Madden NFL 16 achievements
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Madden NFL 16

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There are a maximum of 36 Madden NFL 16 achievements worth 2,641 (1,000), and 1 challenge

39,672 tracked gamers have this game, 402 have completed it (1.01%)

Achievement Details

The Champion in Madden NFL 16

The Champion45 (20)

This is a rare achievementComplete a Draft Champions event undefeated.

  • Unlocked by 7,911 tracked gamers (20% - TA Ratio = 2.23) 39,672  

Achievement Guide for The Champion

AuthorSolution
Sigma 3815
140,105 (79,526)
Sigma 3815
Achievement won on 15 Aug 16
TA Score for this game: 2,641
Posted on 16 August 16 at 08:44, Edited on 16 August 16 at 08:46
This solution has 1 positive vote and 0 negative votes. Please log in to vote.
****See the overview at the bottom for general guides and tips****

This can be won by winning the Championship game in Ranked, H2H (Head to Head), or Solo Draft in Draft Champions mode from the Main Menu. The mode consists of drafting additions to a base team and a coach/playbook/style in 15 rounds of 3 randomly given options each round, excluding Kickers and Punters. The rewards won in each mode then can be redeemed in Madden Ultimate Team.

The achievement can be won in 3 games in Solo, 4 games in H2h, and 6 games in Ranked. Solo Draft consists of games only against the CPU, while the H2H and ranked consist of games against other humans. You must win every game to get the achievement, even if you win the Ranked Championship (the only mode in which you can lose more than 1 game). This guide will show you general drafting strategies, as well as general gameplay strategies against other humans and the computer. I'll try and include tips for players ranging from unfamiliar with American football to knowledgeable of the NFL and the tendencies of certain players and play-calling.

Drafting:
I've noticed that I've drafted better overall teams in H2H and Ranked Draft Champions, with my highest overall team being an 86, and my best Solo Draft team being an 83.
Defense- Ends and Linebackers:
The first round is always a coach round, with 3 random coaches being available. The most important aspect of the coaches is whether or not to go with a 4-3 or 3-4 philosophy on defense. 4-3 defenses feature 4 down lineman (2 Defensive Tackles and 2 Defensive Ends), and 3-4 defenses feature 3 down lineman (1 DT or Nose Tackle and 2 DEs). 3-4 defenses typically focus their outside linebackers as pass rushers ( ex. Von Miller and Justin Houston) with both Middle Linebackers roaming zones 5-15 yards off the Line of Scrimmage (LoS). The pass rush threat in a 3-4 will come from linebackers blitzing. In a 4-3 defense, the pass rush will usually come from the DEs, with the two outside linebackers providing more of a coverage role (ex. Thomas Davis and K.J. Wright). 3-4 Ends tend to be better rushers and slower (ex. Derek Wolfe), and 4-3 Ends tend to be faster and more focused on containment (ex. Cliff Avril). (Note that these tendencies are very generic and definitely differ between team to team and especially player to player)
You can maximize your team synergy by drafting DEs and LBs to fit your defensive philosophy, but it is not necessary to be successful in Draft Champions. At the very minimum, you should try and draft 2 defensive lineman if you're running a 4-3, and two linebackers if you're running a 3-4. Remember that 3-4 defenses use two middle linebackers, while 4-3 teams use two defensive tackles.
Defense- Secondary:
Both defensive schemes will use 4 players in the secondary: 2 cornerbacks (CB) on the outside of the defense covering wide receivers, a free safety (FS) at the back of the defense, and a strong safety (SS) typically between the LBs and the FS. I would recommend drafting 2 members of the secondary, particularly a CB and a safety, but you should at the very least have one drafted. Both the CPU and humans tend to pass more often than they run, so having a good secondary is essential to stop them from quickly running up the score or coming back from behind. The philosophy of the secondary tends either to focus on man defense or zone defense, with man (ex. Patrick Peterson) covering specific offensive players, and zone (Richard Sherman) covering general areas past the LoS. Man defenses tend to blitz more than zone defenses.
Defense- General:
One of, if not the most important stat that I've noticed that makes the biggest difference of any defensive player is PRC, or Play Recognition. Since you can only control one player, and the computer is controlling your other 10 players, the AI on the computer should be competent long enough for you to switch over if manual inputs are needed, such as making a tackle or intercepting the ball. The first few seconds of a play are the most important, and PRC allows the player to react to those first few seconds properly. Other important attributes are: Speed (obviously), Tackle (ability not to get tackles broken), BKS (block shed, the ability for players to get off a block), and PUR (pursuit, the ability for a player to take good angles when going after the ball carrier). Balance these attributes out, match them with a good philosophy, and you should be able to limit your opponents to enough points that can be overcome by your offense.
Offense- Backfield
The offensive backfield consists of wide receivers, running backs, and quarterbacks. For WRs, I personally like drafting tall receivers (>6'2", >1.88m) with high Catch in Traffic (CIT) ratings, enabling them to win jump ball situations and holding onto the ball once they've caught it. Good examples of these kinds of players are AJ Green and Brandon Marshal. They may not be the fastest WRs, but they are the most consistent in being able to catch the ball when you need them. For running backs, or half-backs, a power runner (Marshawn Lynch), or speed runner (Jamaal Charles) are the main types you'll draft. Power backs have higher trucking (run through players), lower speed, and higher carry (the ability to secure the ball and not fumble), while speed backs typically have higher elusiveness (run around players), higher speed, and lower carry. For QBs, anyone with good throw power (90+) and either short and medium accuracy (89+) or throw on the run (85+) will get you through a championship. I recommend having at least 2 of the 3: WR, RB, QB.
Offense: Linemen and Tight Ends
I recommend choosing at least one offensive lineman, with no more than three, trying to balance out both run block and pass block. Tight ends can line up either outside of an offensive tackle, or standing straight up like a receiver, usually off the LoS, and are most effective in short to medium passing situations, especially in the red zone (within 20 yards of a touchdown). For Tight Ends, I typically choose tight ends with similar attributes good WRs have: height, catch in traffic, and speed; Greg Olsen and Gary Barnidge are good examples of these. I recommend at least two weapons focused in the passing game (combination of WRs and TEs, with no more than 2 TEs and no more than 3 WRs).

Overview:
Realize that drafting a good and well-balanced team with a consistent philosophy on offense and defense is half the battle in being successful in draft champions and in Ultimate Team. I recommend: 2 D-Line and 1 LB in a 4-3, 1 D-Line and 2 LBs in a 3-4, two members of the secondary, 1-2 O-Line, 2 passing targets (WRs or TEs), a QB and/or RB. Following these drafting guidelines plus the coach will leave you with 3-5 additional rounds of picking players that complement your overall team. The last round of the draft, Round 15, will always feature a 90+ ovr legend player, sometimes being your best player overall, so plan accordingly. This achievement can be won in any of the three types of Draft Champions Modes, with Solo being against the CPU and H2H and Ranked being against other humans. I tend to blitz and run more against the CPU, while covering and passing more against humans. Look at the previous play chosen by the opponent to develop a winning strategy in the first drives of the game. For offense, quick routes like slants beat Cover 0 and 1, sidelines and the deep middle beat Cover 2, seams or numbers/hash marks beat Cover 3, and underneath routes below the secondary beat Cover 4. On defense, blitzes cause pressure and sacks with the chance of a big play occurring, Cover 2 beats underneath routes, Cover 3 beats medium routes like posts and corners, and Cover 4 beats deep routes like fades and streaks down the sideline and up the seams. Popular plays online tend to be slants, stick, and verticals; try to predict and cover the anticipated play. On defense, people typically only use one or two coverages, the most common being Cover 3, followed by blitzes and Cover 4. Seeing how the safeties line up before the snap can help you determine what the opponent is going to do. Most players online only run around 2-3 plays on offense and 1-2 plays on defense, so try and find their pattern early and beat it. With enough consistency, balance, and luck, this achievement can be won by both experts and beginners. Comment below for ideas and other tips.
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