Pro players & scouting
A player is more than a single strength number. The player file shows you all the key info – and with scouting you uncover the three hidden attributes that make the difference over the years.
The player file
Tap a player to open his file. Under Details you'll find, among other things:
- Strength & attributes – the base and line-up strength and the individual values.
- Position(s) – the ideal position and, if any, a second ideal position. Since 5.0.1 strikers can have one too (LM/RM for pace + technique, AM for game intelligence + shot accuracy) and full-backs can get CB or the wing; details under Line-up.
- Contract & market value – remaining term and current value.
- Career & statistics – stations, appearances, goals, assists and scorer points.
- Special abilities – the learned/innate abilities with their level.
Since 5.0.1 the file also shows:
- Training club – the club from whose youth the player was promoted, with crest. Players without a youth career come from the "KoF Academy"; a home-grown player of your club is marked as such.
- Rating history – the last three ratings with date and strength delta, newest first.
- Strong foot & role – left, right or two-footed, plus the role badge wing-back, winger or false nine (see Line-up).
- Suspension – "Eligible in all competitions" or "suspended for X more matches" (see Cards & suspensions).
- Statistics – goals, assists and scorer points, cards in all three colours, minutes played (a full 90 per match since 5.0.1) and the Hall of Fame tile if he is in a club's all-time eleven.
Player file 2.0 (5.0.3)
The player screen below the pass tile has been completely reworked:
- Details: key-figure strip (position, strength in tier colour, age), status pills for injury, suspension, national team and captain, the profile with youth club and remaining contract, the last three AAW as chips and the strength curve since records began.
- Strengths: daily-form rings, a radar of all attributes (scale up to 140) with strongest and weakest attribute, and bars with the points trained today.
- Contracts: the current contract and a career timeline: every station with period, length in seasons, appearances, goals, assists, average rating, fee paid (or "free transfer"), sale proceeds and salary development. The total of all fees at the top.
- Statistics: career in numbers (goals and assists per 90 minutes, average rating, duel ratio), the season chart with rating line, the season-by-season table, career bests (best scoring season, best rating, record fee) and the strength history across all AAW dates.
The contract negotiation now shows round and walk-out risk in percent, every demand with the current value and the change, plus the daily share of the salary; quick-pick chips help with fees (minimum, +5 %, +10 %, maximum).
Second position & roles
Some players carry a second position next to their ideal one – the file shows it right beside the first. In both positions the player brings 100 % of his strength; every other position costs depending on the distance (see Line-up). Since 5.0.1 the nightly rating assigns the second position automatically as soon as a matching pair of abilities averages at least 1.0 point above the player's own outfield average; once assigned, it is permanent.
- Strikers: pace + technique → LM/RM (by foot) = winger; game intelligence + shot accuracy → AM = false nine.
- Full-backs: game intelligence + shot accuracy (matching foot or two-footed) → LM/RM = wing-back; otherwise defensive profile → CB, two-footed → the other flank.
- Wide midfielders: tackling + pace → LB/RB = wing-back; shot power + technique → ST = winger.
- AM: shot power + heading → ST = false nine.
- Everyone else: centre-backs with an attacking profile → full-back by foot; central midfielders with an attacking profile → LM/RM by foot, otherwise AM, CM or DM – depending on whether game intelligence + technique or tackling + shot accuracy prevail.
Three of these pairs are real roles that change the match engine: wing-back (LB/LM or RB/RM, +3 % match strength with three centre-backs: at LM/RM in a back three, at LB/RB in a back five), winger (striker on LM/RM) and false nine – a shadow striker with more finishing at AM, the real false nine up front who drops deep and joins the build-up. All figures are in the roles table under Line-up. You spot the role by the badge in the file, the squad and the line-up; in the transfer search the chips wing-back, winger and false nine filter for it.
With youth players you can develop the role deliberately (wing-back, winger, false nine) – then exactly the ability pairs grow that later bring the second position.
Player scouting (slush fund)
Three attributes are not directly visible: talent, fair play and injury proneness. Via the slush fund you can scout them for a player – once per player:
- Own player: about 7,000 from the slush fund.
- Player on the transfer market: about 10,000 – so you can check a target before you bid.
The result is colour-coded (red = poor … dark green = top, purple = elite) and shows you the exact numbers (talent x/130, fair play x/12, injury proneness x/7). With the sponsor Woof Spielerberatung (see Sponsors) you additionally get a discount on the scouting cost (30/20/10% per slot, cumulative up to 60%) and a faster youth scout (6 instead of 8 days).
Booking a scouting before an expensive transfer is almost always smart: two players of equal strength can develop and behave completely differently depending on talent, fair play and injury proneness.
Talent
Talent determines how fast and how far a player develops – there is a secret cap per attribute. Scouting reveals the talent category (from recreational player through first division and star player to prodigy and a rare elite tier). More in Youth & Scouting and Development.
Fair play
Fair play (scale 1–12) controls how often a player gets booked. The higher the value, the less often he sees yellow or red – exponentially so. Fair play works directly against your intensity setting: a very fair player can play hard without constantly ending up on the cards list, while an unfair player misses games quickly under a hard tactic.
Injury proneness
Injury proneness (scale 1–7) determines how often a player gets injured. The effect is strongly exponential: a player with a value of 7 gets injured roughly 15 times as often as one with a value of 1. It applies in matches and during intensive training – treat and train highly prone players more carefully.
Scout key players and expensive targets. Watch fair play with a hard style and plan rotation for prone stars – an injured top player is no use to you.