accuracy timing on 50+ yard field goals. | Moderately easier accuracy timing on 50+ yard field goals. | Significantly easier accuracy timing on 50+ yard field goals. | Ultimate accuracy timing on 50+ yard field goals. |
Quick Step | Slightly improved movement as a pull blocker. | Moderately improved movement as a pull blocker. | Significantly improved movement as a pull blocker. | Ultimate movement as a pull blocker. |
Mega Leg | Slight chance to avoid the penalty for overkicking on all kicks. | Moderate chance to avoid the penalty for overkicking on all kicks. | Significant chance to avoid the penalty for overkicking on all kicks. | Ultimate chance to avoid the penalty for overkicking on all kicks. |
Coffin Corner | Slightly easier accuracy timing when punting from midfield or closer. | Moderately easier accuracy timing when punting from midfield or closer. | Significantly easier accuracy timing when punting from midfield or closer. | Ultimate accuracy timing when punting from midfield or closer. |
Chip Shot | Slightly easier accuracy timing on short field goals. | Moderately easier accuracy timing on short field goals. | Significantly easier accuracy timing on short field goals. | Ultimate accuracy timing on short field goals. |
Field Flip | Slightly better accuracy timing on punts from own 10 yard line or further. | Moderately better accuracy timing on punts from own 10 yard line or further. | Significantly better accuracy timing on punts from own 10 yard line or further. | Ultimate accuracy timing on punts from own 10 yard line or further. |
Best Offensive Physical Abilities in Road to Glory
![Best Offensive Physical Abilities Road To Glory College Football 25](https://www.pcinvasion.com/wp-content/uploads/2024/07/Best-Offensive-Physical-Abilities-Road-to-Glory.jpg?w=1280&resize=1200%2C675)
The Physical Abilities below are the best for each offensive position. Each is designed to make the player much better overall in their specific field. You’ll even find that these can help with opening up the opportunity for more celebrations!
Quarterbacks – Mobile Deadeye
Short-field passes are the best way to push the ball downfield and there’s no better way to improve your short game than with Mobile Deadeye. This useful Physical ability provides an accuracy boost to WRs up to 15 yards downfield when on the run outside the pocket. You’ll learn that earning first downs and quick yardage is much easier with Mobile Deadeye.
Wide Receivers – Side Step
Wide Receivers are useless if they continue to get outsmarted by the defensive backs and cannot become open for a pass. This is where Side Step comes in, a Physical Ability that improves players’ ability to juke out defenders. When Wide Receivers have Side Step, you’ll discover they aren’t covered as well by the defense and are open for passes more frequently during their route.
Offensive Lineman – Option Shield
The best way to trick the defense in NCAA 25 is through options, a series of plays that boils down to reading the defense moves and deciding whether to keep the ball, hand it off, or pass it. Option plays can become messy unless your offensive linemen are successful at blocking. Use the Option Shield Physical Ability to improve blocking on option plays when close to the line of scrimmage.
Running Backs – Downhill
Getting tackled in NCAA 25 is easy due to the fast pace of college football. You can increase your chances of breaking tackles for your Running Backs through the Downhill Physical Ability. When you reach max speed, Downhill improves your ability to break tackles. To gain max speed easily, you can perform outside run plays, sweeps, or screen passes, and then break downfield.
Best Defensive Physical Abilities in Road to Glory
![Best Physical Abilities For Defense Road To Glory College Football 25](https://www.pcinvasion.com/wp-content/uploads/2024/07/Best-Physical-Abilities-for-Defense-Road-to-Glory.jpg?w=1280&resize=1200%2C675)
You need a strong defense to win games in NCAA 25 Road to Glory. The Physical Abilities we have picked for defensive positions help with coverage, tackles, and hitting the ball harder.
Defensive Backs – Blanket Coverage
The Blanket Coverage Physical Ability in Road to Glory is similar to Side Step, except it helps Defensive Backs react to Wide Receivers jukes and cuts in zone coverage. In other words, your defenders have a better chance of staying with the Wide Receiver and preventing them from becoming open. This could lead to more interceptions, more knockdowns, and fewer yards gained by the offense.
Linebackers – Hammer
The Linebackers in College Football 25 are your go-to guys for sacks and getting to the ball as quickly as possible on run plays. They are the most useful when executing hit sticks and the Hammer Physical Ability aims to improve this. When a Linebacker has Hammer, they will land more hit sticks which leads to more fumbles and injuries on the offensive players.
Defensive Lineman – Aftershock
Sometimes winning a game in NCAA 25 boils down to burning the offense out until they can’t make any big plays. The Aftershock Physical Ability for defensive linemen is the perfect way to do this as it increases Wear and Tear effects on opposing players on every tackle. This means the offense’s health, fatigue, risk of injury, and on-field mistakes will all become worse every time they are tackled.
Best Special Teams Physical Abilities in Road to Glory
![Best Physical Abilities For Special Teams in Road to Glory College Football 25](https://www.pcinvasion.com/wp-content/uploads/2024/07/Best-Physical-Abilities-for-Special-Teams.jpg?w=1280&resize=1200%2C675)
Kickers are underappreciated in College Football, but I can’t stress enough how important they actually are. Use the abilities mentioned below to increase the chance of scoring field goals and getting better field position.
Field Goal Kickers – Deep Range
Road to Glory games can often end in a field goal kick to win or lose. The best way to make sure you make the field goal is through the Deep Range Physical Ability. Deep Range makes accuracy timing easier on 50+ yard field goals. Without it, you’ll find that making long field goals is tricky, especially if you don’t have the best kicker in your squad.
Punters – Coffin Corner
Getting a good field position is crucial and can really set the tone for the next drive for the offense. Coffin Corner helps with this by making accuracy timing easier when punting from midfield or closer. This leads to bad field positions for the offense, allowing you to get the ball back quicker and preventing them from scoring quickly.
Now that you know of the best Physical Abilities for each position in NCAA 25 Road to Glory, it’s time to learn about Mental Abilities. Check out our guide on the best Mental Abilities in EA College Football 25 to make your Road to Glory player even stronger than before
Published: Jul 24, 2024 09:45 am