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Your Team

Overview

What is my coaching profile and what are the archetypes?

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:

  • The Gambler — high-risk, high-reward decisions
  • The Professor — methodical, calculated, rarely caught off guard
  • The Enforcer — defence-first, grinding physical style
  • The Maverick — unpredictable, constant tinkering
  • The Loyalist — backs players through thick and thin, stable lineups
  • The Dealmaker — always working the phones, active on trades and signings
  • The Tactician — adapts to every opponent
  • The Showman — loves the spotlight, aggressive pressers, mind games

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.

What is the trade fairness score?

When viewing a trade proposal, you'll see a fairness analysis badge that rates the deal:

  • Fair Trade (green) — both sides getting roughly equal value
  • Slight overpay/underpay (amber) — one side has a minor edge
  • Heavily favours one side (red) — significant imbalance

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.

How does the salary cap allocation chart work?

Your franchise page shows a donut chart breaking down how your salary cap is allocated across position groups:

  • Backs (teal) — Fullback, Wing, Centre
  • Halves (gold) — Halfback, Five-eighth
  • Forwards (red) — Prop, Second-row, Lock
  • Hooker (purple)

Each segment shows the total salary, player count, and percentage of your cap.

What to look for

  • Top-heavy allocation: If 50%+ of your cap is in one position group, you're vulnerable if those players get injured
  • Balanced spend: Ideally no single group exceeds 35-40% of cap
  • Depth gaps: A position group with only 1-2 players is risky — one injury and you're fielding reserves

Use this alongside the trade fairness score to evaluate whether trade deals improve your cap balance.

What are franchise achievements and the trophy cabinet?

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:

  • Win streaks — 3-game and 5-game winning streaks
  • Shutout victory — opponent scores 0
  • 50+ point game — scoring 50 or more in a single match
  • Comeback from 12+ down — trailing by 12+ at halftime and winning
  • Finals appearance — finishing in the top 4
  • Grand Final appearance
  • Premiership — winning the grand final
  • Plate winner — winning the bottom-4 plate competition
  • Minor premiership — finishing first on the ladder
  • Coach of the Month
  • Milestone wins — 10, 25, and 50 career wins

You'll receive an alert when an achievement is earned. Achievements carry across seasons, building your franchise's legacy.

What is franchise history and player UT career stats?

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.

Player Attributes & States

How does fatigue work in matches?

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:

  • Props (8, 10): 1.40× base rate — tire fastest. Front-rowers in real life rotate every 20 minutes for a reason.
  • Lock (13): 1.15×
  • Hooker (9): 1.10×
  • Interchange: 1.00× baseline
  • Second Row (11, 12): 0.90×
  • Backs (1–7): 0.70× — backs hardly tire because they touch the ball less and tackle less often

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:

  • Early game (first 15 min): +20% rate (warming up)
  • Late game (after 55 min): +40% rate
  • Heavy workload (lots of carries/tackles): up to +100%
  • Bench players: 70% rate while resting on the sideline (effectively recovering)
  • Lead from Front captain: +15% on the captain (the leadership trade-off)
Bench recovery
A player on the bench actually loses fatigue at ~0.012 per set, so a 15–20 min spell on the pine substantially refreshes them. This is why interchange management matters: rotate your forwards before they're cooked, and they come back fresh.
What do the player tiers (Legend / Elite / Mid / Lower) mean?

Every player in the pool is assigned a tier based on their overall rating and historical importance to rugby league:

  • Legend — the all-time greats of the Warriors and rugby league. The most expensive at auction, the most coveted, and usually the highest-rated.
  • Elite — top-tier active and recent players with overall ratings typically in the high 80s+. Match-winners on any roster.
  • Mid-Tier — solid first-grade players, the bulk of any squad. Reliable starters or quality bench options.
  • Lower Tier — depth and rotation players. Cheap cap hits, useful for filling out a 17.

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.

What happens if I play a player out of position?

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:

  • 100% — their primary position. Full effectiveness.
  • 90% — one of their secondary positions (some players are listed as multi-position).
  • 65–85% — a position covered by the position-fitness matrix (e.g. Fullback playing Wing = 85%, Hooker playing Halfback = 65%).
  • 55% — completely out of position (no matrix entry, e.g. a prop at fullback). Severe penalty — almost never worth it.

Common forced moves and their fitness percentages:

  • Fullback → Wing: 85% · Fullback → Centre: 80% · Fullback → Five-eighth: 85%
  • Five-eighth → Halfback: 85% · Halfback → Five-eighth: 85%
  • Centre → Wing: 85% · Wing → Centre: 85%
  • Prop → Lock: 85% · Lock → Prop: 80% · Second Row → Lock: 85%
  • Hooker → Halfback: 65% · Hooker → Lock: 75%

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.

What are form, morale and fitness — and how do they affect performance?

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:

  • Morale — ranges from 0.80× (at 0 morale) to 1.05× (at 100 morale)
  • Fitness — ranges from 0.70× (at 0 fitness) to 1.00× (at 100 fitness)
  • Form — ranges from 0.85× (at 0 form) to 1.10× (at 100 form)
  • Minor injury — additional 0.85× on top (15% penalty)

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.

What is form and how does it affect a player?

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.

What is morale?

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.

What does the utility icon next to a player mean?

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
Hidden bonus — +10% on the bench
Utility players get a +10% effectiveness bonus when played on the interchange (jerseys 14–17). The bonus only applies while they're in a bench slot — if you start them in jerseys 1–13, they get nothing extra. This rewards the real-NRL pattern of utility players being valuable bench impact subs who can cover any position.

Strategic implication

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.

Even better
Utility players are also incredibly flexible for covering injuries. If your hooker goes down at jersey 9, a utility on the bench can come on and play hooker at higher position fitness than a forced backup. Combined with the +10% bench bonus, they're among the most valuable depth pieces in the game.
What are player traits and how do they affect gameplay?

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).

How traits actually work
Each trait gives the player a permanent boost (or penalty) to specific raw attributes. The simulation engine then uses those modified attributes through the normal formulas. There is no separate hidden multiplier system — traits are entirely baked into the player's 14 attributes.

Example: Speed Demon = +12 speed and +5 agility. The sim engine never reads the trait name — it just sees a player with very high speed and applies the normal speed-driven line break formula. Same outcome, no magic.

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.

Maximums

  • Auto-generated: max 4 traits per player based on stat thresholds
  • Curated (named players): up to 8 traits hand-picked for historical accuracy
Negative traits drag attributes down
Six traits are negative (Weak Ball Security, Injury Prone, Hot Headed, Inconsistent, One Dimensional, Slow Starter). They cut specific attributes (e.g. Hot Headed = −10 discipline, −3 consistency). The overall rating already accounts for this — a player with negative traits has a lower OVR than a stat-twin without them.
Why traits still matter when shopping
Two halfbacks with the same OVR can have completely different attribute profiles depending on which traits they have. A halfback with Playmaker (+10 passing, +8 game sense) is great for try assists; one with Speed Demon (+12 speed, +5 agility) is great for line breaks. Read the trait list to understand what kind of player you're actually buying, not just the OVR number.
What do the 14 attributes mean and which matter most?

Every player has 14 attributes on a 0–100 scale:

  • Speed — raw pace, affects line breaks and try chances
  • Agility — ability to step, beat the first defender
  • Power — carry metres, fend, defensive impact
  • Tackling — tackle completion, missed tackle reduction
  • Passing — ball-playing, offload chance
  • General Kicking — in-play kicks, bombs, grubbers
  • Goal Kicking — conversions and penalty goals
  • Field Goals — 1-point drop kicks
  • Endurance — how long before fatigue hurts performance
  • Game Sense — decision quality in 50/50 moments
  • Consistency — reduces game-to-game variance
  • Discipline — reduces penalty and sin-bin chance
  • Aerial — bomb contests and high ball wins
  • Leadership — captaincy bonus, helps teammates around them

Which attributes matter most for each position?

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:

How do injuries work?

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 Durations

  • Minor injury: 1-2 rounds. Player can still be selected but at reduced effectiveness (and higher risk of it worsening to major).
  • Major injury: 3-6 rounds. Player cannot be selected for games. Their roster spot is locked — you can't release them to free up the slot.
  • Season-ending: Out for the remainder of the season. Extremely rare but devastating for key players.

Recovery

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.

Training injuries

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.

Team Chemistry

What do the coloured lines on the formation view mean?

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.

How does team chemistry work and how do I build a high-chemistry squad?

Chemistry stacks from three sources, each capped, with a global cap of +8% per player:

  1. Era pairing — +1% per teammate from the same era, capped at +5%
  2. Position synergies — bonuses for proven position pairings like 6+7 halves combo (+3%), props 8+10 (+2%), centre+wing edges (+1.5% each)
  3. Bond strength — based on how many matches two players have shared in the past: legend duo (61+ games) +2%, partnership (31+) +1.5%, teammate (11+) +1%, acquaintance (1+) +0.5%

Try a single pair first:

Or build a full starting 13 to see total team chemistry:

What is 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:

  • Era pairing and position synergy only count for the starting 13.
  • Bond strength (shared games) applies to all 17 players in your matchday squad — bench included.

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.

What are the eras and their year ranges?

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%.

What position synergy pairs exist?

Nine position pairings give a chemistry bonus when both players start. Click any position on the field to see its partners:

  • Halves combo (6+7) — +3% to both
  • Hooker + Halfback (9+7) — +2% to both
  • Front-row partnership (8+10) — +2% to both
  • Fullback + Right Wing (1+2) — +1.5% to both
  • Fullback + Left Wing (1+5) — +1.5% to both
  • Lock + Second Row right (13+11) — +1.5% to both
  • Lock + Second Row left (13+12) — +1.5% to both
  • Right Centre + Right Wing (3+2) — +1.5% to both
  • Left Centre + Left Wing (4+5) — +1.5% to both

How does bond strength work?

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 gamesBond labelBonus
61+Legend duo+2.0%
31–60Partnership+1.5%
11–30Teammate+1.0%
1–10Acquaintance+0.5%

Bond bonuses encourage you to hold combinations together rather than constantly reshuffling.

Does chemistry only apply to the starting 13?

Partially. The three chemistry sources scope differently:

  • Era pairingstarting 13 only. Bench players don't earn or contribute era bonuses.
  • Position synergiesstarting 13 only. The pairings (halves combo, prop partnership, edge combos, etc.) all require both players to be in jerseys 1–13.
  • Bond strengthall 17 players. Shared-games bonds apply to anyone on your matchday squad, bench included.

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.

What's the maximum chemistry bonus per player?

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 a High-Chemistry Squad

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:

  1. Anchor on your halves combination first. Find a halfback (7) and five-eighth (6) from the same era. That's already +3% position synergy + +1% era pair = +4% per player before you add anything else.
  2. Build your front row around them. Find props (8 + 10) from the same era as your halves. The 8+10 partnership is +2% synergy + era pair = +3% per player. Plus you now have 4 players from the same era contributing era bonds to each other.
  3. Pick your fullback (1) from the same era too. The fullback links to wings (1+2 and 1+5) at +1.5% synergy each. Two more era bonds added.
  4. Fill out the spine. Hooker (9) pairs with halfback (7) for +2% synergy. Lock (13) pairs with both second-rowers (11+12) for +1.5% each. These are the connective tissue.
  5. Wings and centres last. Right edge (3+2) and left edge (4+5) each give +1.5% synergy. Pick wings to match your centres' era if possible.
Worked example
A starting 13 of 9 Modern-era players + 4 Current-era will give: era bonds (+5% capped) + halves combo (+3%) + props (+2%) + edge synergies (+1.5% × 4 = +6%) + lock-2nd row (+1.5% × 2 = +3%). Distributed across 13 players, that's an average of +6% per player, with most starters hitting the +8% cap.

Use the team chemistry calculator widget on the chemistry FAQ to test combinations before committing in the auction.

How do I optimise for chemistry without hurting raw rating?

The honest answer is that you usually have to trade a little raw rating for chemistry — the question is how much.

Tips:

  • Pick your halves pair first — the 6+7 combo is the biggest single position synergy at +3%
  • Try to get your front row from the same era — props 8+10 already get +2% synergy, so era stacking on top is efficient
  • Hold combinations across seasons to build bond strength — a 5-season partnership at 60+ shared games adds +2% on top of everything else
  • Don't over-optimise — a 90-rated player with no chemistry usually beats an 82-rated player with +8% chemistry (which only brings them to ~88)

Franchise & Branding

What are reputation and fan base, and how do they grow?

Your franchise has two soft-reputation stats displayed alongside your branding:

  • Reputation starts at 50 (neutral). It's primarily moved by press conferences — humble (+3), confident (+2), diplomatic (+2), fired up (+1), aggressive (−1). Press conferences are the main lever you have to push reputation up over a season.
  • Fan base starts at 100. It grows over time as you accumulate wins, championships, and positive narrative events.

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.

How do I customise my franchise (jersey, logo, name)?

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.

How do I upload a custom logo?

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.

Can I rename my franchise mid-season?

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.

Squad Management

How do I read player profiles — ratings, form, pacing and comparison?

Click any player name from the Players list, your roster, the dashboard, or any leaderboard to open their player profile page. It shows:

  • Position, tier, era, and overall rating
  • All 14 attributes with their current values
  • Career stats (games, tries, goals, points)
  • Current franchise (if rostered) and salary
  • Form, morale, fitness, and any active injury or suspension
  • Recent match history with stat lines
  • Player events history (any negative or positive events that have triggered)
  • Profile image (where available from the Showcase database)

Use the player profile to research auction targets, scout free agents, or check on a teammate's recent form before making a selection.

Can I compare two players side-by-side?

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.


Pacing Strip

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.

  • Tries · Run Metres · Tackles · Match Rating — the four headline KPIs, with current tally plus the projected full-season total beside each.
  • Try pace ranking — shows where the player sits among all others in the same position (halfback, prop, etc.) if the current scoring rate holds.

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.


Season Form & Deltas

The Season Form & Deltas section shows this season's rolling form at a glance, with three pieces per stat:

  • A sparkline — a tiny inline chart of the player's per-game value for every game they've played this season.
  • The current season average per game.
  • A delta chip comparing that average to the position's average across the competition. Green up means above average, red down means below, muted grey means bang on.

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).


Attribute Radar Dashed Line

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.

How big is my squad and what positions do I need?

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.

What positions do I need to fill?

The starting 13 must cover the standard NRL positions:

  • 1 Fullback
  • 2 Right Wing & 5 Left Wing
  • 3 Right Centre & 4 Left Centre
  • 6 Five-eighth & 7 Halfback
  • 8 & 10 Props
  • 9 Hooker
  • 11 & 12 Second Row
  • 13 Lock

The interchange (14–17) can be any positions — usually a hooker, a middle and two utility forwards, but the choice is yours.

How does the salary cap work and how do I manage it?

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.

Tip
Pending bids on auctions, waivers, and guest stints all count toward your effective cap usage. You can't double-commit funds across multiple open bidding rounds.

The cap value shown above always reflects the current league setting.


Salary Cap Strategy

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.

  1. Always leave 5–10% headroom. Don't commit your entire cap in the auction. Leave at least $1M–$1.5M free for mid-season opportunities (waivers, trades, guest stints).
  2. Be careful with releases. Releasing a player only refunds 50% of their salary — the other half stays as dead cap. Trading is almost always better than releasing.
  3. Watch for cap pressure events. Players on big salaries can trigger cap pressure player events that reduce their morale. If you're consistently at 95%+ usage, expect these.
  4. Don't bid on guest legends without thinking long-term. Their winning bid stays committed against your cap for the rest of the season even after they leave. A 5-round stint costs you cap for the other 21 rounds too.
  5. Use cash in trades to balance lopsided swaps. Cash is cap-efficient because it transfers cap room without locking up roster slots.
Common cap mistakes
Spending 80% of your cap on three stars. Sounds powerful but leaves you with no depth. One injury and you can't replace them. Forgetting that pending bids count. You can't bid on three different waiver players at once if your remaining cap only covers one of them. Releasing players to "free up cap" for an auction. The 50% dead cap penalty often means you're worse off than before.

Open the salary cap question to use the live donut visualizer for your current state.

How do I release a player?

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.

  • Only half of the player's salary is refunded to your cap. The other half stays committed against your cap for the rest of the season as a release fee.
  • Example: a player on a $2M salary → you get $1M cap relief, $1M stays as dead cap.

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.

What does "itchy feet" mean?

Itchy feet is a player state where they're unhappy at your franchise and want a move. It's triggered by:

  • Listing them on the trade block (immediate)
  • Sustained low morale (below 30 for 3+ rounds)
  • Failing a player event response that involves contract or loyalty

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

How does training work and what are the risks?

Training applies two separate kinds of boost to the players you train, both of which feed directly into the next match's simulation:

  1. Form boost (persistent) — every trained player gets a form increase. Light: +2–4 form, Moderate: +4–8, Intense: +6–12. Form persists across rounds and decays naturally toward 50, so this boost has a lasting effect beyond just one match.
  2. Stat boost (one game only) — depending on the focus you pick (attack, defence, kicking, etc.), specific attributes get a temporary bump. The boost only applies to the very next game and is cleared automatically after the simulation. You can't stack training boosts across multiple rounds.

Position relevance multiplier: stat boosts scale with how relevant the focus is to a player's position:

Primary position (1.0x)
Full stat boost. Example: a halfback gets the full attack boost from "Attack Drills".
Secondary position (0.6x)
60% of the stat boost. A hooker also benefits from attack drills, just less.
Unrelated position (0.3x → minimal)
Almost nothing. A prop on attack drills wastes most of the boost.

Universal focuses ignore position relevance:

  • Team Bonding — +morale to all selected players directly (not a one-game boost — it's permanent until decay)
  • Recovery Session — restores fitness AND reduces injury rounds remaining by 1–2 for any injured players. Best used to bring a key player back faster.
  • Fitness Training — restores fitness directly + boosts endurance for the next game
Strategy
Train your starting 13 with focuses that match their positions. A whole-squad training session reduces the per-player boost (squad size multiplier), so consider targeting just a 5–7 player group at a time to maximise individual gains.
Risk reminder
Stat boosts disappear after the next game. If you train hard for round 5 and your player picks up an injury, the boost was wasted. Be especially careful with intense intensity (5% injury risk).

What is training and how often can I do it?

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.

What's the injury risk per intensity?

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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