Latest Headlines

Krakow 0 – 0 DESIR, 18-08-2012

E assim foi batido o recorde de HatStats da equipa: 240.


Infelizmente não levámos os 3 pontos para casa, mas a luta pelo 1º lugar ainda está acesa e parece que assim continuará até ao final do campeonato!


Let´s change a bit and try the VI one!

After an amazing season, Lech Krakow is going to play the VI division next season against all the fans, managers and president expectations.

The maintnance was the main objective at the begining, but the weak serie and the players motivation made it happen and here we are, start preparing next season on VI division!

The objective again is really clear, let´s fight for a confortable 6th place and try to ensure maintnance again . The team is really young since we start the defensive training a few games ago, so the president stress one more time: “Players need to be careful, play careful and if something goes wrong, don´t blame yourself for it, next season we come back with all our strenghts fully potencialized!”

Just want to congratulate our serie first place, Seawolf F. C. (1884371) for his great performance on the league being a really well deserved champion!

Now is beer time for all the staff evolved on this great accomplishment,

Best Regards, the president,

Rafa B.


VSCF – Lech Krakow


After a few surprising games and therefore some unexpected matches , Lech Krakow starts being indicated as a potencial target to play the VI division next season.

Next game looks easy, but lets hope too much confidence don´t blow up fans expectations about the final result.

Looking forward to start preparing next season in a few days,

The president of Lech Krakow,

Rafa B.


LONG SHOTS Tactic – the 6th finger on the hand?

On the 13th of January 2009 the developers introduced in HT one of the most controversial tactics: LONG SHOTS (LS).
There were opinions that this tactic should be removed because it was inefficient and also there were many who would not recommend it as a good tactical solution.

Does the Long Shots tactic deserve a chance?

Let’s have a closer look at that and see what it means.


This is a translation of (13124)(13125), written in Romanian by Alex_Bere(1187125).

Let’s start with the beginning. Until the LS Tactic had been introduced in HT, long shots were considered special events (SE). After HTs released the LS as a proper tactic, long shots were modified, in order to have them as tactical long shots, so that SE long shots could still exist, differently than that of the tactical long shots. After a while the non-tactical LS disappeared, this type of chance appearing only when someone was calling for them, playing LS tactic. Since the 17th of May 2011, the non-tactical LS reappeared in HT, at the beginning only in the youth academy matches. At the end of August 2011 they came back on senior teams as well.

So how does the LS tactic work?
The rules say that up to 30% of your side and middle attacks are converted into long shots.

What exactly are long shots?
The long shots are ordinary chances that don’t use the usual criteria we know (comparison between the attack of the team who gets the chance and the defence of the team who wants to block it) in order to come to a result (goal or missed chance).

To establish the number of the ordinary chances converted into long shots, the tactical level is an important factor. In order to decide if a long shot will be scored as a goal the match engine compares the shooter’s Scoring and Set Pieces skills with the opponent goalkeeper’s Goalkeeping and Set Pieces skills.
The probability to receive a LS is higher for an Inner Midfielder and a Winger rather than for a Defender or Forward, but the highest scoring rate of a LS is met on the Forwards (better Scoring skill). Some recent studies show that a long shot was received by an Inner Midfielder in 19.44% of the cases, by a Winger in 17.00%, by a Forward in 8.17%, by a Wing Back in 9.23% and by a Central Defender in 8.82% of the cases a long shot was offered.

Thanks to EngelRS4 (3033076) we have some statistics: number of long shots in relation with the LS tactical skill level: (14611267.127), rate of success and possession(14611267.131), players position (14611267.141).

LS Tactic skill level
The manual tells us that the outfielders’ Scoring and Set Pieces skills determine the LS tactic skill. Scoring is three times more important than Set Pieces.


An empiric formula to calculate the LS tactic skill level was discovered by Reptil (9375327), but it works accurately on high levels, with the low ones is not quite good.
LS level = 1,66*Sc + 0,55*SP – 7.6
Sc = the average of the outfielders’ Scoring skill
SP = the average of the outfielders’ Set Pieces skill
7.6 = the constant

GM-Dikwetz (296057) made a table with more accurate data:

LS level – TOTAL

2 wretched – 15 to 18.4
3 poor – 18.5 to 20.3
4 weak – 20.4 to 23.0
5 inadequate – 23.1 to 24.6
6 passable – 24.7 to 25.9
7 solid – 26 to 27.8
8 excellent – 27.9 to 29.4
9 formidable – 29.5 to 31.1
10 outstanding – 31.2 to 33.1
11 brilliant – 33.2 to 34.2
12 magnificent – 34.3 to 36.2
13 worldclass – 36.3 to 37.8
14 supernatural – 37.9 to 40.0
15 titanic – 40.1 to 42.1
16 extraterrestial – 42.2 to 43.9
17 mythical – 44 to 45.5
18 magical – 45.6 to ?
19 utopian – 47.7
20 divine – ?

TOTAL = 3*avg(SC)+avg(SP)
where avg(SC) = average Scoring of all your ten field players
and avg(SP) = average Set Pieces of all your ten field players

As any other tactic, the LS Tactic has some disadvantages, adding a penalty in the team ratings. If some tactics affect the defence ratings (Play Creatively, AOW, AIM), some affect the midfield rating (CA), some affect the stamina (Pressing), the LS tactic adds a penalty of ~2.7% in your attack ratings and ~5% in your midfield rating.
But the main disadvantage of this tactic is not the penalty in attack and midfield ratings, but the fact that it’s quite hard to obtain a good LS tactical level and in order to score the long shots you get you have to have a team made for LS tactic.

When do we use the LS tactic?
Taking into account that the LS tactic converts regular chances (which use the attack vs defence ratings in order to score them) into long shots (which use other criteria in order to score them, as I showed before), a good idea to use it is when your opponent’s defence ratings are a lot better than your attack ratings, in this way there is the possibility that all your regular chances to be missed.

How does an optimized LS team look like?
As those managers that play LS give up on attack (at least theoretically), the most indicated coach is the defensive coach. Also, all your team force is used for defence andmidfield. Therefore the best secondary skill for a Defender is the Playmaking skill and for an Inner Midfielder is the Defending skill (I won’t mention again the Scoring and the Set Pieces skills, which determine the LS tactic level).

Why are the Defending and the Playmaking skills so important? Because you’ll get a limited number of long shots (usually 3, in exceptional cases 5: (318164005) or even 6:(331824237)) and the first condition to avoid losing a match is to not have conceded goals, so a very good defence is necessary.
The Playmaking skill is also important, as the possession of the ball has almost the same importance as the LS tactical level has, in order to get a higher number of long shots (more chances for you, so more chances to convert a regular chance into a long shot).

Both for the Inner Midfielders and Defenders the best specialty is Head (for Corner+Head SE), followed by distance by Powerful (Powerful players gain Defending and Playmaking in the rain and they lose only Scoring and Stamina in the sun).
On Wingers the most important skill is the Playmaking (and of course, a decent skill of Scoring and Set Pieces, to help in the LS tactic level), so you can play an Inner Midfielder as a Winger Towards Middle. As usually you’ll give up on attack ratings, Passing skill is not important, but it would be nice to have some Defending skill. The best specialty for Wingers is Quick. The reason is very simple: they are the only players who can get the Quick SE and score it, as most of the time the LS teams play a 5-5-0 formation. The Scoring skill is also important in order to score the Quick SEs.

How does a team that plays LS score?
Obviously, by long shots. :)
The Special Events (SEs) are also important and this makes the battle for winning the midfield more important.
The IFKs will be always a sector where the LS teams are very good. They will always have a good SP Taker and their IFKs skill will be a high one, both in defence and attack.
Also, they can score from ordinary chances, but it happens very rare, as usually their attack ratings are very low. But you never know when you’ll be that lucky to score from a regular chance, as it may happen, no matter how low is your attack ratings comparing to your opponent’s defence ones, especially when you have a high possession. There is a probability that your ordinary chances won’t even appear in the match report (most of them being missed with such a low attack). But as you know, a 100% percentage to miss a chance is not a common thing in HT, at times you can score even the odds give you a 0.1% chance to do it, HT is a game of probabilities and we have to be aware of that.

Tactical formations and training types
The most used formation is 5-5-0 with 2 WTMs. Another used formation is 4-5-1 with 2 WTMs and DF, especially when you’re having troubles with the possession and your opponent’s attack is not really good.
No matter if the formations you can use are quite a few, you’ll have loads of options intraining:
– Defending – All your team needs that.
– Defensive positions – in 5-5-0 we can train at maximum, 22 players/week, but less effective than the Defending training, where we can use the Inner Midfielders as Defenders in the friendly matches.
– Shooting – you’ll train the Scoring and Set Pieces skills, very important for a good LS tactical level.
– Set Pieces – the most used training by a LS team.
– Playmaking – in the official matches you can train your IMs and in the friendly matches your Defenders.
– Through passes – 100% efficiency, 20 trainees/week in 5-5-0.
– Crossing (Winger), Goalkeeping – not the very best options, but definitely you can do that if you want.

How can I fight a Long Shots team?
A good Goalkeeper with high skills in Goalkeeping and Set Pieces is a must, he could block the long shots. Usually when you play against a LS team you can neglect your defence ratings, focusing on better midfield and attack ratings.
Considering that the long shots are ordinary chances and they could result in counter-attacks if they are blocked, playing CA may be an idea.
This is an example when 3 long shots resulted in 3 non-tactical CAs: (205777817) (min. 25, 36 and 44).
Another solution may be playing Pressing. Pressing acts different against a long shot, having the opportunity to block the chance twice: once when the opponent team gets the chance and once when your opponent succeed to convert the chance into a long shot.

The end
Now maybe you’re asking yourself: “Why would I use such a tactic, where even if I play it very close to perfection, it may bring me bad results?”.
Let me answer you: “Isn’t it what you’re actually doing every single match?”. 😉

A huge thanks to Alex_Bere (9070210), who gave this epic form to different studies made about LS, to EngelRS4 (3033076), to Tactics federation (13038), to Raptor39 (622070) and his federation, Tir du loin (80114), to Mr_Hahn (566338) and to Long Shots Federation(93046).

Also, if you read this line, thank YOU for taking your time to read this article. 😉

Editors note: Want to discuss this article? Feel free to jump to the forums for discussion at:(15210364.1) .

By Zorbas


Os golos no Hattrick

Existem 4 maneiras diferentes de fazer golos num jogo do Hattrick, oportunidade normal, evento especial de golo, contra-ataque e remate de longe. Nas linhas seguintes apresento a especificação de cada um destes modos de obter aquilo que todos os utilizadores desejam em grande número, golos!

1. Oportunidades Normais

2.1 Aspectos básicos

Existem 10 oportunidades normais por jogo, este número é fixo. O motor de jogo começa por distribuir estas oportunidades pelas equipas, decide o sector em que se vão desenvolver e finalmente calcula como terminam. É um processo de 3 fases, distribuição (das 10 oportunidades pelas 2 equipas), escolha (do sector) e fim (golo ou não).

2.2 Distribuição de Oportunidades

As oportunidades são distribuídas por ambas as equipas dependendo da posse de bola de cada uma. A fórmula que permite calcular a posse de bola de uma equipa é a seguinte

100 * MeioCampo A / (MeioCampo A + MeioCampo B)

Obtemos assim a posse de bola, que será a base da probabilidade que decide quantas oportunidades vai dispor cada equipa nesse jogo. Mas a posse de bola não tem um efeito linear: com 60% de posse de bola, não teremos 60% de probabilidade de a oportunidade ser nossa, ao invés disso, o efeito é exponencial.

Pode ser calculada basicamente, com uma fórmula como esta, sendo A a posse de bola da primeira equipa e B a da segunda.

(A^2.7) / (A^2.7 + B^2.7)

O valor exacto deveria ser 2,7183, de qualquer forma, 2,7 dá uma boa ideia da probabilidade de obter a oportunidade ou não.

2.3 Sectores onde se desenvolve uma oportunidade

Distribuídas as oportunidades por ambas as equipas, existem 4 sectores onde o ataque se pode “desenvolver”:


Aos 7 minutos uma jogada de entendimento no centro resultou na desmarcação de João Magalhães que isolado aumentou a vantagem da equipa visitante para 0 – 1.


Uma rápida troca de bola na esquerda ao minuto 7 do encontro deixou o jogador da equipa ArtigodoHT, João Magalhães isolado para marcar. 0 – 2 para os visitantes.


João Magalhães aumentou a liderança dos visitantes dando o melhor seguimento a um passe da direita. 0 – 3!

Bola Parada:

João Magalhães deu a liderança aos visitantes aos 7 minutos por 0 – 4. O tento foi apontado da marca de grande penalidade, depois de uma mão a cortar um lance de perigo dentro da área.

Não confundir uma oportunidade normal de bola parada (grandes penalidades, livres directos e indirectos) com, por exemplo, eventos especiais de canto ou algo parecido. Mais à frente percebe-se melhor.

A probabilidade de uma oportunidade acontecer num sector é geralmente aceite como 35% para o centro, 25% esquerda e direita e 15% para bolas paradas. Isto, pelo menos, é a base, que pode ser modificada por tácticas como APM (dando mais oportunidades para o centro) ou APA (dando mais oportunidades para as alas).

2.4 Como termina a oportunidade

Uma vez escolhido o sector a oportunidade tem 3 opções de como terminar: é golo, falha ou falha sem relatório.

– Se for golo é golo e não há nada a dizer : p.

– Se a oportunidade é falhada, será calculado se a oportunidade será convertida em CA ou não. (ver mais abaixo).

O ataque por vezes é tão inferior à defesa que a oportunidade nem é reportada. Mas tudo isto são probabilidades, a diferença até pode nem ser grande, ou o ataque superior e mesmo assim a oportunidade não ser reportada.

3. Eventos Especiais de Golo

3.1 Aspectos Básicos

Os eventos especiais não dependem da posse de bola nem dos ratings defesa/ataque das equipas. Apesar dos eventos especiais (SE’s) terem uma maior probabilidade de aparecer a equipas que têm mais meio campo, a maior parte das vezes são aleatórios (obviamente equipas preparadas para SE’s costumam ter mais sucesso com eles). Cada evento é calculado de maneira diferente: alguns vão aparecer devido a alguma particularidade (falta de XP, BP’s Alta, etc…) ou especialidade (Velocidade, Técnica…)

Os eventos especiais são bastantes e muito variados, o que torna difícil a sua percepção por utilizadores pouco experientes.

Sempre que um evento especial aparece a probabilidade de aparecer outro diminui. Mesmo que uma equipa esteja optimizada para gerar SE’s, será muito difícil gerar mais do que 3 ou 4 (também aqui entram as probabilidade, pois pode gerar 5 ou 6 apesar de ter uma probabilidade baixa de acontecer).

É também de suma importância referir que uma vez reportadas todas as oportunidades normais num jogo, é impossível sucederem eventos especiais de golo.

3.2 Eventos por Especialidades

Passe Longo – Imprevisível

João com um passe de 40 metros coloca Magalhães frente a frente com o guarda-redes que com uma simulação coloca o guardião fora da jogada e empurra para o 4 – 3.

Intercepção de Passe dos Defesas – Imprevisível

Os adeptos aclamam o jogador João após ele ter aparecido rapidamente no 69º minuto para interceptar a bola e coloca-la no fundo da baliza marcando para os artigoHT. 1 – 4.

Imprevisibilidade – Imprevisível

João conseguia criar oportunidades de golo sucessivas, sem que os seus oponentes as pudessem sequer prever. Ao minuto 19, numa dessas oportunidades e com um magnífico pontapé de bicicleta marcou o 1 – 2.

Perda de Bola – Imprevisível

Uma finta despropositada de João, à saída da área, deixa Magalhães isolado que, de forma fácil, marca para a equipa artigoHT ao minuto 4.

Jogada Rápida e Remate – Velocidade

João da equipa artigoHT deixou facilmente Magalhães para trás, e com um remate colocado fez o 4 – 3.

Jogada Rápida e Passe para Golo – Velocidade

A velocidade de João foi bem visível quando passou pelo seu marcador directo como uma seta e fez a assistência para Magalhães que liberto de marcação fez o 4 – 5.

Técnico – Técnica

Houve espectáculo quando o artista João mostrou toda a sua mestria técnica, passando por Magalhães e rematando para o 0 – 3!

3.3 Eventos por Habilidades

Cruzamento e Remate – Ala com boa habilidade de Ala e Avançado ou Ala com boa habilidade de Finalização

Junto à linha de fundo João conseguiu de forma perfeita o centro atrasado para a entrada fulgurante de Magalhães. 0 – 3!

Cruzamento e Cabeceamento – Ala com boa habilidade de Ala e Avançado ou Ala com boa habilidade de Finalização (e Jogo Aéreo)

Com uma precisão cirúrgica, o cruzamento junto da linha lateral de João descobriu a cabeça de Magalhães, que saltou para o golo da equipa artigoHT. 0 – 3.

Experiência a favor – Alas e Avançados experientes

O jogador da equipa artigoHT, João demonstrou que já anda no futebol há algum tempo, quando tirou proveito de um desentendimento da defesa contrária, e com classe marcou o 0 – 3.

Experiência Contra – Defesas e Médios Centros inexperientes

João mostrou sinais claros da sua inexperiência quando ao minuto 44 atrapalhou-se com a bola, permitindo que Magalhães marcasse o 0 – 3 para a equipa artigoHT.

Cansaço – Defesa ou Médio Centro com resistência baixa

João arrastava-se em campo e tinha bastantes dificuldades para acompanhar os adversários quando estes colocavam mais velocidade no jogo. Magalhães não teve por isso dificuldades em passar por ele e marcar o golo. 1 – 5!

3.4 Outros Eventos

Canto – Bolas Paradas do Marcador de Cantos e Finalização do Rematador

Um pontapé de canto a favorecer a equipa artigoHT criou muitas dificuldades à defesa contrária, no meio da confusão João, conseguiu empurrar para a baliza contrária. 0 – 3.

Canto e cabeceamento – Bolas Paradas do Marcador de Cantos, Finalização do Rematador e diferença do número de jogadores com Jogo Aéreo entre as equipas.

Na marcação de um canto, João passou a bola a Magalhães que com um cabeceamento perfeito marcou o 0 – 3.

4. Oportunidades de Contra-Ataque

Depois de um rápido contra-ataque, com origem na sua defesa, a equipa artigoHT conseguiu que os seus oponentes cedessem um livre. O jogador João foi chamado a marcar não falhou, para desespero do guarda-redes que ainda não estava preparado. 2 – 1!

Independentemente de se ter definido a táctica contra-ataque, qualquer oportunidade falhada pode desencadear uma oportunidade de contra-ataque. A probabilidade de se transformar uma oportunidade em contra-ataque sem ter definido a táctica é muito pequena e é aí que reside a diferença de se definir essa táctica ou não, isto porque uma vez definida a táctica a probabilidade de converter uma oportunidade falhada aumenta consideravelmente.

Tal como as oportunidades normais, as oportunidades de CA podem desenvolver-se em qualquer dos quatro sectores (Esquerda, Direita, Centro e Bola Parada), no entanto estas são sempre reportadas. Portanto, qualquer que seja a diferença de ratings ataque/defesa a oportunidade de CA aparecerá sempre no relatório de jogo.

Convém também referir que uma oportunidade de CA falhada não pode ser convertida em outra oportunidade de CA.

5. Remates de Longe

O jogador João da equipa artigoHT admirou todos com um remate de longe, quando ninguém o esperava. Porém o guarda-redes conseguiu manter a calma e fez uma defesa espectacular.

Tal como os Contra-Ataques, os Remates de Longe também podem surgir mesmo que não se tenha definido a táctica Remates de Longe, mas como muito menos probabilidade. Um remate de longe aparece quando os jogadores ao invés de prosseguirem com uma jogada normal (que pode ir para os 4 sectores) optam por disparar à baliza de longe.

O sucesso de um remate de longe depende do total das características de Finalização e Bolas Paradas de todos os teus jogadores de campo, onde a Finalização é três vezes mais importante do que as Bolas Paradas.

Todos os remates de longe constarão do relatório de jogo, incluindo aqueles que forem desviados.

6. Conclusão

No Hattrick gerimos a nossa equipa para que em cada sábado à noite sejamos recompensados com muitos golos, sejam eles de oportunidade normal, evento especial, contra-ataque ou remate de longe.

Espero ter ajudado, por muito pouco que seja 😉

Nota: Alguns dos valores (por ex o 2,7) são o resultado de estudos de utilizadores e que são passiveis de discussão. Não são valores oficiais dos HT.

Por MultiSkill


Making a Legend – Interesting!

There are lots of ways to play Hattrick. You can win your league and move up on the league ladder, you can discover greatness in the Youth System, you can focus on winning the your nations Cup, or you could create a Legendary Player. The making of a Legendary Hattrick Player can turn your team into a trash dump in the lower divisions, or done properly you can survive and excel in the other aspects of Hattrick. My aim is to suggest a path where a Legend is made whilst your competitive team stays intact.

The very first question you want to answer is: “What kind of Legendary Player do I want to make?” and the follow up question, “Can I commit myself to 10+ seasons of training this player?” Because, honestly speaking, time invested + persistence is all it really takes to make a Legend. Investigate the best performing players at the position you want your Legend to rule. FTW? GK? WTM? OIM? DIM? What are the primary and secondary skills your player will need?

Let’s take the OIM (offensive inner midfielder) position for example. The primary skill for an offensive Inner Midfielder is Playmaking (PM) and lots of it. The secondary skill is Passing (PA) and again plenty of passing. It’s the passing that makes the IM more than useful to the NT, but a necessity to the NT.

Look up your players contributions here:

For an OIM:
+ side def 10.2% of his Defense (Def)
+ cen def 21.6% of his Def
+ midfield 94.4% of his Playmaking (PM)
+ side attack 21.4% of his passing (PA)
+ central attack 48.3% of his passing

Really there are only three useful markers for an IMo: PM, PA, and Def in that order. So we know what skills we need, but how much of each and in what ratios? Here is where your work is laid out. For IMo the main skill, Playmaking, has to be quite large, while for a FTW or a WTM player the main skill and secondary skills are much closer together. So we’ll set a reasonably high main skill of Magical. The best way to gauge what your players main skill maximum is or should be is to evaluate the current NT players and shoot for that. Feel free to ask on the forums or the NT coach in the off season.

Using my favorite training speed tool (feel free to use one of your own instead):

I can find out that a 17.0 solid PM player trained in Playmaking from the start can be magical at 23yrs, amazing! That’s it right? That’s it if you want your team to be the laughing stock of Div VI where a single player consists of 50%+ of the teams wages. There are quite a few other things to consider and we’ll go through them one at a time.

First up is the specialty on your player. Each position in hattrick has a specialty that is more useful than the others or no specialty at all. Ask around for the opinions of your NT coaching team, but generally head and quick are useful everywhere, while technical, powerful, and unpredictable are only occasionally useful. In the case of an OIM head, quick and technical would all be decent choices. Make sure your Legendary Player has the specialty that the position needs or else he won’t be legendary.

Second, a naked (no secondary skills) magical playmaker is interesting, but not that useful as an offensive IM. The wages of a Magical PM are around 150K per week and that will bankrupt your team before your legend ever plays regularly in the NT arena. So let’s map out a path that is somewhat more reasonable for your team.

The first thing to notice about training plans is that there is a lot of variation. Inevitably someone will post a training plan that differs from the one I’m about to lay out and say “It’s better because….”. Not to worry, everyone has an opinion and that’s fine. The trick is, you need a plan and one that allows your team to not only survive, but to flourish while enjoying your legendary player. The number one reason teams have to sell these kind of players is wages. Either the wages will bankrupt a team because the team is permanently stuck in the lower divisions or the manager of the team sells the legendary player in order to free up wages to be more competitive in league or cup play. Understand that the main cost of owning a legend is the legends salary.

With the knowledge of salary in hand we turn to the actual training schedule. Recently the game has been modified to reduce a players skill not only based on that players age, but also based on a players skill level. What this means is that every week a player has a high skill level that player loses some of it to attrition. To create a legend we want to minimize the amount of skill lost to attrition, which means leaving the training of the players highest skill levels until later in the players lifespan. This has the bonus side effect of not burdening or killing your team with salary until later when wage decrease due to age takes place. Skill loss based only on skill level begins after titanic (15) and becomes a serious problem somewhere around mythical (17). The obvious training schedule is to train main skill to titanic or extra-terrestrial (16) and then to round out the players secondary skills as appropriate, finally returning to main skill training for the final push. This is optimal training.

As an example, with our OIM player we train our prospect (with perhaps head specialty) from age 17.0 (17 years and zero days) to Titanic (~20.50). Then we focus on secondary skills until coming back to main skill training for the duration. This can be the tricky part. What levels of secondary skill do you train before you return to complete your players main skill training. Older players are slower to train and a players skill begins to decrease at age 27. I like to work backward from age 27, with our example player I want him to have Magical PM skill at age 27 and then to continue training PM for the rest of his life span. Using the training speed tool I find that if I start training a player from titanic to magical and I wanted him to be Magical at 27 I would have to start training PM at 24y.21d. This leaves us the time between 20y.50d and 24y.21d to train secondary skills.

Training secondary skills is where the fun begins. Training speeds below formidable have been increased and there is a lot you can do with your player. The main thought is to get all useful skills up to the range between solid and formidable and then the B skill as high as possible before the switch back to A skill training. Looking at our IMo player the A skill is PM, the B skill is Passing (PA) and the C skill is DF. If we started with a player 17.0 with head, solid PM, inadequate passing, and weak defense. How could be train him up to be a Legend? First we could train PM to titanic and he would be 20y 50d with a wage of around 40-45k/wk then we could raise either his defending or passing. Let’s raise defending to solid. This would take about one season of training and he would be 21.21 with solid defending. Now lets see how far we can raise his passing before we go back to PM training. We could get supernatural passing before his age hit 24y21d . The it’s back to training PM until he’s the best in the business. Your legendary player would be ready at age 27 with PM-Magical, Passing-Supernatural, and solid defending. ~28 Utopian-PM, ~30 Divine-PM

The final problem I have left for last. How do you keep your team competitive while also training a legendary player? First know your priorities, Legend first, team second, then know your training schedule PM->titanic, DF->solid, Passing->Age 24y.21d, PM->”the moon”. With this training schedule you know that you will need to build a cash cushion for the period when your legend is costing you major wages of 100k+/wk This will happen for the seasons where his age is 26-29 after age 29 your player should be on the NT and getting a wage discount as well as his wage dropping due to age. I like to have 100k/wk*16wks on hand or about 1.6m per season which is a cash cushion of around 4.5-5.0M. This cash can be generated by training PM on players along with your Legend and then selling them at a profit. Training PM can also create very competitive squads.

***note of the editors: above article was written before the wage reduction was announced

By kensail


The excellent trainer – useful for your team?

An excellent trainer is something we all would love to have, but actually hiring one can be very expensive. Is it worth it for your team to have one? Find out by reading this article…

The benefits

1) As everyone knows, an excellent trainer speeds up training for your players by a small amount. How much exactly is something most people do not know, but I often see people thinking it is such a low amount of added training that its simply not worth it to get actually hire the excellent trainer.

Well, the benefit to training is indeed very small. For U20 or NT players, that small benefit can often make the difference though between actually being called up to the team and playing for the country, so if you train such players, an excellent trainer is a huge bonus. Roughly, an excellent trainer adds two training weeks per three seasons, compared to a solid trainer.

Now ofcourse most people are not training U20 or NT players. For most of their trainees these extra few weeks of training do not matter all too much, and they only will be seeing this as a small bonus, being able to sell their trainees a little sooner then usual for the same amount of money, or slightly more as they are a bit younger. This, most of the time, does not weigh up against the costs that come with hiring the excellent trainer. However, this is not the only benefit of such a trainer.

2) The other benefit is one very few people know of, and even less know how big it actually is. The trainer level matters a lot to the average form of your players. If you get an excellent trainer, your forms (after a while ofcourse, give the players a little time to adjust to this new trainer’s training sessions before they really start to help) will be higher then those of your league opponents who only have a solid trainer (or even lower).

Roughly, the difference between a passable and a solid trainer is a full level of form. (Only taking into account the players that actually play every week). The difference between a solid and an excellent coach is “only” half a level. Half a level of form is huge though. Assuming your starting eleven players are lets say passable low on form average with a solid trainer, they would now be passable very high. The difference between those levels is almost 3% performance. Taking into account some fluctuation in form, the full effect of such a trainer on your team usually exceeds this 3%. (With that I mean that if you have 2 players in bad form, the extra half a level on them would mean a very big difference while it wouldnt matter too much on players in near excellent form)

This extra bit of performance can just bring you the edge you need to stay up in your league, or to promote. Or maybe to just get an extra round in the cup. Therefore, thiscould be a valuable thing for any team…

The drawback

Well, the drawback is easy. The cost to hire such a trainer is very high. Lots of teams cannot afford such a trainer, and those who can, can also use it to buy a new player for their team. However, there are some ways to get around this high cost issue.

The first question in getting such a trainer should always be about if you already have a player on your team you would want to turn into a future trainer. I would advise to look at players with at least inadequate leadership, preferably passable or solid. This player would need to have at least excellent experience aswell to be allowed to become an excellent trainer. The more experience though, the cheaper this conversion.
Also, such a player has to be on your team for at least a full season (16 weeks).

Now if you do not have such a player, you can always go look on the transfer market. Simply search for players with at least inadequate leadership and lots of experience. You will find that such playeers with solid experience are often very expensive still, where the price goes down fast with the level of leadership. Remember though that actually converting the player to become your trainer will also still cost a lot of cash later, and that if you buy such a player now already, you still have to wait 16 weeks before you can make him your trainer.

The advice

My advice is simple: Make a longterm plan. Try to always have a future trainer in your team already, giving him extra experience in the matches you can afford to play him in, to lower his conversion cost later. Ideally, after making such a player your trainer, the first thing you do is look on the transfer market to get a new future trainer for a few seasons later. I myself already have my next three on my team, though that might be a bit too much 😉

Also, remember that getting that new midfielder you really wanted for a while now to up your midfield ratings a bit, might just be as expensive as hiring the excellent trainer, who would boost all your players’ performances, resulting in lower wages (you didnt have to buy that better midfielder), and better ratings not just on midfield, but also up front and in the back.

(the mdfielder thing is just an example, this could be true for any position ofcourse).

Another thing I would like to add before I finish up, is about the people that actually have such a trainer. I have talked to a LOT of such people and most of them agree on one thing: Never again will they have a trainer other then an excellent one. I myself can be counted towards this group aswell, for sure.

I hope this article has helped you on whether or not it is worth it to get that excellent coach or not for your team, and that you enjoyed reading it.

By strategist – proud owner of an excellent trainer until the end of time!