Game Rules
7. Skills

The player skills are virtually a measure of how good your player is when trying to do certain moves on the field. You can view your skills under the “Player” page in the top menu, in the “Skills” tab. Each of your skills have a numerical value between 0 and 100, 0 being the worst and 100 the best. There are cases in which you can pass the level of 100 (up to 125) which are explained below, but you can only train your skills to a maximum skill cap of 100. Player skills are being made of 4 categories: technical skills, physical skills, goalkeeping skills and mental skills (we'll talk about them in chapter 9).

7.1. Technical skills
Technical skills are the skills only used by outfield players, and they virtually represent the ability of an outfield player to control the ball, position himself on the pitch or recover the ball from the opposite side. There are 15 technical skills explained below:
Crosses: The ability of the player to make a “cross pass”. It virtually controls how close a player can cross to it’s intended target, affecting the cross direction. Crossing the ball is also affected by the technique of the player.
Dribbling: The ability of the player to dribble past a nearby opposing player. The higher the dribbling skill, the higher the chance of the player getting past his opponent. Dribbling a player is also affected by the technique skill.
Finishing: The ability of the player to make powerful shots at the opposing goal from short range. The higher the skill is, the more powerful your short range shots will be. While shooting, the technique skill will set the accuracy of the shot.
Game Vision: The ability of the player to judge and evaluate the flow of the game and act accordingly. The higher this skill is, the better he can decide where and when to pass or run, the better he can evaluate his or the other players’ position on the field and the farther he can see the pitch to act accordingly.
Heading: The ability of the player to head the ball. The higher this skill is, the higher the chance of winning aerial duels, how high he can receive the ball and how well he can control it and how well he passes or tries to score with his head.
Long Passes: The ability of the player to pass to a player further than roughly ? of the lenght of the pitch from him. It controls how close the player can pass to its intended target, affecting the pass direction. Long passes are also affected by the technique skill.
Long Shots: The ability of the player to make more powerful and accurate shots at the goal from long range. The higher the long shots skill is, the more powerful and more accurate the player’s long range shots will be. Shooting from long range also is affected by the technique of the player.
Positioning: The ability of the player to position himself on the field. The higher the positioning skill, the better and faster the player can position himself on the field, the higher the chance of intercepting the ball and the higher the chance of the player winning a duel with an opposite player in the same area of the pitch.
Short Passes: The ability of the player to pass to a player nearer than roughly ? of the lenght of the pitch from him. It controls how close the player can pass to its intended target, affecting the pass direction. Technique affects the height of a short pass.
Tackling: The ability of the player to tackle and regain possession from an opposite player with the ball. The higher the tackling skill, the higher the chance to tackle the ball successfully and the higher the chance to win a duel with an opposite player in the same area of the pitch.
Technique: The ability of the player to control the ball. The higher the technique skill is, the better is the direction of his shots, the lower the passes he is able to make, the better he controls the ball while dribbling, the better and faster he controls the ball when receiving or recuperating it and the better the chance of him winning a duel with an opposite player.
First Touch The ability of the player to make first-touch movements. The higher the First Touch skill is, less is the time to takes full control of the ball. Controls how much skills a player loses when he attempts a first time action. Players with high first touch will not have considerable noise in these actions.
Jumping: The ability of the player to "jump" > How high a player can jump. Increases the height of the player, which has a direct influence on how high a player can reach the ball
Marking: The ability of the player to marking opponent players. As lower this skill is as higher the possibility to "forget" to mark a player is.
Set Pieces: The ability of the player to take free-kicks, corners and penalties. Controls the ball height and direction in free-kicks, corners and penalties.

Although all technical skills are good for your players, some are more important than others regarding specific positions on the field. For example, finishing is a very important skill for players playing as forward, but when playing as a defender you might prefer other skills that will help you more while defending.

7.2. Physical skills
There are 3 physical skills in the game and they represent the physical ability of the player to rise to the challenge of a football match. They are described below:
Speed: How fast a player can move or sprint while in the possession of the ball or while chasing the ball. A player with high speed skill reaches higher speeds than a player with low speed skill, when trying to reach a ball, run with it, or chasing an opponent. It also influences the top speed a player can reach before he is considered “sprinting” and therefore losing more stamina and fitness then he normally would.
Stamina: How long the player can run before he gets tired, losing more fitness than he normally would. The higher the stamina is, the longer the player can sustain his top speed, the longer he can sprint and the better he plays while dealing with fitness losses. During half-time and full-time a higher stamina value will cause the player to recover more fitness.
Acceleration: How much time player takes to get to full speed. Players with good acceleration will make a faster use of their speed skill.

7.3. Goalkeeping skills
Goalkeeping skills are the skills used only by players playing in the goalkeeper position. There are 6 of them and they are described below:
Agility (GK): This skill resembles how agile a keeper is when saving the ball. The higher this skill is, the better the reach of the keeper when saving the ball and the higher the speed with which he can save the ball.
Handling (GK): The ability of the goalkeeper to control the ball. The higher the handling, the better the player is at controlling the ball during a save and the less likely the player is to drop the ball or punching it.
Out of Area (GK): The top speed of a goalkeeper when not saving the ball. The higher the out of area skill, the faster the keeper can move on the field. It virtually replaced the “speed” skill regarding goalkeepers.
Reflexes (GK): The ability of a goalkeeper to react when trying to save the ball. The higher the reflexes, the faster the player reacts to an incoming shot and the faster the player recovers after an already made save.
Throwing (GK): The ability of a goalkeeper to pass the ball. The higher this skill is, the more accurate a keeper passes the ball. It virtually replaces “short passes” and “long passes” skills regarding goalkeepers.
Command of Area (GK): How wide the keeper range is. Command of Area directly affects the keeper´s control zone. A keeper with low Command of Area will not be able to get as far to a ball as a keeper with high Command of Area.


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