offense abilityX-FACTOR
TIER LADDER
MECHANICS
What turns this ability on, what it changes, and what shuts it off.TRIGGER
EFFECT
Grants the ball carrier an improved chance to break a two-man tackle following a fakeout move.
Grants the ball carrier an improved chance to successfully fake out a defender with a skill move.
Grants the ball carrier an improved chance to break a multi-man tackle following a fakeout move.
STOP
Counts successful hurdles performed by the ball carrier.
Counts successful juke moves performed by the ball carrier.
Counts successful spin moves performed by the ball carrier.
ALL TIERS
The buff applies to spin, juke and hurdle attempts made after a reception, while in the zone. It does nothing for the catch itself, contested-catch battles, or pre-catch separation — it is purely an open-field, after-the-catch tackle-breaker.
Like every X-Factor, it needs a player-specific in-game objective met before it turns on — equipping the card alone does not activate it, and the specific catch or yards-after-catch threshold for this one is not something the community has pinned down precisely.
Schemes built around it lean on screens, drags and flat routes to get the carrier the ball in open space, where the after-the-catch fakeout boost is actually relevant — it does not help push through contact or win a contested grab.
Community guidance on defending it is to stop relying on AI-assisted tackle attempts against a zoned carrier and manually select the defender instead, since AI attempts are the ones most likely to walk into the fakeout.
MUT.GG lists it mostly on a handful of headline elusive skill-position cards rather than broadly across the catalog, so it is a build-around for a specific star rather than a common AP investment.
These abilities modify exactly the same 3 gameplay effects as Ankle Breaker — not a similar set, the same one. What separates them is the situation each one's own description names.
Viewing Ankle Breaker: High fakeout rate on skill moves following the catch
GAMEPLAY FOOTAGE