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Manual02 · Build your team

Players and skills

Every outfield and goalkeeper skill, plus form, experience, potential, personality and special abilities.

14 min readUpdated with the live gameOpen squad ↗
On this page
  1. Two skill families
  2. The denomination ladder
  3. Read the whole player
01

Two skill families

Every skill is stored on a 1–100 scale. Your own club sees exact rounded values; opponents see the honest denomination band. An overall role rating summarises current fit, but the engine always resolves the individual skills named by the action.

In midfield, Tackling and Defensive Positioning share a limit based on Passing and Ball Control, whatever the player’s usual position. The Match engine chapter explains the calculation and worked examples.

Outfield skills

Scoring

SC

Finishing, long-shot and penalty quality; also helps sell a short pass and refine set-piece delivery.

Offensive Positioning

OP

Finding space in midfield and the box, plus attacking assistance.

Ball Control

BC

Receiving under pressure, dribbling, aerial technique and several creative/set-piece actions.

Passing

PA

Opening actions, box delivery, midfield domination, direct free kicks and crosses.

Aerial

AE

High-ball receptions, headers and aerial defensive contests.

Constitution

CO

Minutes at full strength, pressing intensity, assistance work-rate, wing-back runs and injury resistance.

Tackling

TA

Ground challenges, defensive aerial technique and pressure matchups.

Defensive Positioning

DP

Reaching attackers, defensive assistance, pressing and set-piece location.

Goalkeeper skills

Reflexes

RE

The primary save skill once a shot reaches the goalkeeper.

Goalkeeper Positioning

GP

Starting position for the save and the contest when rushing a free attacker.

Interceptions

IN

Anticipating and intercepting opposition passes, deciding whether to rush a free attacker and contributing, alongside Organisation, to defending set-piece crosses.

  • At corners and crossed free kicks, IN and OR contribute together to defence with different weights. IN does not organise your own attacking set pieces.

Control

CT

Holding a save or spilling it into a rebound; also supports keeper-led counters.

Organisation

OR

Organising defensive assistance in the penalty area, the wall and the defence of set pieces.

02

The denomination ladder

Values are grouped as awful 1–14, poor 15–29, weak 30–39, decent 40–49, good 50–59, excellent 60–69, superb 70–79, brilliant 80–89 and awesome 90–100. Match actions can exceed the ordinary ladder when context boosts an effort.

03

Read the whole player

Current skill tells you what the player can do now. Natural potential describes the long-term class; exact skill ceilings become clearer with age. Form, experience, personality and abilities are contextual layers, not a second hidden overall rating.

New CM, LM and RM profiles combine passing with contributions in both phases. Some favour technique or attacking movement; others lean towards reading play or tackling while keeping useful attacking skills. A DM has a more pronounced defensive specialisation. These starting profiles apply to both juniors and seniors; training and the role you choose in a match still shape how you use each player.

New LWB and RWB players can be defensive specialists, Constitution-led runners, dominant technicians or a rare balanced mix. Their role rating follows the strongest coherent route, so two wing backs with the same rating may distribute their skills very differently. Every route still needs support from defence, Passing, technique and Constitution, and specialisation carries a progressive deduction rather than a bonus. Left and right use the same assessment. The rating itself never improves a match action; the engine uses the individual skills.

Player context

Form

Updates on Monday: the current arrow moves form up or down one denomination, or leaves it unchanged when steady. A new arrow is then drawn with a bias back toward Decent.

  • Form changes the skill used in match calculations by adding or subtracting skill points. It does not permanently change the player’s skills, and Constitution is unaffected.
  • Awesome adds 5 points; Brilliant 4; Superb 3; Excellent 2; Good 1; Decent 0.
  • Weak subtracts 2 points, but no more than 10% of the raw skill.
  • Poor subtracts 4 points, but no more than 15% of the raw skill.
  • Awful subtracts 5 points, but no more than 25% of the raw skill.
  • The percentages only cap negative adjustments: use whichever loss is smaller.
  • For example, Awesome form takes skill 60 to 65 before other match modifiers: a gain of 5 points, not 5%.
  • With Awful form and skill 10, the 25% cap limits the loss to 2.5 points, leaving 7.5.

Experience

Reduces poor execution and effort fouls. League and international matches add experience; gains slow from Good onward and again from Brilliant.

Potential

A per-skill development ceiling. Youth detail is progressively revealed and natural potential is fully known at 21.

Personality

Traits affect named situations such as assistance, discipline, pressure, salary and captaincy; a starting Diva also adds a small, explicit Fun Factor bonus. They never add an unexplained universal bonus.

  • Charming lowers and Obnoxious raises the chance that the player’s own foul is booked, by 25%.
  • Cautious lowers and Reckless raises his fouls in close duels by 30% and his injury risk by 25%.
  • Team Player gives 10% more help to team-mates and Egoist 10% less. An Egoist playing ST, DM, LW, RW or OM receives 10% more help himself, and gets +2 to reach a loose ball after a rebound.
  • Confident counts as one experience level higher (+10) at set pieces and penalties; Nervous as one lower.
  • Resolute plays two form steps higher while his team is behind.
  • Extrovert makes the player’s other match traits stronger (×1.5) and Reserved weaker (×0.5).
  • Diva borrows traits by the score. While not behind he becomes Charming; if he already is, Extrovert; if he is both, Confident. While behind he turns Obnoxious and Reckless.
  • Content and Ambitious act on wages only; Loyal and Turncoat on wages and on a captain’s influence.

Special abilities

Each ability has its own bonus, multiplier, probability change or immunity. The Special abilities guide lists all 16, with exact conditions and examples. Generation grants at most two: roughly one player in ten holds one and one in fifty a second.

Foot

The preferred foot affects open-play passing, whether a player can shoot from distance on a flank, and automatic taker selection for corners and crossed free kicks.

  • Left and right are always viewed in your team’s attacking direction, towards the opposition goal.
  • For open-play passing, a left-footed player suits a left-sided position and a right-footed player a right-sided position. On the opposite side, he uses 90% of Passing. A player who uses both feet or has the Two-Footed ability avoids this penalty.
  • For Shoot from distance, the inside foot means the foot towards the centre of the pitch: right foot from the left flank, left foot from the right. It describes which foot the player needs, not a shot struck with the inside surface of the foot.
  • There is no foot restriction for this order through the centre. A player who uses both feet or has Two-Footed can also attempt it from either flank. If his foot does not fit the flank of the move, he continues with a pass into the box instead.
  • For example, a left-footed player on the left passes without the wrong-foot penalty, but cannot use Shoot from distance from that flank unless he also has Two-Footed. A right-footed player on the left can attempt that shot, but without this ability his open-play passes still carry the wrong-foot penalty. These checks use the preferred foot shown in the player profile.
  • An in-swinging cross curves towards the goal. Automatic selection for corners and crossed free kicks therefore prefers a right-footed taker from the left and a left-footed taker from the right. A designated taker takes priority over this preference while on the pitch.

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