In Manager Mode on FC Mobile you can take on the role of a manager and lead your team to success. As a fan of football management games I have always seen a lot of potential in this mode, but unfortunately the obvious problems make it an imperfect mode.

Despite the latest update, which improved passing accuracy, the current inability to change formations during a match, AI that is sometimes too random, unrealistic long shots, and players who sometimes don't seem to follow the selected tactic make this mode imperfect and sometimes it boils down to favoring the team with the higher OVR.

DIVISION RIVALS

To play this mode you will need to go to the Division Rivals menu in FC Mobile and choose Manager Mode. After choosing your starting formation you can select one of the pre-selected tactics or create your own.


In the tactics menu there are 4 pre-loaded tactics (attacking, control, counter and defensive) plus a fifth additional slot (custom) where you can create your own custom tactic. Read on and I will explain how to create your own custom tactic. Alternatively you can use my personal tactic.

GAMEPLAY

Manager Mode matches are managed by FC Mobile AI. During matches you can make substitutions in your team or change tactics based on the result.

This mode is very different from Head to Head and VS Attack modes, as you won't be able to simply play and win matches to reach FC Champion.


In this mode there are 13 levels, from Amateur 3 to FC Champion. In each level you will have 10 matches with which you will have to obtain a certain number of points (assigned with the classic formula of 3 points for a win) to achieve promotion or avoid relegation.

As you level up, the points needed for promotion will also increase, and once you reach FC Champion, you will also need to maintain a Top 8000 position on the leaderboard (which I hope will be removed). Reaching FC Champion in Manager Mode will allow you to claim better rewards each season.

TEAM BUILDING

Before seeing how to build a tactic for manager mode I will explain how to choose the players to use. This does not mean that you will have to build multiple teams, one for each game mode, but that with the right advice you will be able to create a team good for all game modes.


FORMATIONS

There is no real best formation for Manager Mode, but that doesn't mean all formations are the same, each formation has its strengths and weaknesses. I have done a lot of testing in this mode and have always achieved FC Champion in every season of FC Mobile.


Each formation has its own characteristics (you can look at them in the team editing menu) and you will have to try to build your team also taking this information into account. If you choose a formation with a center characteristic, make sure you have good players in the center of the field, or if you choose a formation with a defense characteristic you will need players who are good at defense and players who are good at counterattacking.

Regardless of which tactic you decide to use, this first piece of information is the basis for building a good lineup.

If you are undecided about which formation to choose I can assure you that during the season I have obtained excellent results with these formations: 3412, 352, 41212 Narrow, 424, 433 Attack, 433 Holding, 5212 and 532.

PLAYER CHOICE

After choosing your formation I suggest you play a few practice matches in Manager Mode to try to understand for yourself how your players behave. This way you will understand for yourself what the fullbacks, center defensive midfielders, center midfielders and all the others do.

Goalkeeper
There are no special suggestions for goalkeepers. A goalkeeper who is good for other game modes will also be good for Manager Mode.

Full Backs
In Manager Mode, unlike other modes, it is preferable to have a player with defensive characteristics. Having an offensive full-back will expose you to too many risks. So the starting point is the choice of work rates, choose a full-back with Medium (ATT) and High (DEF), this will guarantee you greater defensive coverage. Alternatively, make sure he has at least High (DEF). Also make sure you choose a fairly fast full-back. There are no specific traits for this position, other than the mental ones that you will find at the end of the guide.

Center Back
The same rules apply to center backs as in other game modes. Currently in Manager Mode there are very few crosses made during the match (tests also performed with the maximum crossing setting) so height is not that important in this mode, but having tall center backs can be useful in other scenarios. For this mode the suggested work rates are Low (ATT) and High (DEF), this will ensure you have a stable player on the defensive line. Avoid center backs with Medium (DEF) as they will expose you to a lot of risks. For choosing center backs I recommend you look at my guide on how to choose defenders. Also in this mode the traits dives into tackles and power header are recommended.


Center Midfielder and Defensive
In Manager Mode the center defensive midfielder and the center midfielder sometimes have the same function. I'll give you an example. In 3412 the two central midfielders are two CM, while in 352 they are two CDM. In both formations they have the function of acting as a filter in the defensive phase, and of building the game in the offensive phase. In 41212 Narrow the function is the same, but the CDM will be positioned only further back. I therefore recommend that you choose players who are good in both the defensive and offensive phases, with a good pass, physically strong and with a good header. Here too I suggest you consult my guide on how to choose midfielders. Since they are important players for the two phases, I suggest a work rates of Medium (ATT) and HIGH (DEF), alternatively Medium (DEF). The traits suggested for this position are long passer, long shot taker and play maker. Metal traits at the end of the guide.

Center Attacking Midfielder
I generally prefer to have only one center attacking midfielder in my formations, so that I have a single point of reference for my team. You will need a player who is good with the ball, with a great shot and a great pass. Height or physical strength are not necessary for this position. I suggest center attacking midfielders with work rates High (ATT) and Medium (DEF), so that my players are always in the opponent's half of the field. Suggested traits are long shot taker and play maker.

Wingers
Wingers in Manager Mode, both in midfield and attack, are not used in the defensive phase, so look for players who are fast, with a good pass and a good shot. They are often the first players to receive the ball in counterattacks, so speed is very important. The suggested work rates are High (ATT) and Low (DEF), alternatively Medium (DEF). Avoid High/High or your wingers will tire faster. Traits such as long passer and long shot taker can help in different scenarios.


Strikers
The choice of striker, similar to that of the center forward, must also be made based on the gameplay of Manager Mode. Currently, as mentioned, the AI ​​doesn't seem to like crosses, so choose players who are fast, have good dribbling skills and a great shot. The recommended work rates for this position is High (ATT) and Low (DEF), alternatively Medium (DEF), in this way your striker will be the offensive reference point for your team. The suggested traits for this position is long shot taker. Possibly also the power header traits, but it is not essential in this game mode. If you are having trouble finding your striker you can consult my guide on how to choose attackers.

RANKS AND TRAINING

Currently unfortunately in Manager Mode on FC Mobile, ranks and training are important features. The game seems to favor the team with more training, although fortunately that is not the only aspect that matters. So the suggestion is to have your players with at least purple or red ranks with the maximum level of training.


TRAITS

In Manager Mode traits are important because they will allow you to better define the style of play of your team.


The main traits for this mode are two. Long shot taker and play maker. In this mode you will have noticed that often your players, even with a low shooting setting, tend to take long distance shots. The traits long shot taker, if combined with a player with an excellent shot (long shot and shot power), can become explosive. The traits play maker instead is recommended for all those players with an excellent pass and good vision of the game, this will allow them to make decisive passes for their teammates.

MENTAL TRAITS

In Manager Mode there are also other traits that can help your team get a win. I am talking about mental traits, often underestimated. The flair trait will allow your player to make unexpected plays. Having a player with the leadership trait will allow you to have a player capable of commanding his area of ​​the pitch, becoming a point of reference for his teammates. The Team Player trait will make your player give his all for the team.

These traits are not essential, but they can help in some game scenarios.

INTERMEDIATE PHASE OF THE GUIDE

If you've gotten this far in the guide and I haven't bored you, thank you. You should be able to build a good Manager Mode team on your own. Now we'll look at tactics and some gameplay tips.

CUSTOM TACTICS

As mentioned in the intro, in the tactics menu of Manager Mode you can select some pre-loaded tactics, but if you are reading this guide it is probably because these tactics are not helping you. With this guide I will help you build your own custom tactic, alternatively you can use my tactic, which will allow you to have a better and fun gaming experience.


BUILD UP

In the build up tab you can change the settings with which you will manage your team's playing style.

Speed
In the build up, speed, determined by the quantity and type of passes, consists in the speed with which we reach the opponent's half court. With level (1) you will have a slow build up with many back passes, therefore with some risk of losing the ball in dangerous areas of the field, with level (2) there will be many passes to midfield, with which to create your tiki-taka, while with level (3) the passes will be quicker and more direct towards the opponent's half of the field, with the risk of leaving your attackers alone with the ball.

Passing Distance
Passing distance is not related to crossing, but only serves to determine whether your player will tend to prefer a pass to a nearby teammate (1) or a very distant one (3). The value (2) is an intermediate value.

Mentality
Your team's build up mentality determines how your players approach the match. With (defending) your build up will be slow and thoughtful (useful if you need to control the outcome of the match), with (balanced) you will have a balanced attitude with good defensive coverage, with (attacking) you will have a fast build up directed towards the opponent's half of the field but which will expose you to the risk of counterattacks.

Positioning
The positioning of the players during your build up can be (organised) if you want your players to maintain their natural positions, or (free) if you want to create unpredictability in your build up with the risk of leaving spaces on the pitch uncovered.


OFFENCE

In the Offence tab you can change the settings of how your players handle the offensive phase.

Passing Tendency
Passing tendency indicates the frequency of passes before reaching the shot. Choose (2) for balanced gameplay, (1) if you prefer your players to remain in possession, even trying to dribble, before passing the ball or shooting, or (3) if you prefer slow gameplay with many passes to reach the opponent's goal.

Cross Tendency
This setting is supposed to regulate crossings, but it doesn't seem to work. But it works the same way as passing tendency. With (1) the player will tend to cross only on rare occasions and only in optimal situations, with (3) they should attempt to cross whenever they have the chance.

Shooting Tendency
The shooting tendency also works like the previous ones. With the (1) setting your players will prefer to pass the ball even when they could shoot, with the (2) they will try to shoot even when they could evaluate different solutions, and with the (3) they will shoot whenever they have the chance.

Positioning
It works like the positioning of the build up. With (free) you will have more unpredictability in your attacks but there will be the risk of leaving uncovered spaces, while with (organized) your players will maintain their original position.


DEFENCE

In the defense tab you can change the settings of how your team handles the defensive phase.

Pressure
The pressure level manages the height of your team. With the level (1) your team will stay in their half of the field waiting for the opponents, (2) for a more balanced attitude and (3) to go and recover the ball in the opponents' half of the field.

Width
The width level manages the width of your team. A low level (1) will make your team compact in the center of the field. Level (2) for a balanced choice and Level (3) to have a wide team. The choice of this setting should be made based on the characteristics of your formation. For example, in formations like the 41212 Narrow, levels (1 and 2) are recommended, while in formations like the 352, levels (2 and 3) are recommended.

Aggression
The aggression setting level, not to be confused with pressure, determines the intensity level with which you recover the ball. Level (1) is more defensive, as you will tend to wait for the opponent. In level (2) your players will wait for the right moment to intervene, while in level (3) your players will tend to attack the opponents, even with double marking.

Back Line
Honestly, this setting doesn't seem to work. I've done a lot of testing, even with different formations, but the number of offsides seems to be the same. This setting should either make your defenders wait on the back line (cover) or make them move forward to try the offside trap (offside trap).


TACTICAL CONSIDERATION

There are infinite combinations you can choose for your tactic, I suggest you evaluate the tactic also based on your formation. Do many tests, maybe try a balanced attitude first. The advice I give you is not to stop if your first tactic doesn't work.

MORE TIPS

If you have already played Manager Mode on FC Mobile you will have noticed that the matchmaking is based, like in the other modes, on fans. The peculiarity of this mode is that with the right tips you can reach FC Champion by playing against opponents of low value. What you have to do is to wait 1-2 weeks from the start of each new season before starting to play this mode. This way, opponents with stronger teams will already have increased their fan base and you will have less chance of meeting them, so you will start grinding out victories right away to get promotions.

Another tip is about connection. If during the match you notice that your opponent has abandoned the match (gray connection icon) you can use a wild card. If you are winning the match, you can end the match and get the win. If you are losing the match, or even drawing (depending on the points you need), you can also abandon the match (forced restart of the game) and the match will not be counted.


AUTOPLAY

Personally, I don't like the autoplay available in Manager Mode, even though it is essential when you need to maintain the Top 8000 (I have left the game in autoplay overnight). I prefer to play matches calmly, with the possibility of changing tactics based on the progress of the match.


CONCLUSION

I have put a lot of effort into this long guide on Manager Mode. It may not be perfect, but I think it will allow you to create a good team and a good tactic for this mode. Remember, creating your own tactic and getting good results will always be more rewarding than using someone else's tactic. Alternatively you can use my personal tactic.