Build A Striker Attributes: The Draft Priority Framework
All ten Build A Striker attributes ranked for draft value — Shooting, Speed, Dribbling, Passing, Physical, Defense, Vision, IQ, Ego and Weapon — with when to break the tier order.
This is a strategy framework, not an official ranking — Build A Striker does not publish attribute weights. It orders the ten draftable attributes by how draft communities value them in striker builds, and marks every judgment call as one.
Ten attributes, ten rounds, one pick each. The tier order below is the consensus-shaped answer to "what do I take first," followed by the situations that break it — because a tier list you never deviate from is a tier list you are using wrong.
S-Tier: The Build-Definers
Shooting. The headline stat. A striker exists to finish, and finished strikers are judged as finishers — a peak Shooting roll is the single most board-warping attribute in the game. When a genuinely high Shooting value shows, default to taking it.
Ego. The Blue Lock signature stat — the anime's entire thesis compressed into one number. Its draft value runs high both mechanically (it is the game's differentiator stat) and for the identity of the build: this is Build A Striker, and Ego is the stat the source material crowns. Full breakdown in Ego and Weapon.
Weapon. The special-move stat, straight from Blue Lock's weapon system. Like Ego it is a differentiator — the stat that makes a build yours. Also covered in the dedicated guide.
A-Tier: The Spine
Speed. Separation is creation. Speed pairs with Shooting the way pace pairs with finishing in every football game ever made — the two together are the classic striker spine.
Dribbling. Ball-carrying value, and the stat most likely to rescue a run where Shooting never appears. A Shooting-less build with high Dribbling is a different striker archetype, not a failed one.
B-Tier: The Value Fills
Vision and IQ — the chance-reading and decision pair. Underrated in drafts because they are invisible in highlight reels, but they are what mid-boards offer when the premiums do not show, and a build with none of them reads as a blunt instrument.
Physical. Duel strength. The insurance stat — never the reason a build wins, occasionally the reason a build does not lose.
C-Tier: The Specialist Reaches
Passing. Creation for others. On a striker build it is the classic "good stat, wrong position" — fine when the board is flat, skipped when anything S or A tier is showing.
Defense. Out-of-position value only. Take it late, take it as filler, never reach for it.
When To Break The Order
Three sanctioned deviations. Weak-board reaching — on low-tier rolls, chase ceiling instead of floor (the beginner guide explains the math). Build completion — round eight with zero Shooting on the board means a mid Shooting beats a high Vision. Premium sighting — any S-tier peak overrides everything below it. The tier order is the default; the draft is where you learn when it is wrong.