Your squad is made up of 20 players across four positions: Goalkeepers, Defenders, Midfielders, and Forwards. Each player has two key stats:
Rating (1-20)
A player's ability. Higher rated players perform better in matches. This changes at the end of each season based on growth and form.
Form (1-20)
How well a player is performing right now. Form changes after every match based on performance and minutes played. A player's effective match strength combines their Rating with a Form bonus.
Players in the 25-29 age range are at their peak with the best stamina and full match strength. Young players grow faster but tire more quickly. Older players are strong now but will decline and fatigue faster.
A player's age affects their match performance, stamina, and development potential. Building a balanced squad across age groups is key.
| Age | Phase | Stamina | Growth Rate |
|---|---|---|---|
| 15-17 | Academy | Poor | Fastest |
| 18-20 | Prospect | Below average | Very fast |
| 21-23 | Developing | Developing | Fast |
| 24 | Near peak | Good | Normal |
| 25-29 | Peak | Best | Normal |
| 30-32 | Declining | Declining | Slow |
| 33+ | Veteran | Low | Minimal |
Stamina shows approximate energy at 90 minutes in a normal match (no Gegenpress). Growth rate is per player.
Having more players in a position strengthens that area. For example, a 5-man defence is harder to break down than a 3-man defence. Balance your team based on your tactical approach.
The Squad Rating you see on the Squad page header, the Team Overview card and the Rankings page is a single number that estimates the overall strength of your whole squad. It is computed across every player on your books:
Sum of rating across every player. Picking up a 14 rated forward to replace a 10 rated one lifts the total by 4. Deeper squads also carry more weight.
Form adjustment of (form − 10) ÷ 10 per player. A player on 15 form adds +0.5, a player on 5 form costs −0.5. Keeps form influential without overpowering raw rating.
Positive trait bonus: +2 for premium traits (Legend, Feelings, Fast, Clutch, Intelligent) and +1 for every other positive trait. A squad loaded with good traits beats an equally rated but plain squad, and premium traits tilt the balance further.
Negative trait penalty: −2 for premium liabilities (Injury Prone, Inconsistent) and −1 for every other negative trait. Clubs with clean squads edge out equally rated ones carrying baggage.
Typical mature squads land around 250 to 320. Above 320 is exceptional, below 250 means you are below the average top flight squad. Squad Rating is separate from Avg Rating, which is the simple per-player average and is a quick read on how strong your typical player is rather than how strong the whole squad is.
Players can get injured during matches, especially against teams playing with Rough aggression. When a player is injured mid-match, they are automatically substituted with the best available bench player of the same position type. If no subs remain, the team plays on short-handed.
Injured players show a medical bag icon and their recovery time in days (typically 1 to 3 days).
Red cards trigger a match suspension. The suspension comes in two lengths:
Suspensions count down by competitive matches played (league + cup), not calendar days. Each time your club plays a competitive fixture, the suspended player's remaining count ticks down by one, even if you didn't select them. Friendlies do not count toward serving a ban.
A small red square appears next to suspended players on the Squad page, in the scouting view, and on the player profile page, along with the exact number of matches remaining before they're available again.
Players with the Injury Prone trait have a higher chance of getting injured when fouled.