Player Attributes

ZaZ

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Player Attributes
Priority
: Pace, Acceleration and Stamina are by far the most effective attributes, with a small edge to Pace. Get as much as you can.
Minimum requirements: 6-12 (depending on your league) in Work Rate, Anticipation, and Strength. These hurt a lot when below 6, but do not improve as much above 12.
Special: Jumping Reach (especially for defenders). This does not help much when below 6, but it is one of the most important attributes when above 12 (only below Pace, Acceleration, and Stamina).
Good to have: 6-12 (depending on your league) in Balance, Concentration and Natural Fitness. These hurt a bit when below 6, but not improve as much when above 12.

Example of ideal player
Pace: 12-20++
Acceleration: 12-20+
Stamina: 12-20+
Work Rate: 6-12
Anticipation: 6-20
Strength: 6-20
Jump Reach: 12-20*
Balance: 6-12
Concentration: 6-12
Natural Fitness: 6-12

+ Priority attributes, to get as high as possible
* Does not hurt much below 12, but helps a lot from 12 and up, especially for defenders.

This is the impact of each attribute when increased from 1 to 6 > 12 > 18, with a simple extrapolation for the remaining values.
1794337960059.webp

Special thanks to Harvestgreen22 for the research on influence of attributes on performance, and squirrel_plays for the table.
 
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Stamina getting that heavy makes sense now - tired legs compound into every other check late in games. Does the 6-12 minimum band for the secondary attributes still hold in the current round of tests?
 
Re-arrangement of Harvestgreen FM27 attribute testing data to show change in win-rate if changing all players in a team from all 12s to any value for any attribute.

(Presumably changing one player would cause a one-eleventh, or perhaps one-tenth if HG didn't test GKs, change in team win rate expectation)

Screenshot 2026-11-10 at 19.03.45.webp
 
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Same analysis now sorted at attribute 18. So the first one is ordered by attributes to avoid being bad at, and this sorted by attributes to seek to be good at.

In calculating these tables I have made the simplifying assmption that the tested steps from 1 to 6, 7 to 12 and 12 to 18 are linear.

Screenshot 2026-11-10 at 19.07.12.webp
 
Re-arrangement of Harvestgreen FM27 attribute testing data to show change in win-rate if changing all players in a team from all 12s to any value for any attribute.

(Presumably changing one player would cause a one-eleventh, or perhaps one-tenth if HG didn't test GKs, change in team win rate expectation)

View attachment 184
Great stuff! Do you mind if I share it in the first post? Would also be good to have one sorted by attribute at 1, from lowest to highest (ohh, wait, that is the first).
 
I had different results for attributes importance between intense and more balanced tactics, if you go for intensity, stamina and some others are even more important, but I roughly got same results. So maybe run the test once the best tactic is found to maximise it. Same as usual for goalkeepers, reflexes and agility are 95% of a it.
 
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