Training
Training has two faces: it keeps your eleven fit in the short term for the next matchday and develops them into better players over the long term. This chapter explains not just where you tap what, but how the training calculation actually works – so you decide deliberately instead of guessing.
Fitness or development? Both.
Every player has two groups of values that training treats differently:
- Fitness – stamina, morale, freshness. These act in the short term and feed directly into the match strength for the next matchday.
- Training values – the 12 individual attributes (pace, tackling, heading, shot power, shot accuracy, technique, game intelligence; for the goalkeeper: reflexes, saves, aerial command, rushing out, ball control). These act over the long term and decide above all at the Player Skill Developments (PSD) whether a player gets better or weaker.
Both feed into the PSD. Playing only for freshness in the short term might win you the next match – but develops no players. Stubbornly grinding skills only leaves your eleven dead on their feet on matchday. Good managers deliberately switch between the two depending on the phase of the season.
How training calculates
Your training plan consists of 9 sessions and is evaluated once per day. Four rules apply that explain everything:
- Everything decays on its own. Every value loses around 0.8 points per day. Training has to make up for this loss first – only above that does a value grow. Set nothing and the values drop.
- Low values grow fast, high ones barely. The gain depends on the ratio reference value ÷ current value (reference value: 65 for outfield attributes, 50 for goalkeeper attributes). A value of 50 therefore grows much faster than one of 85. Meaning: pulling up a weak value is cheap, pushing a top value even higher is a slog.
- Daily form. Each day the yield fluctuates randomly by ±10 % – some days more, some less, irrelevant over the year.
- Equilibrium. Because the gain falls the higher the value, every trained value settles at a level where gain and decay balance out. Focus harder = higher equilibrium.
The three types of training
| Type | Trains whom? | Trains what? | Requirement |
|---|---|---|---|
| Team | whole squad (outfield or goalkeeper) | one focus – usually several related values at once | — |
| Individual | a single player | exactly one value | the Individual session must be set in the team plan |
| Special | a single player | a special skill | Special session set and a skill chosen |
Team training – the foundation
You pick a predefined focus (e.g. "Pace") that sensibly fills all 9 sessions, or set each session yourself by tap. Important: outfield players and goalkeepers have separate plans – a goalkeeper focus trains entirely different values (see tables below). A focus almost never trains just one value: "Pace", for example, also lifts stamina and a bit of game intelligence.
Individual training – fine-tuning per player
With it you develop a single player specifically in one value – ideal for ironing out a weakness or pushing a talent in his top attribute. It delivers about 80 % per session of what a team training fully geared towards it would deliver, but is in turn freely selectable per player.
The individual training you set is only trained in the sessions where the team plan actually shows "Individual". If the team plan shows no "Individual", nothing happens with the individual training.
Tip: the "Set to lowest value" button automatically sets each player's lowest value as the individual training – the most efficient choice, because low values grow the fastest.
Special training – teaching skills
With the Special session you teach a player a special skill or raise it one level. Each special session fills the progress of the chosen skill; at 100 % the level goes up – which takes around 40 sessions per level.
Special training only works for players for whom you have selected a skill below. Without a chosen skill the session is practically wasted. A player can have up to three skills – details in Special skills.
What each session trains (outfield players)
"Main" = the value that rises most; "Secondary" = what grows along the way. The injury risk tells you how hard the session is on the body.
| Session | Main | Secondary | Risk |
|---|---|---|---|
| Recovery | Freshness | — | low |
| Free | Freshness | Morale | low |
| Warm-down | Freshness | Stamina | low |
| Physical training | Stamina | — | medium |
| Cross-country run | Stamina | Pace | high |
| Circuit training | Stamina + Pace | — | very high |
| Pressing | Game intelligence | Tackling, Pace | high |
| Tackling | Tackling | Game intelligence | high |
| Dribbling | Technique | Tackling, Game intelligence | medium |
| Heading | Heading | — | medium |
| Foot tennis | Shot accuracy | Heading, Technique, Shot power | medium |
| Shooting | Shot power | Shot accuracy | medium |
| Solo run | Technique + Shot power | Shot accuracy, Game intelligence | medium |
| Combination play | Game intelligence | Technique, Shot accuracy | medium |
| Overload play | Game intelligence | Tackling, Technique, Pace, Shot accuracy | medium |
| Practice match | All-rounder | almost all skills a little | medium |
If you want to push one value to the max, take the session with exactly that "Main" entry. If you want to develop broadly (e.g. young talents), Practice match is the all-rounder. Circuit training is the strongest stamina/pace booster – but also the one with the highest injury risk.
What each session trains (goalkeeper)
| Session | Main | Secondary | Risk |
|---|---|---|---|
| Recovery / Free / Warm-down | Freshness | (Warm-down: Stamina) | low |
| Physical training | Stamina | — | medium |
| 1-on-1 | Reflexes | Saves, Rushing out | medium |
| Diving | Saves | Reflexes, Ball control | medium |
| High balls | Aerial command | Ball control, Rushing out | low |
| Set pieces | Aerial command | Saves, Rushing out, Reflexes | low |
| Playing out | Ball control | Rushing out | low |
Freshness, recovery & injuries
- Freshness is the most important lever for daily form and drops through matches and intensive training. The skill Lungs of steel makes freshness/stamina training 7.5 % more effective per level.
- You should always plan in at least 3 recovery sessions (Free, Recovery, Warm-down) per day. Below that, morale drops and the game warns you – the eleven is training "on wear and tear".
- More than 7 recovery sessions even give a +10 % recovery bonus – ideal for a targeted freshen-up before an important match.
The risk rises with low freshness, harder training (see the risk columns) and the player's injury proneness (level 1–7). For perspective: with normal training the daily risk lies roughly between ~0.1 % (very robust players) and ~1.5 % (very prone ones). Injuries last short (1–2), medium (3–4) or long (5–6 days). An upgraded rehab clinic (stadium surroundings) ensures more injuries only keep players out for a short time.
Injured players don't train along, but recover automatically – you don't have to rest them separately.
Morale
Morale strongly steers daily form. Below 100 it recovers back up on its own; above 100 it's worth its weight in gold, but decays back down quickly. The value moves between roughly 80 and 104. Too little recovery pushes morale down – another reason for the 3-session rule.
Training boosters – getting more out of it
| Booster | Effect | From where |
|---|---|---|
| Training grounds | around +1 % training yield per upgrade level | Stadium surroundings |
| Pianchi bicycles | +30 % / +20 % / +10 % on stamina + pace (goalkeeper: stamina + reflexes) – as main, stadium and kit sponsor cumulative up to +60 % | Sponsors |
| Lungs of steel | +7.5 % per level on freshness and stamina training | Special skill |
| Assistant coach | takes over the training automatically (see below) | Advertising package |
The assistant coach
If you book the advertising package "Sponsor appointments" or "Everything" via the slush fund, you get an assistant coach as a bonus – active until the end of the season (a fresh booking extends it). The assistant coach automatically finds your weakest team attribute (outfield and goalkeeper separately) and trains exactly that.
The assistant coach only steps in if you don't set a training plan yourself. Your own plan always takes priority. Ideal for phases when you have little time – or as solid auto-pilot training that never lets a weakness rot.
How to make good decisions
- Before important matches: go for freshness/recovery (feel free to use >7 sessions for the +10 % bonus). In the short term, form beats development.
- In quiet phases & before the PSDs: develop skills. Keep the mid-season in mind – just before the PSD, specifically pull up the values that move the player forward.
- Weaknesses first: low values grow the fastest – "Set to lowest value" is almost always efficient.
- Spare prone players: with high injury proneness, prefer soft sessions (low risk) and keep freshness up; a rehab clinic dampens the consequences.
- Stack boosters: upgrade training grounds, lock in Pianchi as a sponsor, take the assistant coach from the advertising package – together a noticeable difference over the year.
- Talents broad, stars focused: young players benefit from the all-rounder (Practice match); mature players you bring to the maximum via individual training in their top attribute.
Decay −0.8/day · low values grow fast, high ones barely · always ≥3 recovery sessions · plan outfield and goalkeeper separately · Individual/Special only with the matching session in the team plan · fitness for the next matchday, training values for the PSD.