Player attributes
Thirteen attributes, each rated from 1 to 20. Everyone starts at 1 and earns the rest. Every attribute counts towards every position rating — the relevant ones simply weigh more.
The thirteen
- Saves — Shot stopping. The backbone of every goalkeeper and useless almost everywhere else.
- Defending — Tackling, marking and reading danger. Central to defenders, valuable for holding midfielders.
- Passing — Finding a team-mate under pressure. Drives assists and possession.
- Playmaking — Vision and control of the tempo. Turns possession into chances.
- Shooting — Finishing from open play. The striker's bread and butter.
- Set pieces — Free kicks, corners and penalties. A cheap route to goals from any position.
- Stamina — How well you hold up over 90 minutes. Low stamina means fading after the hour mark.
- Experience — Grows only by playing matches. Steadies everything else.
- Crossing — Deliveries from wide areas. Essential for full backs and wingers.
- Pace — Getting there first. Wins duels down the flanks and on the counter.
- Technique — First touch and dribbling. Keeps the ball in tight spaces.
- Heading — Aerial duels at both ends of the pitch.
- Mentality — Composure in decisive moments — penalties, one-on-ones, late winners.
How they grow
Club training reflects your coach's philosophy and the position you play. Your two personal sessions are entirely your call. Experience is the one attribute you cannot train — it only comes from minutes played. Young players develop far faster than older ones, and from 35 the decline begins.
Attributes decide your position
There is no position to pick at signup. The coach rates you for goalkeeper, full back, centre back, midfielder, winger and striker, and plays you where your profile is strongest. Build deliberately and you decide where you end up.