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Every franchise owner has an auto-generated coaching style profile visible on their franchise page. The system analyses your decisions and assigns one of eight archetypes:
Six axes are tracked: Aggression, Loyalty, Risk Taking, Preparation, Mind Games, and Squad Building. Your profile updates as you make decisions throughout the season.
Your coaching archetype also appears in pre-match previews as a "Coaching Matchup" comparison.
When viewing a trade proposal, you'll see a fairness analysis badge that rates the deal:
The score is calculated from player ratings (50%), recent form (30%), and salary value (20%). Cash included in trades is also factored in.
This is advisory only — you're free to accept or reject any trade regardless of the fairness score. But it helps you gauge whether you're getting a fair deal before committing.
Your franchise page shows a donut chart breaking down how your salary cap is allocated across position groups:
Each segment shows the total salary, player count, and percentage of your cap.
Use this alongside the trade fairness score to evaluate whether trade deals improve your cap balance.
Your franchise earns achievements automatically for milestones throughout the season. These are displayed in a trophy cabinet section on your franchise page.
Achievement types include:
You'll receive an alert when an achievement is earned. Achievements carry across seasons, building your franchise's legacy.
Franchise History tracks your performance across all completed seasons — final ladder position, W-L-D record, points differential, awards won, and your top players per season. Access it from the "Franchise History" link on your franchise page.
Player UT Career stats appear on each player's profile page under the "Ultimate Team Career" section. This shows their simulated stats across all seasons — games played, tries, goals, and which franchise they played for each season. This is separate from their real Warriors career data.
Career stats accumulate at the end of each season. During an active season, the current season's stats are shown in the regular season statistics table.
Fatigue accumulates during a match as players carry, tackle, and run. It's tracked per player and reduces their effectiveness as the game wears on. Different positions tire at very different rates — press play below to watch them race over 80 minutes:
Position multipliers:
Your starting fitness and endurance attributes both reduce the base fatigue rate. A high-fitness, high-endurance prop will still tire faster than a back, but slower than a low-fitness prop.
Other modifiers:
Every player in the pool is assigned a tier based on their overall rating and historical importance to rugby league:
Tier affects how the player is displayed on the dashboard and player lists, and indirectly affects auction prices (other franchises pay more for legends and elites). It does NOT directly modify their performance — the actual stats and attributes are what drive match outcomes. A perfectly-trained mid-tier player can still outperform a tired or out-of-form elite.
Playing a player away from their natural position applies a position fitness penalty to their effective rating. The penalty depends on how related the two positions are:
Common forced moves and their fitness percentages:
The penalty multiplies their entire effective rating, so a 90-rated player at 75% fitness performs like a 67-rated player. When injuries force a reshuffle, prefer the smallest fitness drop possible.
The three player condition stats stack multiplicatively — not additively — to produce an overall effectiveness multiplier that scales every action the player takes in a match.
The exact formula:
Worked example: a player on 50 morale, 80 fitness, 60 form, no injury:
0.925 × 0.94 × 0.97 ≈ 0.84×
Their effective rating is 84% of their raw rating. Push all three to maximum and you can get up to 1.39× (39% bonus). Let them all collapse and you can drop to 0.40× (60% penalty — basically a different player).
This is why managing condition matters so much — it can swing a player's match-day output by 100% in either direction.
Form is a 0–100 score that tracks recent performance. It rises after good games, falls after poor ones. A player in great form (80+) gets small boosts to carry metres, try probability and goal kicking; poor form (below 30) reduces the same.
Form decays slowly toward 50 if a player isn't getting game time, so benching a slumping player won't reset their form — you have to play them through it or wait several rounds.
Morale is a 0–100 score representing how happy a player is at your franchise. High morale (70+) lowers error rate and improves consistency; low morale (below 30) does the opposite and risks itchy feet.
Morale moves up after wins, captaincy honours, sponsorship events, mentorship pairings and successful event responses. It moves down after losses, trade-block listings, failed event responses, and being dropped to bench when previously starting.
The utility icon flags players who can play 5 or more positions (their primary plus 4 or more secondary positions). Examples include Lance Hohaia, Ruben Wiki, and other true journeymen who covered multiple roles in their careers.
The flag is set automatically based on the player's position list:
A player is utility if (1 + secondary positions) > 4
If you have a utility player on your roster, always start them on the bench rather than in the starting 13. They're worth significantly more as a +10% bench impact player than as a regular starter with no bonus. This is one of the few "free" optimisations in the game and most owners miss it.
Player traits are tags attached to each player that describe their playing style. They're assigned automatically when player ratings are generated — either curated for famous players (e.g. Ruben Wiki has Power Runner + Inspirational Leader + Iron Man + Fan Favourite) or auto-generated from stat patterns (a player with speed 75+ gets Speed Demon).
Two players with identical raw stats but different traits will end up with different attributes (one has been boosted, the other hasn't), and that difference shows in the overall rating. The OVR you see DOES reflect the trait's attribute boost.
Every player has 14 attributes on a 0–100 scale:
Each position weights certain attributes more heavily when computing overall rating and gameplay outcomes. The heatmap below shows which attributes matter most for each jersey number:
Players can pick up injuries during games (random roll based on workload + power matchups) or from intense training sessions. There are three injury statuses:
Risk of playing through a minor injury: if you select a player carrying a minor injury and they pick up another knock during the game, the chance of it becoming a major injury jumps from 15% to 30%. Resting them for a round or two is usually safer than risking a 3–6 round layoff for a star player.
Injured players' salaries still count toward your cap. You'll get an alert when major injuries are about to expire.
Injury rounds count down automatically each round. You'll see the rounds remaining on the player's roster entry. You receive an alert when a player is close to returning.
Intense training sessions carry injury risk (1-5% per player depending on intensity). Recovery training has zero risk. If a star player has a big game coming up, consider dropping training intensity.
When you set up your game plan, the formation view draws coloured lines between players in your starting 13. These are chemistry connection lines — visual markers showing which pairs of players have a chemistry link, and what kind. There are three colours:
Reading your formation: a player with lots of lines is contributing to multiple chemistry sources and is pulling extra value beyond their raw rating. A player with no lines is "isolated" — they're still useful for their stats but they're not earning a chemistry bonus. When tinkering with your lineup, try to swap in players who add new lines rather than ones who duplicate existing pairings.
Hover any line in the actual formation view to see the link type and label.
Chemistry stacks from three sources, each capped, with a global cap of +8% per player:
Try a single pair first:
Or build a full starting 13 to see total team chemistry:
Chemistry is a per-player rating bonus that comes from how well your squad fits together as a unit. It rewards picking players from the same era, building proven position partnerships, and keeping combinations together over time.
The maximum chemistry bonus any single player can earn is +8% to their effective rating. Chemistry has three sources that scope differently:
So a bench player with deep history alongside another squad member still contributes to and benefits from bond chemistry, even though they don't earn era or position bonuses until they're in the starting 13.
Players are grouped into 5 eras based on when they played for the Warriors. Each player in your starting 13 from the same era as another starter gets +1% chemistry, capped at +5%.
Nine position pairings give a chemistry bonus when both players start. Click any position on the field to see its partners:
Bond strength is the chemistry bonus two players get from playing matches together over time. The system tracks shared appearances in your starting 13 across all seasons.
| Shared games | Bond label | Bonus |
|---|---|---|
| 61+ | Legend duo | +2.0% |
| 31–60 | Partnership | +1.5% |
| 11–30 | Teammate | +1.0% |
| 1–10 | Acquaintance | +0.5% |
Bond bonuses encourage you to hold combinations together rather than constantly reshuffling.
Partially. The three chemistry sources scope differently:
So a bench utility with a long shared history alongside your starting hooker still earns bond chemistry, even though they're not in the starting 13. This rewards keeping squads together season-to-season rather than constantly turning over your bench.
Each individual starter is capped at +8% effective rating bonus from chemistry. Within that cap, the era component alone is capped at +5%, leaving up to +3% for position synergies and bond strength combined.
This means even a perfect chemistry stack can't double a player's rating — chemistry is meaningful but not match-defining on its own.
Building chemistry takes deliberate planning. Don't just pick the highest-rated players at each position — pick players who fit together. Here's a step-by-step approach:
Use the team chemistry calculator widget on the chemistry FAQ to test combinations before committing in the auction.
The honest answer is that you usually have to trade a little raw rating for chemistry — the question is how much.
Tips:
Your franchise has two soft-reputation stats displayed alongside your branding:
Both stats are tracked on your franchise and displayed publicly — other owners can see your reputation and fan base on your franchise page. They contribute to the long-term identity of your franchise across seasons. Mechanical effects on match outcomes are minimal in the current version — treat them as flavour and bragging rights for now.
Open My Franchise → Edit. There are two colour pickers — primary and secondary — plus a separate shorts colour. Changes apply immediately to the 2D match viewer, the team list pages and your franchise badge.
Pick contrasting colours so your players are easy to track in the viewer. There's no hard rule against clashing with another franchise, but if two teams in the same fixture have very similar jerseys we may ask you to swap.
In My Franchise → Edit, paste a URL to a hosted image in the Logo URL field. PNG with transparent background works best. Recommended size: 256×256, square aspect ratio.
Don't use copyrighted NRL club logos — admins will ask you to change them. Original designs, fictional crests, or generic sports motifs are all fine.
Yes, but ask an admin first. Mid-season renames cause confusion in match commentary, ladder displays, news articles and trade history, so we generally only allow them for clear reasons (e.g. a typo, an offensive name flagged by other users).
Between seasons you can rename freely from My Franchise → Edit.
Click any player name from the Players list, your roster, the dashboard, or any leaderboard to open their player profile page. It shows:
Use the player profile to research auction targets, scout free agents, or check on a teammate's recent form before making a selection.
Yes — the Player Compare tool lets you put any two players head-to-head with their attributes, stats, and tier shown side by side.
Get to it from the sidebar (Compare) or by clicking the compare icon next to any player on the player list. Pick a second player and the page renders both alongside each other, with deltas highlighted to show who's stronger in each category.
Useful for: deciding which auction target to bid on, comparing two trade candidates, choosing between a starter and a bench option, or just settling debates about who the better halfback is.
The pacing strip at the top of every player profile projects the player's current season totals out to a full season, and ranks them against their position peers.
Projection is a straight-line extrapolation from games-played to season-rounds. Early in the season it swings more; by mid-season it stabilises and tells you whether a player is genuinely on course for a career year or fading back to their average.
The Season Form & Deltas section shows this season's rolling form at a glance, with three pieces per stat:
Metrics covered: match rating, run metres, tries, tackles, errors. Errors flip the sign — fewer errors earns a green chip. Use these to tell whether a dip in a rating is a slump (sparkline trending down) or a one-off bad game (sparkline steady with one low outlier).
On every player's Attribute Profile radar, the solid filled shape is the player. The dashed grey line overlaid on top is the average profile for their position across the whole competition.
Read it like this: anywhere the player polygon extends beyond the dashed line, they're above position average for that attribute. Anywhere the dashed line extends beyond the player polygon, the position average is higher. A well-rounded star will sit mostly outside the dashed line. A specialist will spike past it on their strengths and sit inside it on weaknesses.
The comparison uses all active players at that position, not just approved rosters, so the baseline stays stable across seasons.
You field a 17-player matchday squad: 13 starters in jersey positions 1–13, plus 4 interchange in positions 14–17.
Your roster can hold up to 30 players in total, but only 17 are active each round. Your active interchange usage in a game is capped at 8 interchanges.
The numbers shown reflect the current league settings.
The starting 13 must cover the standard NRL positions:
The interchange (14–17) can be any positions — usually a hooker, a middle and two utility forwards, but the choice is yours.
Every franchise has a hard salary cap currently set to $11.95M ($11,950,000). Each player on your roster has a salary set when they were signed (auction price, waiver claim, or trade-negotiated value). The total of all salaries cannot exceed the cap.
If a transaction would push you over the cap, the system rejects it. To make room you can release players to waivers (only 50% of their salary refunds — the other 50% stays as dead cap), trade higher-paid players for cheaper ones, or accept cash in trades to bank cap relief.
The cap value shown above always reflects the current league setting.
The salary cap is the constraint that defines every other decision in Ultimate Team. Manage it well and you'll have flexibility all season; manage it badly and you'll be locked out of trades and waivers when you need them most.
Open the salary cap question to use the live donut visualizer for your current state.
Open My Franchise → Squad, find the player, click their name then choose Release to waivers. You'll be asked to confirm.
Important: releasing costs you 50% of the player's salary as a dead-cap penalty.
After the release, the player enters the waiver pool for a fixed 24-hour window, during which other franchises can place blind bids. The releasing franchise cannot bid on their own released player — once they're gone they're gone, no buy-backs.
If nobody claims them within the window, they become a free agent. The winning bidder pays whatever they bid (not the original salary).
Be careful — releasing a key player burns half their salary AND lets rivals scoop them up at potentially below market value. Trade them instead if you can.
Itchy feet is a player state where they're unhappy at your franchise and want a move. It's triggered by:
Effects: −5% consistency, +2% error rate, and the player can refuse certain training sessions.
How to fix it: trade them, win games (their morale lifts after wins), respond well to a "Team Bonding" event, or remove them from the trade block and wait it out.
Training applies two separate kinds of boost to the players you train, both of which feed directly into the next match's simulation:
Position relevance multiplier: stat boosts scale with how relevant the focus is to a player's position:
Universal focuses ignore position relevance:
Training lets you give players a temporary attribute boost for the next match. You get one training submission per round — pick a focus, an intensity, and which players to apply it to (it can target a single player, a small group, or your whole squad in one go).
Once submitted for the current round, you can't train again until the next round opens. The boost applies only to your next game, then expires.
There are 8 focus options (attack drills, defence drills, kicking practice, fitness, team bonding, set plays, goal-kicking specialist, recovery), each at three intensities: light, moderate or intense. Higher intensity = bigger boost but higher injury risk.
Light — ~1% chance of a minor injury, 0.5x boost magnitude
Moderate — ~2.5% chance, 1.0x boost
Intense — ~5% chance (and skews toward moderate severity), 1.5x boost
Recovery and team bonding sessions carry no injury risk. Use them when you need to refresh fitness or lift morale without risking your stars.
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