SupportEvery leaflet on this stand answers a question. Tell me what's on your mind.
Q.
What is PWR?
A.
PWR (Power) is the sum of every one of your individual stats. Every point you train adds to it, whatever category it came from. It is the single number clubs and leaderboards rank you by.
Q.
What is OVR?
A.
OVR (Overall) is built from your six training categories: Attacking, Technique, Physical, Mental, Defense and Goalkeeping. Each category gets its own OVR from the sub-stats inside it, and those combine into the one number on your card. PWR counts every point equally; OVR is closer to how good a footballer you actually are. It is the same number on your profile, your club's squad and the OVR leaderboard, and it counts you as you are today: your gear, your club's chemistry, your form and your build all move it, so it can shift a little from one day to the next.
Q.
How is a category's OVR worked out?
A.
Add up the sub-stats in that category and divide by 10, rounded to the nearest whole number. 17 + 22 + 15 + 18 = 72, so 7.2, so 7 OVR. Tiers matter too: moving a stat up into a higher tier is worth far more than the same number of points inside the tier you are already in.
Q.
How is a player's OVR calculated?
A.
Add up all 34 stats and divide by 10. Real players and scouted NPCs use the same formula, so their numbers sit on one scale. A stat counts at its full value, tier included: tier 2 at 40 counts as 140. The division is done per category and each one is rounded on its own, so the total can land a point or two away from a single division.
Q.
Why is the result of my match hidden?
A.
Your club's matches are there to be watched, so a result stays sealed for you until you open it. Watch the match to the end, or press Skip to result when it is offered to go straight to the report. Leave match only takes you out: the match carries on and nothing is revealed. While it is sealed, that score is hidden for you everywhere, in tables, profiles and the ladder, and the gold and experience it paid only show once you open it. A league match opens for everyone when the week closes.
Q.
Why is my win, draw and loss record shorter than my club's?
A.
Because your record only counts the matches you actually played: you were in the starting eleven or you came on as a substitute. A match your club played while you stayed on the bench adds no win, draw or loss to your profile, and it does not touch your goals conceded or clean sheets either.
Q.
What is Energy?
A.
Energy pays for training, matches and team training, and it does not come back on its own: Recovery sessions and energy gummies are the ways to restore it. It caps at 1000. Watch it before a match: below 60% your stats start to count for less, down to 20% less on empty, and the lower it is the likelier an injury.
Q.
What is Form?
A.
Form runs 0 to 100 and stands for condition. Training costs it; Recovery gives it back. Above 50 it lifts your stats in matches and below 50 it drags them down, so it is worth watching before a matchday.
Q.
How do my stats decide a match?
A.
A match is played as a chain of duels: a pass against a press, a dribble against a tackle, a shot against a marker and then the keeper. Each duel compares the stats of the two players involved, so what counts is how you measure up against the opponent in front of you, not the number on its own. Every duel also weighs the two teams as a whole, and that includes the OVR of everyone on the pitch, so each point you train helps your side even when you are not on the ball. Gear, chemistry, form and energy are all counted on top of what you trained.
Q.
Which stats matter for my position?
A.
The ones your position gets to use. The match hands each action mostly to the players whose role fits it: forwards and midfielders shoot and dribble, midfielders and defenders start the moves, defenders and midfielders mark, tackle and press, and only the goalkeeper makes saves. Among them, the better you are at something, the more often it falls to you. Goalkeeping stats only come into play for whoever stands in goal, though like every stat they still add to your OVR.
Q.
Finishing
A.
The main stat for shots inside the box: it makes your chances better, puts more of them on target and beats the keeper more often. It also counts on penalties, rebounds and counterattacks.
Q.
Shooting
A.
Shot technique. It improves the chances you get in the box, weighs heavily on whether the shot hits the target, and helps on shots from distance.
Q.
Long Shots
A.
Makes you shoot from outside the box more often and makes those shots more dangerous. The best long shooter on the pitch also takes the direct free kicks.
Q.
Volleys
A.
Adds a little to the quality of every chance you get inside the box. It is the smallest piece of a finisher: Finishing, Shooting, Composure and Positioning weigh more.
Q.
Penalties
A.
Decides who takes the penalty (the best taker on the pitch) and how likely it is to go in, together with Composure and Finishing. In a cup shoot-out the best takers go first.
Q.
Heading
A.
Winning the ball in the air. It decides aerial duels after crosses, corners and free kicks, in attack and in defence, and how dangerous your headers at goal are.
Q.
Passing
A.
The base of keeping the ball: short passes in the build-up, getting out of a press, through balls and chance creation all lean on it. Good passers are also the ones the team looks for to start a move.
Q.
Long Passing
A.
Long balls forward, switches of play and crosses. The best long passer on the pitch takes the corners and wide free kicks, and it is the stat that weighs most on that delivery.
Q.
Dribbling
A.
Getting past a man with the ball: midfield duels, dribbling runs and the race on a counterattack. It also helps you control the ball when you receive it under pressure.
Q.
First Touch
A.
Controlling the ball when you receive it under pressure; a bad touch makes the chance that follows worse. It also helps short passes, escaping a press and finishing in the box.
Q.
Ball Control
A.
Helps you keep the ball when you receive it under pressure and makes simple passes and throw-ins a little safer. A support stat: First Touch and Passing weigh more.
Q.
Crossing
A.
Makes you go for the cross more often and makes it more likely to find a team-mate. Full-backs use it on overlapping runs, and it counts on corners and wide free kicks.
Q.
Curve
A.
Bend on the ball. It weighs most on direct free kicks, and also helps crosses, corners, long shots and putting shots in the box on target.
Q.
Pace
A.
Top speed. Fast teams counterattack more often and pace decides those races; in defence it helps cut out passes and through balls, and it gets full-backs forward on overlapping runs.
Q.
Acceleration
A.
The first few metres. It counts in pressing, in physical duels on both sides, in closing down a player as he receives the ball, and in counterattack races.
Q.
Stamina
A.
How much of you is left late in the match. Everyone tires as the minutes pass, mostly near the end, and players with less Stamina than the rest of the pitch lose more in every duel. It also counts directly in midfield duels and pressing.
Q.
Strength
A.
Physical duels: holding off your marker in the box, midfield battles and aerial challenges. It also puts power behind your shots and helps a defender stop the striker he is marking.
Q.
Agility
A.
Helps you come out of physical duels in midfield and in the box, and adds a little to the chances you get when shooting inside the area. A support stat with a modest weight.
Q.
Jumping
A.
Aerial duels, headers at goal and defending crosses and long balls. For a goalkeeper it helps to claim crosses and to stop headers.
Q.
Positioning
A.
Being in the right place. In attack it creates chances, improves your shots in the box and helps you avoid blocks; in defence it cuts out passes, through balls and crosses. Goalkeepers use it in their saves too.
Q.
Vision
A.
Seeing the pass. It is the main stat for through balls and chance creation, makes you try more through balls and helps every kind of pass. Good Vision also leaves fewer team-mates offside.
Q.
Composure
A.
Calm under pressure. It lets you still get a shot away after losing the physical duel, helps you keep the ball when pressed, and counts on penalties, headers and every shot at goal.
Q.
Anticipation
A.
Reading the play. It is in almost every defensive duel: intercepting passes, stopping through balls and midfield runs, pressing. In attack it keeps you onside, and goalkeepers use it in saves and on penalties.
Q.
Leadership
A.
The best leader on each side gives his team a slightly bigger share of possession. The effect is small, and only the highest Leadership on the pitch counts.
Q.
Work Rate
A.
Effort off the ball. It makes you press more often and win those presses, close down passes and long shots, and it counts on both sides of a midfield duel.
Q.
Defending
A.
The main stat for stopping shots: it makes the chances of the striker you mark worse and blocks more of his shots. The better defenders are also the ones who end up doing the marking and pressing.
Q.
Tackling
A.
Winning the ball back. It weighs most when stopping a run through midfield, and also counts in duels in the box and against chance creation.
Q.
Marking
A.
Staying tight to your man in the box. It makes his chances worse, helps you block his shots and counts in the physical duel before the shot.
Q.
Aggression
A.
Makes you press more often and harder, and helps win the ball straight back after losing it. The price: the more aggressive players are the likeliest to commit the foul and see the card.
Q.
Goalkeeping
A.
General goalkeeping ability. On shots in the box and from distance it weighs almost as much as Reflexes, and it makes the keeper come out to claim crosses more often.
Q.
Reflexes
A.
It counts in every save, and in most of them more than any other stat: shots, headers and free kicks. If a team has no goalkeeper, the defender with the best Reflexes goes in goal.
Q.
Handling
A.
Decides whether the keeper holds a shot or can only parry it. It also weighs most when he comes out to claim a cross, and counts in his saves.
Q.
Diving
A.
The keeper's reach. It weighs most on penalties and also counts on free kicks, corners and shots from open play.
Q.
Kicking
A.
The keeper's distribution: how often his pass out from the back reaches a team-mate instead of the opponent pressing it.
Q.
How does Training work?
A.
Training sessions cost energy and take real time (30 minutes to 8 hours, depending on the program). Each program targets specific stats. You earn XP, gold, and stat improvements. Energy recovery is paused during training.
Q.
Can I train or rest while a match is on?
A.
Yes, both. Your player still takes part in the match. The only thing you cannot do is run your own training session while you are signed up to a team training that overlaps it.
Q.
Why do signature moves show lower stats than my profile?
A.
A signature move is earned with training, so its requirements only count your trained stats. Gear, form, club chemistry and your build don't count towards them. That is why the numbers on the signature screen can be lower than the ones on your profile, which adds all of those on top. To unlock a move, train the stats it asks for.
Q.
How does the League work?
A.
The league runs automatically each week with 7 matchdays; your side plays one match a day from your current lineup. Every match pays, win or lose, in gold and experience, and the amount grows with your division. Amateur III pays 60 for a win, 35 for a draw, 20 for a defeat; Legend pays about five and a half times that. A squad player who did not make the eleven takes a quarter of it. Points climb the table: top teams are promoted, bottom teams relegated. Level on points? The order follows the UEFA rules: head-to-head record between the tied clubs, then overall goal difference, goals scored, and fair play (fewer cards).
Q.
Where do clubs and players find each other?
A.
On the Recruitment Board. Clubs looking for players and players looking for a club share it. A club keeps one advert and can write a new one every 48 hours; a club with Club Premium keeps two, can write one every 12, and its adverts are listed first. Players keep one advert with a 24-hour wait. The wait counts from your last advert whether it is still live or expired, and when a club fills its slots the oldest advert makes way. Your club overview links straight to it.
Q.
How is my season rank worked out?
A.
By season points: three for a win and one for a draw in every weekly league match you played that season, added up. Friendlies and cup ties give no points, though their wins and draws still count in the tiebreak. Everyone who played at least one match is ranked, and ties are broken by wins, then draws. It is not the Players tab on the Leaderboard. That one sorts by your average match rating, so the two numbers are different on purpose. When a season closes, the top ranks are paid and the reward arrives in your inbox with your final position.
Q.
How do cups work?
A.
One cup takes entries at a time. When enough clubs from the same group of divisions sign up, they get a cup of their own, with its own bracket, prizes and trophy; otherwise neighbouring divisions play together. Places nobody takes are filled by bots set to the bracket's average strength, and a prize a bot would have won passes to the best real clubs. A cup needs a minimum of real clubs: with too few it is postponed, and cancelled if they still do not come. A knockout tie that ends level goes to extra time and then to penalties. Prizes are paid into the club treasury, and every member gets gold of their own.
Q.
How does the ladder work?
A.
Every friendly your club starts is a ladder match. Each day rivals are drawn for your club, close to your rating when there are any, and your club's leaders choose which of them to play; nobody picks a rival by name. A win raises your rating and a defeat lowers it, by an amount that depends on how strong the rival was, and only the club that started the friendly moves. Your rank comes from where your club stands among all the others. When a ladder season closes, the higher ranks are paid gold into the club treasury and every rating is pulled part of the way back to the start. At the very top rank, a club that stops playing slowly loses rating.
Q.
What is Team Chemistry?
A.
Chemistry (0-100) is how well a squad plays together. It builds through team training, and through league matches your side wins or draws with both players on the pitch. A defeat never takes it away, but it fades if a pair has not played or trained together for a week. Higher chemistry lifts stats in matches, and it is only counted between real members, so scouted stand-ins build none. The links are drawn on the pitch: green for strong, red for weak.
Q.
What can each club role do?
A.
President: owns the club. Invites, join requests, member management, kit and crest, lineup and tactics, facility upgrades. Only the President can be removed by nobody, and the club cannot be left while you hold it. Captain: everything the President can do, short of being the owner. Vice Captain: lineup and tactics only. Veteran and Player: no extra powers; the difference is recognition, not permissions.
Q.
Should I join a big club or start my own?
A.
A big club with high facilities pays better for the same effort: the Training Ground lifts every stat point you earn, the Medical Centre lifts every recovery, and the Stadium feeds the treasury. Starting your own means those buildings begin at level 1 and every upgrade comes out of your own pocket. Join an established club if you want to progress quickly; start your own if you want to run it. You can always leave, unless you are the President, who has to hand the club over first.
Q.
What do Scouts do?
A.
Scouts find NPC players to fill the places in your XI that real members do not. Upgrading the Scouting Network makes those stand-ins stronger and raises the ceiling of what the Scout Market will offer you, so a well-scouted club fields a better team on the days its members cannot all play.
Q.
Do scouted players get better over time?
A.
Yes, but slowly, and only by playing. A scouted player's stats are fixed the day they arrive and never change on their own. Every match they are fielded in adds 0.05 to each stat (about +0.17 OVR) and it stops at +10 per stat, roughly +34 OVR, after 200 appearances. They also build no chemistry: chemistry is only counted between real members, and a club fielding fewer than two of them sits at 0. That is why a squad of real players beats the same ratings made of stand-ins.
Q.
What is Founder?
A.
Founder is a numbered badge for the players who bought the Custom Face pack during the launch run. It shows on your profile and beside your name, and holders keep it forever.
Q.
Is Club Premium mine or the club's?
A.
The club's. You buy it as the owner of a club and that club keeps it, even if you hand the club over or leave. A new club needs its own Club Premium. If the club is disbanded, the purchase comes back to you and the next club you own gets it.
Q.
What does my club's level do?
A.
A club earns experience from every league, cup and friendly result, even a defeat, and its level never drops. As the level rises, its players get a growing bonus to four stats in matches (Finishing, Positioning, Tackling and Defending), and some levels unlock a perk: an extra recruitment slot, crest frames, priority in cup draws and an earned kit. The club page shows what the next level brings.
Q.
How does the weekly club challenge work?
A.
Everything members do during the week adds points to one shared total: training, missions, friendlies, league matches and the daily reward. There are three tiers, Bronze, Silver and Gold, and the points each one takes scale with the number of active members, so a small club is not asked for a big club's total. When the week closes, the members who contributed are paid for the best tier reached, and the club treasury is paid too.
Q.
Where does the club treasury's gold come from, and who can spend it?
A.
It fills from the stadium's income, the weekly club challenge, cup prizes, ladder season prizes, club achievements and members' donations. It pays for facility upgrades, scout signings, refreshing the Scout Market and treating injuries. Only the President and the Captains can spend it, and the treasury statement on the club page lists every movement.
Q.
What is the season pass?
A.
A track of levels that lasts one season. You earn points by doing what you already do (daily calendar, training, recovery, matches, league fixtures, missions, your club objective) and every level pays out on the free track. Premium is one payment for that season only, no renewal, and adds a second track of rewards. It never sells gear or levels, and it never buys an advantage in the league. The final days count double so a late start can still finish.
Q.
How do I earn season pass points?
A.
By playing as usual: the daily calendar, training, recovery, team training, matches, key actions, missions, league fixtures, cup ties and your club objective all pay points. Each source has a weekly limit, shown on the pass. A key action is a goal or an assist, and two tackles won or five saves count as one too, so every position earns them. The weekly objectives come on top: they never expire while the season runs and their points ignore the limits. Near the end of a season points count double, objectives aside, and past the last level bonus levels keep paying for every further stretch of points.
Q.
Can the season pass buy an advantage?
A.
No. Every non-cosmetic reward on the premium track (gold, gems, chests, gummies) is also earnable free somewhere in the game. The pass never raises a stat ceiling, never sells gear and never sells levels. The perks it does carry are discounts and pacing: faster training, a cheaper shop, more stat points per session, up to 10%. They are unlocked by climbing the track rather than by paying for it, and they end with the season. Two players who train the same amount reach the same ceiling whether or not either of them paid.
Q.
What happens to rewards I don't claim?
A.
Nothing is lost. When a season ends, everything you earned and had not claimed is posted to your inbox. Premium is not sold in the last 48 hours of a season for the same reason: nobody should buy a track they no longer have time to climb.
Q.
What does Stadium Level do?
A.
The stadium pays extra gold into your club treasury. It's new gold, so nobody's earnings are cut. Each level adds 2.5% of the gold members earn from training (solo and team) and from friendlies: about 20% at level 8. League and cup matches don't count. A bigger stadium also gives your team a stronger home advantage. Tiers: Training Pitch (1), Community Ground (4), Town Arena (8), Regional Stadium (14), National Venue (18), Grand Coliseum (24). Max level: 25.
Q.
What do the club facilities do?
A.
Four buildings, each to level 25. Training Ground raises the stat points every session pays, as a percentage of what the session was already worth, so it adds the most POINTS to the longest session. Per hour the short ones still pay best, and the facility does not change that. The Training Ground card shows the exact figures for your own level. Medical Centre raises what every recovery session restores and shortens injury treatment. Stadium adds extra gold to the treasury on top of what members earn from training and friendlies. Scouting Network raises the quality of the NPCs that complete your XI and the ceiling of the Scout Market. Upgrade costs climb steeply.
Q.
How does gear work?
A.
The catalogue holds 360 pieces across twelve rungs from level 5 to level 60, and the shop offers you a window around your own level, roughly the fourteen levels after a piece unlocks. Each piece has a rarity, from Common to Eternal, and the rarer it is the less often it appears in a day's stock; the shop prints the exact chance for every rarity you can be offered. Epic and above cost gems on top of gold. Equip a piece to get its bonuses; the Catalogue tab shows the whole ladder, including what is still ahead of you.
Q.
Why does the shop change, and what does refreshing buy me?
A.
Stock rotates once a day. What you are shown is rolled from every piece your level can be offered, each with its own chance of appearing. The percentages are printed under the shopkeeper. A refresh costs gems and rolls the whole window again; it does not improve your odds, it just gives you another draw.
Q.
What is a kit bonus?
A.
Pieces of gear from the same kit pay an extra bonus when you wear them together: a first step at two pieces, a bigger one at four and the full bonus with all six. The bonus goes to the stats that kit already raises, and it grows with the kit's level and rarity. Only pieces you are wearing count, the steps replace each other instead of adding up, and if you mix kits only the best one applies.
Q.
What are gummies and where do I use them?
A.
Gummies are small consumables. The sweet stall in the Shop sells them, and some also come from chests, the season pass and the daily calendar. Energy gummies and the form gummy top you up on the spot, Coach's coffee puts your next session of a skill you pick entirely into that skill, and XP gum raises the experience you earn for a day. To use one, open your Inventory, go to the Gummies shelf and press Use. Nothing is spent for nothing: a gummy that would do you no good right now stays in the bag.
Q.
What is the black market, and what does an injection do?
A.
A stall where you buy injections with gold or gems you earned, never with real money. An injection adds a flat bonus to every stat you have, from +5 to +15, for your next 2 to 4 matches. The price is risk: each injection carries a load, and the more load you carry the likelier you are to get injured, the worse the injury tends to be, and the likelier you are to fail an anti-doping control. You cannot carry the same injection twice, and there is a limit to the total load. The stall shows your real odds before you buy.
Q.
What happens if I fail an anti-doping control? Does my team lose the match?
A.
No. The match result stands: there is no walkover and your club keeps its points. The control only punishes the player who failed it. His injections are removed, he pays a gold fine that grows with his level, he is taken out of the lineup and sits out his club's next 3 league or cup matches, and a Positive tag shows on him for 7 days. The club's leaders are told. Controls happen after any match you played with an injection: about 2% per point of load in league and cup, under 1% in friendlies, and a bit more for every clubmate who is also injected.
Q.
How does the streak shield work?
A.
It saves your daily reward streak when you miss one day. You have to use it beforehand from your Inventory: that arms it, and it waits with no time limit. If you then miss a single day, it is spent on your next claim and your streak carries on. It does not cover two or more missed days in a row, and only one can be armed at a time.
Q.
How does Recovery work?
A.
Energy no longer regenerates passively. Use Recovery sessions (Basic Rest, Cold Bath, Sauna, Sports Massage, Full Sleep) to restore energy and form. Each method has its own cooldown (4-24 hours) and gives different amounts of energy/form.
Q.
How do injuries work?
A.
A match can leave a player injured, and the less energy he has left, the likelier it is. There are three grades. A knock or a strain lets you keep playing with part of your stats; a serious injury keeps you out of the eleven and off the bench. An injury is measured in matches and counts down with every match your club plays, whether you were due to play or not. A better Medical Centre lowers the chance and shortens the time out, and the President or a Captain can pay for treatment from the club treasury to take matches off.
Q.
What are Training Boosters?
A.
Gem consumables that change one training session. Speed Boost halves the wait, Stat Boost adds 50% to the stat points, Gold Boost adds 75% to the gold. One of each kind per session. Buy them in the Shop or on the Training page.
Q.
How does Team Training work?
A.
Coaches can schedule team training sessions that all members can join. They cost energy to join but reward gold, XP, stat gains, and chemistry with every other participant. More players = more chemistry. You can't do individual training while joined to a team session.
Q.
How does levelling work?
A.
You earn XP from training, matches, daily rewards and missions. Levelling is what decides which gear the shop will sell you: the catalogue runs from level 5 to level 60, and each rung opens better equipment. It does NOT unlock training programs: there are three (30 minutes, 2 hours, 8 hours) and you have had all of them since your first day. Each level costs more XP than the last, and noticeably more past level 40. It also raises what you earn: from level 21 upwards every gold payout is multiplied by your level.
Q.
What is the career bonus?
A.
The career bonus is what your level adds to your earnings: it multiplies what every gold payout is worth. Training, missions, the daily reward and friendly matches all pay a base figure, and from level 21 upwards that figure is multiplied: about +48% at level 30, +131% at level 45, +218% at level 60. It exists because shop prices climb with your level: the gear the catalogue opens at level 45 is priced against a level-45 income, and the game used to pay everybody a level-20 income. Nothing at or below level 21 changed: nobody earns less than they did. Gems and XP are not affected.
Q.
How do Seasons work?
A.
The league runs in weekly cycles. Each week, teams are placed in groups and play automatic matches. Top teams get promoted to higher tiers, bottom teams get relegated. Season rewards (gold, gems, inbox items) are distributed based on final standing.
Q.
Why do chat messages show up in my language?
A.
The general chat is translated automatically into the language you play in. A translated message is marked, and you can tap it to read the original. It is on by default and you can switch it off in Settings, under Chat. Only the general chat is translated: club chat and private messages stay as they were written.
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