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My team

Roster & box score

The Roster tab shows team chemistry, the payroll and the next match at the top, then your players in a single list: the starting five first (orange border and a small "5"), then the rotation, then the reserves (name greyed out), based on your current lineup; click a column header to sort the whole list.

For each player: position, potential, age, height, salary, form, motivation and rating over recent matches. The ⋯ menu at the end of each row groups the actions (put up for sale, etc.). There are three sub-tabs: General, Attributes (every attribute of all your players side by side, sortable by column) and Statistics.

Click a name to open the player profile. A player's profile is organised in five tabs (General, Statistics, Progression, Injuries, Contract); at the top, Follow adds him to your followed players and Share copies a link to his profile. Under the overall rating: Compare (against any other player; for an opponent, only his revealed attributes are compared) and Sell.

A player's position follows his attributes: as soon as his rating at another position is clearly higher than at his current one, he switches position (a news item lets you know). Salaries, on the other hand (the payroll is shown in the Finances tab), are only recalculated at the start of each new season, based on each player's level at his position. You can sell your entire roster if you wish, but a match without enough players to field a starting five is lost by forfeit (20-0).

Attributes

29 attributes (0 to 99): Mid-range shot, 3-point shot, Inside scoring, Passing, Rebounding, Blocking, Dribbling, Agility, Perimeter defense, Interior defense, Mental, Stamina, Free throw, Driving, Shot creation, Steals, Strength, Focus, Anticipation, Leadership, Speed, Acceleration, Power, Vertical, Decision-making, Composure, Determination, Discipline and Vision.

For each one, the higher the number the better, without exception. Color shows the level at a glance: red below 45, gray from 45 to 64, green from 65 to 79, gold from 80 and up (elite level).

Stamina, Free throw, Power, Concentration, Anticipation and Leadership each feed a dedicated in-game mechanic. Stamina slows down the player's fatigue DURING THE GAME. Free throw directly determines free throw success; Concentration improves it a little further and keeps the player sharp as fatigue builds. Power, against the defender's Strength, draws more fouls near the basket and helps score through contact. Anticipation boosts the whole team's defensive pressure on the perimeter. The Leadership of the BEST player in the five on court eases, for the whole team, the penalty from a bad streak of missed shots.

Penetration, Shot creation, Block, Steals, Speed, Acceleration, Strength, Vertical, Decision, Composure, Determination, Discipline and Vision also have their own mechanics. Penetration makes a player attack the rim more often and helps him beat his defender there. Shot creation is the main factor in how open a shot is. Block isn't just for blocking shots: a good rim protector also makes opponents miss more shots near the basket. Steals measure a player's appetite for gambling in the passing lanes: a player whose Steals clearly exceed his Perimeter defense gambles more often and steals more balls, but gives up an open shot when he misses. Speed triggers fast breaks; Acceleration helps beat a defender off the first step. Strength and Vertical boost rebounding and blocking; Strength also helps absorb contact. Decision makes a player pass up a heavily contested shot to look for a better option; Vision improves the passer's choice. Composure limits turnovers under pressure, lifts shooting in the money time and helps snap out of a bad streak. Determination speeds up progress in training and gets the player going again after a defeat. Discipline reduces fouls on defense; an undisciplined defender risks an unsportsmanlike foul, a defender lacking composure risks a technical foul: two technicals, two unsportsmanlikes, or one of each in the same match mean ejection.

Potential

Potential shows how far a player can still progress, not how good he is right now.

It is never shown as a number, only as a tier (with a small 10-notch gauge in the Roster; hover over the tier name to see its rank from 1 to 10). A young player who is still weak but has high potential can, with good training, end up far better than an already good player who has almost reached his potential.

The 10 tiers of a pro player, from the most modest to the rarest:

RankTierWhat this means
1BeginnerVery little room for progression.
2ProspectSlim margin, a role player.
3Decent playerCould become a good sub.
4SolidA reliable rotation player.
5StarterCould become a starter.
6Very good playerA solid starter.
7StarOne of the best players in his division.
8All-StarA player who can carry a team.
9SuperstarRare: an exceptional player.
10GenerationalVery rare: coming across one is an event.

Most players fall into the middle tiers (Starter to All-Star); Superstar and Generational remain deliberately rare.

Youth academy players (Youth academy tab, both candidates and youngsters already signed) only show a vaguer 3-level estimate, aligned with the same tiers:

Youngster's valuationMatches the pro tiers
Prospect1 to 5 (Rookie to Starter)
Big prospect6 to 8 (Very good player to All-Star)
Prodigy9 to 10 (Superstar or Generational)

As soon as they're promoted to the pro roster (at 18), the youngster reveals their true tier out of 10. Opposing players' potential remains unknown.

Physical condition, motivation, rating and injuries

Four markers track each player's state: physical condition, motivation, rating and injuries.

Physical condition: a state with 5 levels: No fatigue (90-100, no penalty), Slightly tired (75-89, almost no penalty), Tired (60-74, small penalty), Very tired (40-59, big penalty) and Exhausted (0-39, big penalty and a much higher injury risk). It drops after each match depending on playing time (about -3 for 5 minutes played, up to about -25 for 40 minutes) and goes back up by 10 points for each full day spent without playing (match day does not count: a player fielded on Tuesday and then on Thursday only recovers on Wednesday), plus 5 points for each club rest day devoted to recovery (see Training), capped at 100. The physio adds a bonus every day. Training does not lower it.

Motivation: the player's confidence, never linked to fatigue. It mainly moves with milestone interviews (five key moments of the season: the start, mid-season, the end of the regular season, then the play-off semi-final and final). Each interview asks two questions, and you choose a tone for each one: Aggressive amplifies the outcome (a bigger gain after a win, a bigger loss after a defeat), Measured is safe and moderate, and Humble caps the gain after a win but is the only tone that turns a defeat into a positive effect. The whole team is affected. Skipping the interview (possible for 3 days) has no effect. A substitute who almost never plays loses a little motivation every week, and more if he is better than the starter at his position.

Rating: one square for each of the last 5 matches, from red (bad match) to green (excellent), calculated from actual performance (points, rebounds, assists, steals and blocks, minus missed shots, turnovers and fouls). Hover over a square to see the exact score.

Injuries: rare, but much more likely for a tired player. An injured player leaves the current match and misses the following ones until he has recovered, which takes from a few days to several weeks depending on severity. He appears with a red cross in the Roster (hover over it to see the time remaining). An injured starter is automatically replaced by his designated substitute. The Weight room reduces the risk of injury, not its duration.

Back from injury
On return, condition does not go back to 100: the longer the absence, the lower it is (never below 62). It then recovers half as fast (the physio's bonus still counts in full) for half the length of the injury.

Medical centre

The Medical centre follows the physical state of your whole roster.

Four figures at the top (available, injured, at risk, injuries this season), then the roster sorted by condition, each player with his injury risk for the next match (Low, Normal, High or Very high), based on his condition, the weight room and the physio.

The filters also show the infirmary (injured players and return date) and the season's history; on the right, the medical staff and how fatigue is spread. See also Physical condition, motivation, rating and injuries and Staff.

Team chemistry

Team chemistry (0 to 100, shown on the Dashboard, at the top of the Roster and in the Locker room) measures how close-knit the group is.

It affects the WHOLE team in matches, from -6% (at 0) to +6% (at 100). Levels: Locker room in ruins (below 20), Fractured locker room (20 to 39), Tensions in the group (40 to 59), Decent chemistry (60 to 73), Good chemistry (74 to 87) and Perfect chemistry (88 and above). Below 40 it holds firm: drops are limited each week and gains count for more. Parting with the players who undermine the locker room brings it back up towards 40 to 50 within two weeks at most.

What makes it go up: every official match played together (+0.5, plus another +1 if the starting five is the same as in the previous match) and above all wins (+2, or +3 from 3 wins in a row). Milestone interviews too: Humble tone +2 after a win, +1 after a defeat; Measured tone +1 after a win.

What makes it go down: defeats (-1, -2 from 3 defeats in a row, and another -1 for a margin of more than 20 points) and roster changes: a departure costs up to -8 for the best player and almost nothing for the 12th man, and an arrival half as much. The Aggressive tone in interviews costs -1 after a win and -2 after a defeat. Changing tactics does NOT affect chemistry (see Tactical knowledge).

In the national team
The roster has its own Team chemistry, with the same rules: removing a player from the group that played the last match costs according to his importance, adding one costs half as much, and cancelling a call-up straight away gives back what was lost; each match adds +0.5, then +2 for a win or -1 for a defeat (a friendly only counts for the +0.5). The displayed value updates immediately.

Locker room

The Locker room shows the mood of your group and what explains it.

Chemistry and its trend, each player's morale (from Thriving to Unhappy) and its reasons, the hierarchy (from Leader to Sidelined), groups, bonds born from the club's history (mentoring, rivalry for a position, starting together) and the latest events.

Talks: the Locker room tells you who to see and why. You pick your answer: reassure, be transparent, set a goal, be firm or promise (playing time, starting spot, role, extension). The reaction depends on the player's character and his trust in you. A promise is checked afterwards: keeping it builds your credibility, breaking it lowers it.

Pace of talks
3 talks per 7 days, and at most one every 12 days with the same player. Emergencies (morale crisis, transfer request, overdue promise) are outside the quota and possible every 4 days.

Transfer requests and retirement

A player may want to leave: by requesting a transfer, or by announcing his retirement.

Transfer request: a player who stays demotivated (motivation below 20) for 3 weeks asks for a transfer in the press. You can talk to him only once, and it does not always work (a good Mental helps). Otherwise, sell him or give him more playing time: the request closes by itself once his motivation picks up again.

Retirement: at the end of each season, a veteran may announce that the next season will be his last, more and more often from age 34 (a starter plays on longer, a reserve stops earlier); at 39, it is certain. He then carries the Final season label (roster, profile, market) and leaves at the end of that season.

From his profile, you can try to convince him to carry on, for free: one attempt at the start of the season, one in the middle and one at the end. There is no percentage, just a hint: "He's still hesitating", "He seems decided" or "His mind is made up". A motivated starter with a good Mental is easier to convince; past 36, it gets harder and harder. If he agrees, he plays one more season, and may then announce his retirement again the following year.

Statistics

Your club's numbers in three blocks.

Current season: each roster player's per-match averages (league and cup), sortable by clicking a column header. Global ranking: for each statistic (points, assists, rebounds, blocks, steals), your best player and his rank among all players in the league. Week by week: the matches played and the roster's performances, week after week, with arrows to navigate. Finances are in the Finances tab, and fan mood has its own tab.

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