How to Pass Effectively in Madden NFL 25

The release of Madden NFL 25 will be here before we know it. With that in mind I wanted to talk about how to properly build an offensive passing attack. I was reading an excerpt written by Dan Gonzalez (SmartFootball.com) from his book Recoded and Reloaded: An Updated Structure for a Complete Passing Game at Any Level and thought about how we actually go about learning to pass in Madden. It usually consists of hopping into a game and picking random plays, not having any success, and then wondering why we suck. If you are willing to put in the time today we will teach you how to not only pass like a pro but learn how to create your own passing system for the release of Madden NFL 25.

First we need to understand what a passing system is. A passing system is a philosophy of how a team will literally pass the ball around the field. There are numerous types of passing systems: Air Raid, West Coast, Run and Shoot, and a Pro-Style system. Each believes in different ways to deliver the ball to receivers to move the chains.

Gonzalez then questions how and why passing systems are built from the ground up. He believes there are 15 steps in which anyone can build a passing system.

  • (1) It gives receivers the opportunity to defeat tight man coverage.
  • (2) Prevents conflict between receivers.
  • (3) Have a defined timing.
  • (4) Stretch the defense vertically and horizontally.
  • (5) Keep the QB out of interception danger.
  • (6) Deny pattern reading by the defense.
  • (7) Keep receivers from free pass defenders.
  • (8) Have a principle of route conversion.
  • (9) Adjust to condensed field areas.
  • (10) Have the ability to isolate certain parts of a pass defense.
  • (11) Allow for quick throws when the defense is outflanked.
  • (12) Accommodate delays and screens.
  • (13) Have set reading concept.
  • (14) Have organized scramble rules.
  • (15) Have the ability to adjust to multiple formations.

Let’s take a look at what all this means and how it affects your Madden game.

(1) It gives receivers the opportunity to defeat tight man coverage.

The first point of emphasis is about attacking man-to-man coverage. Offenses must have numerous routes designed to beat man-to-man coverage on every play. It also mentions that the progression of these routes needs to coincide with the timing of the patterns. For example, running a mesh over the middle of the field (two crossing patterns: typically drag routes) is great, but once those routes cross each other your window of opportunity for beating man coverage dwindles. A better strategy might be to run an underneath drag with a deep out towards the sideline. This will allow you to read the drag’s release and follow the pattern directly towards the out pattern as it breaks to the sideline. This is route progression at its finest when attacking man-to-man coverage.

(2) Prevents conflict between receivers.

Conflict between receivers can bog down an offense quickly. This means, don’t have two receivers run routes near each other. Make sure there is enough spacing between the routes so that one defender can’t cover two receivers. A classic example of this in Madden is when you have a deep post run by a slot receiver. Then the other slot receiver is hot routed to a streak. We then throw downfield to the deep post because he appears to be open only to have the pass intercepted by the deep safety because he was able to play both the streak and the deep post. This leaves us frustrated and mad at the game. Don’t fall victim to this.

(3) Have a defined timing.

Defined timing is all about making sure that each route on the field can be thrown with the same window of the QB’s progression. This allow for QBs to get into a rhythm with their receivers and build trust and confidence that the receiver will be open when they are supposed to be. When it comes to Madden I see this being more about learning when to throw specific patterns against specific defenses. This means to learn the difference between throwing a 5-yard out and a 10-yard out. They are the same pattern, but there are major consequences if you throw late or too early.

(4) Stretch the defense vertically and horizontally.

The vertical and horizontal passing game is something we talk about a lot. We all fall in love with the vertical passing game because it produces the biggest and best results. Who doesn’t love throwing 80-yard TDs? What we need to pull from this principle is that we should always be looking to attack short and only take advantage of deep patterns when defenses anticipate short and leave the deep pattern open. This is a major point of emphasis in Madden. Make sure that you always have one vertical pattern on every play. If your opponent forgets for a half second…make them pay.

(5) Keep the QB out of interception danger.

How many times have you thrown a pass in Madden and immediately upon release knew it was going to be intercepted? That is because we aren’t keeping the QB out of interception danger. This means to always make sure that when we are throwing patterns we are never trailing a receiver and are always leading him. Think about drag patterns. Translate this to Madden when you “throw late in the flat” or if you throw a drag pattern once the receiver has already crossed the face of the QB. It often leads to interceptions. Instead, set up your routes to work together so that your progression is always leading each receiver.

(6) Deny pattern reading by the defense.

Denying pattern reading by defenses is a major point of emphasis in Madden. This means to make sure that your opponent can’t make a read on a play based on specific routes being run. For example if you are facing the New England Patriots playbook and are going against the Gun Ace Tight Slots formation, you will expect your opponent to run Pats Wheel Drag. As soon as you see those outside receivers break to the flat you know they are running Pats Wheel Drag and can potentially make a user play to prevent any positive results for the offense. However, the opponent is adhering to principle #6 of building an effective passing system and called Gun Ace Tight Slots Stick. The outside receivers are running flat patterns and sit in the wide-open flat. Your user defender is downfield 20 yards waiting for the receivers to break upfield on their wheel patterns, but unfortunately for him the offense has already gained an easy 10 yards in the flat. Denying pattern reading is an important rule that won’t allow your opponent to make user plays effectively.

(7) Keep receivers from free pass defenders.

This is a tricky rule to relate to Madden, but I think I have it figured out. Keeping receivers from free pass defenders is about teaching both the QB and the receiver how to effectively run routes to beat both man-to-man coverage and zone coverage. I believe this can work two different ways in Madden. When running a curl pattern in you will have two different windows to attack defenses. If you are facing zone you will need a flat pattern to pull the underneath zone away from the curl. Once the flat defender is out of the way you can throw the ball immediately. If you are facing man-to-man coverage you will only need to focus on the curl receiver. You need to throw the ball as soon as the receiver makes his cut. The timing is crucial because if you wait too long the defender will be able to recover and make a play on the ball. This differs from real life because receivers will actually change their routes based on the defenses they see. They will adhere to the original route but they might cut it short if they see a zone defender playing the first down marker, and if they see man-to-man they might cut the route inside a bit harder to get better positioning. The Madden equivalent is learning how each route can be effective against each coverage and then capitalizing on the timing for the completion.

(8) Have a principle of route conversion.

Having a principle of route conversion means to always be ready for what you don’t expect. Getting to the line of scrimmage, reading the defense, and then executing can and will work, but against the best of the best expect life to not be so easy. Football is all about deception. Make your opponents think one thing and give them another. That is why you must always be ready for what you don’t expect. For example: It’s 3rd and 5 and you come out in Gun Y Trips 4 Verticals, expecting that your opponent will be playing some type of Cover 3 zone defense to amply protect the short field as well as protect deep. The 4 Verticals call makes perfect sense because we don’t think our opponent will play any type of Cover 4 defense because the down and distance don’t call for that defense. We figure that if the defense is in Cover 2 or Cover 3 we will hit our crossing TE over the middle of the field for an easy first down. At the snap of the ball the unthinkable has happened. Our opponent has called Cover 4, but are we ready? Thankfully we have prepared for this situation and we know that even against a Cover 4 shell we can complete a pass to our TE over the middle of the field. We simply must let his route develop downfield a bit longer and we will make the completion. Always have a plan for the opposite of what you will face. We talk a lot about having a “bail out” route on the field. This means if we expect zone coverage make sure to have one route on the field that can beat man-to-man coverage. Just in case.

(9) Adjust to condensed field areas.

Adjusting to condensed field areas specifically targets two different things for our Madden games: the red zone and the hash marks. Depending on where you are on the field you will want to change your game plan. If you are in the red zone it’s not a good idea to run 4 Verticals to try and move the chains. A better idea would be to attack the field horizontally. Your biggest enemy in this area is space, so make sure to adjust your game plan and have specific plays to use here. Most of us recognize the need for red zone efficiency, but I think we forget about what hash mark we are on and how this can affect our system. Just as we are limited in the red zone we are limited when it comes to what hash we are on. Don’t run corner patterns to the near sideline, and don’t forget to space the field evenly. This can be subtle but can make a huge difference over the course of time.

(10) Have the ability to isolate certain parts of a pass defense.

Having the ability to isolate certain parts of a pass defense means to always give yourself the advantage when it comes to the passing game. This calls for signaling out specific defenders to dictate where and when a pass will be delivered. In Madden this defender will always be the user defender. Find him and know where he is going. Not only that, but you need to dig deeper and understand that this user defender is a cog in a machine – your opponent doesn’t have 12 defenders. He can’t user control a defender without it causing some type of result on his side of the ball. For example: If your opponent user controls the FS that likely means that he or she is controlling a defender that is more times than not responsible for the deep third of the field (Cover 3 zone). This means there is an increased chance of deep balls downfield and more bracketed coverage underneath. If your opponent is controlling the SS, this means that he or she is most likely controlling a defender who is responsible for patrolling the middle of the field in robber coverage. This means the deep half of the field has better potential to be covered while underneath will be more exposed (Cover 3 zone). Finally, if your opponent user controls the MLB, know that he or she is controlling a defender that is directly responsible for anything over the middle of the field as well as the defender that is covering the HB in man-to-man situations. This means that the sidelines will be open and that you should utilize your HB in creative ways (Cover 3 zone and 2 Man Under). How does all this knowledge change your actions and decisions on the field?

(11) Allow for quick throws when the defense is outflanked.

Get the ball out as quickly as possible even if the defense isn’t set. Your job isn’t to worry about your opponent getting a fair shot at stopping your offense. If you have the advantage in an area, use it. In Madden this means to quick-snap the living daylights out of your opponent. Call your play and get to the line of scrimmage as fast as possible. Snap the ball and complete the pass; this will leave your opponent feeling scrambled all game long.

(12) Accommodate delays and screens.

Accommodate delays and screens. Screens check. Delays not so much. This means to incorporate WR Screens and HB Screens into your gameplan. Somewhere along the line you should make your opponent fear the screen game. Screens are often the safest and most explosive plays in the game. Running delay plays doesn’t mean running HB delay routes, but it means to have the intention of targeting your last read as your main read. I attribute this to user catching in Madden. This means to set up your play and have all your specifics laid out so that if the opportunity arises you can deliver the underneath drag or the backside out. If all else fails throw the sideline fade. The user catch in Madden can be your best friend and it can be your enemy. If you don’t practice, it won’t be apart of your arsenal, and if you do practice it will make your life that much easier when it comes to moving the ball.

(13) Have set reading concepts.

Having set reading concepts means to take everything that you know and put it together. Work all the knowledge that you possess to your advantage. Don’t just chuck streaks and think you are good at Madden. To get to the next level you need to fully understand the reasons behind why something is effective and then capitalize when the situation presents itself.

(14) Have organized scramble rules.

Use a team competitively that has a mobile QB and practice scrambling against max coverage defense. If you think about the most dominant Madden teams of all times, they all possessed a QB who could scramble if needed (04 Falcons, 09 Cowboys, 12 Packers, 13 49ers). This is because they are a 6th option that a defense has to account for. If you face a pocket passer, defenses only have to defend five offensive options. If the QB can scramble, that now creates a dilemma for a defense. They now need to account for a 6th option, and that can drastically change defensive game plans.

(15) Have the ability to adjust to multiple formations

Have the ability to run multiple formations but utilize the same concepts. This translates into Madden when we think of throwing out patterns against man-to-man coverage or zone coverage.  Typically we like to use a Gun Spread look as it allows us to have balance on the field and attack both sidelines. Rule 15 asks that we mix things up but still for the defense to respect the same areas of the field. This can cause confusion for our opponent and create opportunities for our offense.

For the videos that break down each of these options, click on the heading hyperlinks. They will help you take your passing system to the next level.

Comment below and let us know if this has helped your passing game.!

Pass Rushing in Madden 25 - Key Players

While the main part of free agency wrapped up with all the big contracts, there is still a secret battle being waged for spots in the Madden NFL 25 Power Rankings. Players who will be essential for blitzing in Madden NFL 25 are still available and at a very low cost for their talent levels. Here are some key players who will help decide the trench in battle in Madden NFL 25.

Honorable Mention: Victor Butler (Speed), Israel Idonije (Multiple), Richard Seymour (Beef)

Elvis Dumervil (Signed): After the contract snafu in Denver, Dumervil leaves the team shooting up our rankings after the signing of Wes Welker and DRC. Now, Denver will still have Von Miller, but it was huge for them to have it coming off both edges. Now, Baltimore, who lost Paul Kruger to Cleveland, fills a gap to stop its slide out of the top 5, to right around the top 10. Elvis is more talented physically than Kruger and will give Baltimore the threat it needs opposite Terrell Suggs. They already lost Ellerbe, Lewis, Boldin, Reed, and Williams, so this is a big signing to keep them relevant.

Osi Umenyiora (Signed): The Falcons lose John Abraham, but Osi would be a suitable replacement despite not playing the exact same role. Osi has strong acceleration and was New York’s second best pass rusher behind JPP. The Giants will be fine without him in Madden NFL 25, but Tuck won’t be able to slide inside as much, and they lost Chris Canty, who was their best overall DT. Flexibility is huge, and he gave NY a great rotation. In Atlanta, he will be strictly a down lineman, but they still have the sneaky versatile Kroy Biermann.

Dwight Freeney: With no plans yet, Freeney would be a great option to go opposite Von Miller. He got experience in a 3-4 last year, so he now has great scheme versatility. The Broncos would easily be a top 5 Madden 25 team if they had Freeney and Miller coming hot off the edges from multiple fronts. Freeney is aging but still has strong speed and acceleration. He is a better option at this stage than John Abraham, IMO, but Abraham is solid overall and a great option for any team that doesn’t land their first target.

James Harrison: The man with 99 Hit Power was never the biggest or fastest player, but he was capable of some serious hit sticks. The Steelers have such great depth and speed at LB, they are choosing to let him walk. Any team that wants to force fumbles in Madden NFL 25 could use a player like Harrison to unleash on the offense. He is likely the most under-the-radar free agent left, and hopefully his recent down trend won’t hit him too much in the ratings department!

Which player still left would make a huge impact for your Madden NFL 25 team? Leave it in the comments! 

Super Bowl XLVII Clock Management Questions for Jim Harbaugh!

The San Francisco 49ers and Baltimore Ravens just completed an epic Super Bowl game. They had everything from big plays to an almost bigger comeback, and even a 33-minute power outage to really make it memorable. The brothers Harbaugh, who coached against each other, were a huge story leading up to the game, and I think the out-coaching that happened on the field was a big story as well. In my opinion, Jim Harbaugh was out-dueled by his brother and missed giving his team an extra chance to win the game.

The Good: Jim Harbaugh’s challenge on the spot of the ball forced Flacco to make an incredible throw and Boldin to make an even better catch on 3rd and inches. He took a real chance but clearly saw something and went with his gut.

Before the half, the 49ers had two timeouts left with 2nd down and 2 from the red zone, with 17 seconds left. I absolutely loved the run call to try to pick up the first (they came up short) and then use their second time out to have three cracks at the end zone with 12 seconds left. The bummer was they came up short, had to use the timeout, and then only got one play off until it was 4th down. They took their final timeout with 3 seconds left to kick the FG. I thought they handled it excellently.

The Bad: This series was an extremely tight window that I felt was mismanaged:

1st and 10 at BAL 40 (Shotgun) F.Gore left end pushed ob at BLT 7 for 33 yards (E.Reed).
1st and 7 at BAL 7 (Shotgun) L.James right guard to BLT 5 for 2 yards (D.Ellerbe; D.Tyson).
2nd and 5 at BAL 5 (Shotgun) C.Kaepernick pass incomplete short right to M.Crabtree (C.Graham).
Timeout #2 by SF at 01:55.
3rd and 5 at BAL 5 C.Kaepernick pass incomplete short right to M.Crabtree (J.Smith).
4th and 5 at BAL 5 (Shotgun) C.Kaepernick pass incomplete short right to M.Crabtree.

If I remember correctly, once Gore broke the run, he ended up out of bounds on the 7-yard line with around 2:39 left. They tried a run with James that got them down to the 5-yard line with 2:35, and they then let the clock tick all the way down to the two-minute warning, which I didn’t mind, because they still had two timeouts left. At this point, they draw up a roll-out play, which is unsuccessful. Here is where it gets sketchy; they call a run with Kaepernick, but with a delay of game coming, Jim Harbaugh is forced to take a timeout that he needs desperately. The play never develops, and now they must go back to passing to preserve the clock in case they don’t score. They end up not converting and touch the ball next with just 4 seconds left. The timeout they burned would have saved them 40 seconds and made it more like 44, and the Ravens wouldn’t have been able to use the safety. As a fan who watched my Giants give the Patriots the ball back with extra time last year after questionable management, I know it is something that can haunt you. As Madden players, we must manage our own clock, and thankfully we can play hundreds of games to really understand it. My goal here is not to second guess the play calls of whether they should have run, rolled out, etc., but just what they might have done differently if given another chance. Jim was obviously calling plays he thought would work, so I won’t waste my time there. I saw the Ravens blow coverage on a roll-out play to Welker in the red zone 2 weeks ago, so there is always that angle, but I am strictly talking clock. In Madden, we can just load up another opponent, but in the NFL we can only sit and think about next year!

I felt like the 49ers had a chance to get one more possession out of the game but ultimately went with the “Score or Die” mentality, not because they wanted to but because of an error that forced them to take the timeout. The “What if they scored too early argument?” I don’t believe in, because Baltimore had all three timeouts and could have gotten the ball back with 1:30+ left by using all three timeouts, and with a successful two-point conversion, a FG would have only tied the game.

Possible Second Guesses: After the miss by Akers, which was negated by a running into the kicker penalty, there may have been a chance to go for it. It became a 4th and 2, and they took the points to make it 28-23 instead.

Send a little more heat on the safety play to force the punter out of bounds quicker. If he goes out with 7 seconds or so, maybe Ginn can get out of bounds around the 40ish to give a Hail Mary chance.

I thought John Harbaugh was very aggressive with his play-calling, including a great fake FG (although the kicker needed to run 18 yards since he needed 9 and was 9 yards deep, but he really did have a pretty clear lane). I believe John would have started taking timeouts if the 49ers had run on their last series during the goal line stand anyway.

What did you guys think about the clock management in Super Bowl XLVII? Would you have handled it differently in Madden NFL 13?

Madden NFL 13 Tips: Stopping 5WR Empty Sets

Defending an opponent who likes to spread out the offensive attack can be a challenge in Madden NFL 13. You have to make sure your guys are well aligned and spread out against their formation. Should you try to bring a blitz to force a quick throw, or should you drop some linemen back and try to intercept passes over the middle? If your opponent lacks a mobile QB, they will be unable to run draws, so you shouldn’t fear dropping back linemen. They also can’t block a TE or HB, so you should mix in pressure off one edge!

Do you stay in your base defense against five WRs or change it up? 

Madden NFL 13 Tips – Saints Free Offensive Scheme!

Saints Madden 13

The Saints offensive playbook in Madden NFL 13 has some great plays to help your offense! On TWIM 89, ZFarls and SGibs went over their favorite plays from the book to give you a free scheme.

The Saints have a few unique run plays, gadget screens, and of course some great passing concepts. Make sure to watch the video below to find out which run is great, but why some of the trinket screen passes shouldn’t be over-used. Lastly, find out why Saints Spot Shake is one of the best plays in the game every single Madden season!

Are you a big fan of the Saints playbook? What is your quick pass?

Madden NFL 13 Tips – How to Stop the Read Option

Play of the Day: 4-3 Under Edge Sting!

The Read Option (Free Scheme) is a solid play in Madden NFL 13. It allows the QB to quickly hand off the ball or hang onto it and run if the defensive end doesn’t stand up. Players like Colin Kaepernick and Russell Wilson have made a living from this play and are now great in Madden NFL 13 due to recent roster updates to boost their speed and acceleration!

How can you stop the Read Option? Here is a great blitz angle that will really fire into the backfield, no matter what your opponent does with the ball. We choose to commit an extra defender to it, rather than allow our defensive end to be the only man responsible! We already use this formation as a great way to defend the run, so why not add in this way to make it more versatile!

Let us know what tactics you like to use to defend the Read Option in the comments!

Patriots "Pass First" Offensive Scheme, by RDikes

The MaddenTips Forums are a great place for free schemes, with many members volunteering to take out playbooks for a spin and share their findings. New England has been explored by SGibs and contains the vaunted Pats Wheel Drag play, which we showed how to defend on TWIM 88!

Here is the base formation from Gun Deuce Wing; make sure to come out in the Counter! This will follow SGibs’s patented 5 Sets for Success on O! Great work by RDikes!

Here is the first audible broken down: Strong Normal – HB Off Tackle (run right).

Second audible: Gun Ace – FL Screen (quick pass, blitz beater).

Third and fourth audibles: HB Mid Draw and Pats Wheel Drag from Gun Ace Tight Slots
(man and zone beater; you need the draw vs coverage D).

Audible five: Pats X Slant (special bonus play)

So, leave your thoughts and thank yous in the comments for Ryan! Also, make sure to check out SGibs’s free Pats Mini Scheme from earlier in the season!

Madden 13 Tips - Free Play Friday

This is an amazing play that more people need to know about, I know we broke it down on TWIM 86, but did you go and test it out? I can stress it enough, this automotion play is one of the best in the game!



But There Is More!

Some people might have already implemented that in their gameplan, so I wanted to share ANOTHER similar style play with you. This play is automotion too, but I actually like to cancel it and make it a stock drag which will not get pressed.

My Reads:

I like to hot route the X WR to a streak or an out route depending on the coverage, he is move inside nicely and should get a pretty clean release. This will force the defense to re-base align quickly and will often leave open the HB. You can streak the HB on the right, or place him on a wheel if you think the flat is tender. I LOVE streaks, but there can be some traffic in the middle of the field. The route by the back on the right is a nice quick pass that you can hit for big yards. You can also, wheel or streak him as well. On 3rd and 1, try an out route that the zones will drop away from for an easy chain moving play. The A WR can stay on his route or be placed on a zig against man or in short yardage. This play really crams the defense inside, until all the sudden you unleash a deep ball in the seam or sneak a wheel route out the the HB! Try this play out! It is from Gun Split Formation which is in many playbooks! 

 Let me know if you have success with this play! Comments or @Maddenbible

99 Special Teams! Belk Bowl Punt by Will Monday of Duke!

We always talk about how important it is to have great special teams in Madden NFL 13! This includes
kick returns, punting, and onside recovery! ZFarls is well known for his 99-rated special teams, but this punter might have him beaten. NCAA football isn’t usually known for great special teams, and many teams worry about college kickers. Duke, though, has no worries with Will Monday; the dude is a BEAST! Check out this punt!

Make it dance, Will! Plus, make sure to put your best HPW guys in the depth chart slot we showed on TWIM 85! 
Via @KegsNEggs Blog

The Top 5 Pass Defenses in Madden NFL 13

The Best Pass D in Madden NFL 13!

Many new players love to use a Cover 3 style defense since it appears to give them the most area of the field covered. However, veterans know that this is a misconception and that the best defense in the game is actually 2 Man Under. A huge tip is to user the MLB covering the HB and really control the middle of the field!

Here we deliver the most versatile 2 Man Under style coverage and teach you how to set up a quick blitz from it.

With this video tip we showed you the best defensive play in Madden NFL 13. Now let’s take a look at the Top 5 Pass Defenses to accompany it.

5. Green Bay Packers – The Packers aren’t known for lockdown defense this year, but in Madden NFL 13 they have a secondary that can win you ball games. Charles Woodson is currently injured, so make sure to sub him at starting SS. FS Morgan Burnett is a great user defender and is great in run support. The duo of CB Sam Shields and CB Tramon Williams is arguably the best tandem in the game. Mix in a great pass rush with LBs Clay Matthews and Nick Perry, and the Packers have one of the best defenses in Madden NFL 13.

4. Cincinnati Bengals – For some, the Bengals might be a surprise on this list. However, when you have a deep secondary that possesses Taylor Mays (6’3″, 95 SPD, 91 POW) and Robert Sands (6’4″, 88 POW), that is a great starting point for your secondary. The Bengals match their size with speed at corner. Pacman Jones and Terence Newman give the speed the Bengals need to defend any receiving corps in the game.

3. Dallas Cowboys – The Cowboys have the best one through four corners in Madden NFL 13. Each one of them would be a starter on just about every other team in the game. Brandon Carr, Mo Claiborne, Mike Jenkins, and Orlando Scandrick allow the Cowboys to play a blitz-heavy defense without worrying about getting exposed in the secondary.

2. Seattle Seahawks – I absolutely love the Seattle Seahawks’ defensive secondary. This is the best nickel lineup in the game. FS Earl Thomas has enough speed to play 1v1 coverage against top receivers. While SS Kam Chancellor brings his 6’3″ frame and 94 POW to the field, at corner the Hawks add more height with 6’3″ CB Richard Sherman and 6’4″ CB Brandon Browner. This height in the Hawks’ secondary causes matchup problems for any receiving corps.

1. San Francisco 49ers – The #1 defensive team in all the land is the 49ers. While they don’t have the best overall secondary in the game, they have a ton of hit power and good speed to complement. They are placed at #1 because of their ability to block shed and have multiple players on the field with 90+ hit power. If you want to play lockdown defense in Madden NFL 13 you MUST use the 49ers.