Interceptor
Make more plays in the passing lane
Interceptor helps interception animations fit tighter passing windows, opens more opportunities for CPU lane defenders, and shortens recovery after empty-handed catch attempts. Higher tiers give you more room to make a play on the pass.
By 2kAuction Research
Version 1
Updated
MYCAREER
Requirements
Reach the listed Steal rating for each badge tier.
| Attribute | Bronze | Silver | Gold | HOF |
|---|---|---|---|---|
| Steal | 60 | 77 | 90 | 97 |
The W uses the same ratings.
More room for the catch animation
On regular interception attempts, Gold cuts the minimum contact interval by 15%; Legend cuts it by 25%. Both manual and automatic attempts use this benefit.
Higher tiers handle tighter windows
At 70 Pass Perception, Gold needs more than 339.9 ms left on the pass for the CPU time check. HOF needs 220.9 ms; Legend needs 151.4 ms.
Recover after coming up empty
For a qualifying catch-capable attempt that leaves you without the ball, the recovery timer falls to 350 ms at Gold and 260 ms at Legend.
IN THIS GUIDE
Every levelGive the catch animation more roomHow much time is left on the pass?Get back into the play after an empty attemptSee the passing laneBadge or attribute?Putting it into practiceTHE UPGRADE LADDER
What changes at every level
| Tier | Contact interval cut | CPU needs more pass time than | Empty-handed catch recovery timer |
|---|---|---|---|
| None | 0% | 397.5 ms | 500 ms |
| Bronze | 5% | 378.3 ms | 450 ms |
| Silver | 10% | 359.1 ms | 400 ms |
| Gold | 15% | 339.9 ms | 350 ms |
| Hall of Fame | 20% | 220.9 ms | 300 ms |
| Legend | 25% | 151.4 ms | 260 ms |
Contact interval: reduction to the animation’s minimum contact time, not a steal-success bonus. CPU time check: 70 Pass Perception, no special takeover, including the 16.7 ms buffer. Recovery: a catch-capable interception animation while the defender has no ball, with its other exit conditions met. These timings cover separate checks and should not be added together.
01 / Interceptor
Give the catch animation more room
An interception attempt needs enough time for its animation to meet the ball. Interceptor shortens the regular minimum contact interval, helping an animation fit a tighter window. This applies when you control the defender and when the CPU makes the attempt.
Bronze through Legend reduce the base interval by 5%, 10%, 15%, 20%, 25%, respectively. The final interval also depends on adjusted Pass Perception and the passer’s counter. The badge changes the timing requirement; the pass still needs a suitable catch animation.
02 / Interceptor
How much time is left on the pass?
A CPU defender needs enough time left before the pass arrives to qualify for an automatic interception opportunity. Interceptor lowers that time requirement.
At 70 Pass Perception with 300 ms left on a pass, HOF and Legend clear this time check; Gold and below do not. Position and animation selection decide what happens next.
Does the CPU defender have time to react?
Set Pass Perception and the time left before the pass arrives. A shorter bar means less pass time is needed for an automatic interception opportunity.
PASS TIME NEEDED Dashed line = 300 ms left on the pass
- No badge
- > 397.5 ms
- Bronze
- > 378.3 ms
- Silver
- > 359.1 ms
- Gold
- > 339.9 ms
- HOF
- > 220.9 ms
- Legend
- > 151.4 ms
Too little time leftThis tier does not clear the automatic time check with this much time left on the pass.
CPU-controlled defenders only, with no special takeover. The threshold includes the reaction allowance and a 16.7 ms buffer. It is not a wait before the defender moves or the response time of your steal button. Clearing it does not guarantee a steal.
03 / Interceptor
Get back into the play after an empty attempt
During a catch-capable interception animation, an empty-handed defender has a recovery timer that drops with each badge tier. It goes from 500 ms without Interceptor to 350 ms at Gold and 260 ms at Legend.
The clock starts from an event inside the animation. Once its other exit conditions are met, it can release the empty-handed defender back into the play. The listed timer is not the total time after pressing steal.
Non-catch attempts use a separate recovery path that requires movement input. Its timing also depends on how far the animation is offset from the ideal contact point.
04 / Interceptor
See the passing lane
A CPU defender checks lane position or movement after clearing the time requirement. The pass must also fit an available interception animation for the defender to make a play.
In this 70 Pass Perception example, the far end of the lane extends 0.90 m to each side without the badge, 1.35 m at Gold, and 1.63 m at Legend. The diagram also shows how the start of the area moves closer to the ball as the tier rises.
See the passing lane open up
Choose a badge tier. The shaded area shows the CPU’s lane-position check for this pass.
Fixed example: 70 Pass Perception · 10 m to the pass target · 1 second remaining · no takeover
Width on each side at the far edge
Gold InterceptorNo badge: 0.90 m per side0.45 m more on each sideHigher tiers widen the far end and bring the start of the shaded area closer to the ball.
Shading shows the lane-position check, not arm reach or a guaranteed catch. Moving defenders can also qualify through a separate running route with distance and direction checks. This example stays at 70 Pass Perception and 1 second remaining, independent of the time-window sliders above.
BUILD DECISIONS
Steal for requirements, Pass Perception for CPU reads
Steal sets the MyCAREER requirements listed above. The CPU time check uses Pass Perception together with Interceptor. Use the Steal table for your build and the Pass Perception visual for CPU lane reads.
When comparing MyTEAM defenders, check both Pass Perception and the badge tier. Move the slider to see how much remaining pass time each combination needs.
PUTTING IT INTO PRACTICE
How to use Interceptor
On your MyPLAYER
Plan around the Steal thresholds at the top, then time your attempts from a good lane position.
For CPU help defense
Higher tiers matter beyond a single attempt check. At 70 Pass Perception, going from Gold to HOF lowers the required remaining pass time by 119 ms.

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