Looking For Input on Chem Boosts - MUT.GG (2024)

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#2

storky222 said:

So I'm still relatively new to the whole Ultimate Team thing and have been slowly figuring out things throughout this year's game, but was just looking for input on chemistry boost tiers.

Essentially, which boosts are the most important to be at? Obviously speed is the most important, but for some of the other tiers, is it worth it to keep my chems at a certain level for the agility, jumping, awareness, etc?

For example, my team is currently 40/60 Combine (agility), 30/50 Vikings (+2 strength), and 5/50 Dolphins (+1 strength to my center and fullback), and 5/70 Super Bowl (+1 strength to my DT and DE). I also have a ton of motivators maxed out with Combine players, Country Strong, and Sweet Feet.

Let me know your thoughts and approach! I'm debating on if it would be beneficial to drop a couple of my filler Combine players and the Country Strong/Sweet Feet in order to get my Vikings boosts higher.

Honestly, this late in the year (if not always/forever) stats barely matter. Everything is based upon abilities. Speed kills, you definitely have that exactly correct, but I wouldn't stress too terribly much over your team chems. Almost literally everything in the game is based on minimum thresholds, for example, all of the new receivers that released are going to meet and exceed the minimum 90 route running we'd hope to see across the board, for; short, medium & deep.

Instead of thinking about it in terms of stats, i prefer to match up abilities to areas of grass on the field. For example, on offense, i know we need five Secure Protectors across the entire O-line, so however or whatever it takes to achieve that. On defense, i need to have both Deep & Mid Zone KOs all around the outside, both outside CBs and both Safeties. Deciding how / what / where to run your limited X-factor abilities will make significantly more impact than an extra STR or whatever here or there.

I had been running 70/70 Superbowl hybrid theme team, along with 25/50 49ers and 6/6 AKA Crews "Y2K" for literally 2+ months, only just recently gave up on it as i've been able to move on from the majority of my SB players. Although i did add both Sweet Feet & Country Strong back to the roster, mostly for giggles. I'm not sure it's super impactful as we head into May and June... but old habits die hard.

Also, welcome!

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#3

Just put C.J Uzomah in your lineup you get a "C.J WhozYoMama" bonus which increases all receivers CIT rating and also makes positions that aren't used as much become 99 overalls including fullback, punter and long snapper. This happens because C.J. Uzomah is the greatest tight end to play the game and is the one of the two relevant tight ends in Bengals history making him a clear hall of famer (sorry for the tangent). Aside from these bonuses C.J Uzomah also provides the "MadeInWuhanChina" bonus which causes all quarterbacks to have decreased deep, medium and short throw accuracy unless throwing to C.J. Uzomah then in that case the QB has increased Accuracy, throw power, and throw under pressure. All in all this is why I recommend putting him in your lineup.

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Early in the year it’s important to have 50/50 for plus 2 speed. It can give a receiver or RB an u fair advantage. Once everyone has 98 speed, then you no longer need 50 and you can start reducing your main TT down to 40 or even 25. then just run the players you like for your scheme.

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#12

I having the combine theme team players who get extra ability boosts is worth it even if they are in your lineup as back ups.

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#14

Abilities matter more than anything in this game but your team seems pretty good chems wise. As long as you have meta players with as many 0 ap abilities and lit up X factors as you can you’ll have a great team

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#15

I know this is unrelated and all, but does no outsiders work on an end lined up at DT?

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Looking For Input on Chem Boosts - MUT.GG (2024)
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