Welcome to the getting started section on player skills, which is obviously quite an important aspect of understanding and competing in World Elite Soccer. At a top level we categorise player skills into 3 types:
I am using Enrique Moreno as the example in this article and I have highlighted the 3 main skill types in the image below.
Every skill you see here can range from 0 to 5 with the latter being the highest/best rating possible. You will notice across many areas of the site, including the player profile page that there is such a metric called the Scouting Summary, which in effect is the entire general, attacking, and defensive skills added together.
Worth in particular is also tightly linked to the player skills, as players with a higher total scouting summary number will typically have a higher worth, which in turn has a bearing on your team salary.
Players who have high ratings in key skills such as Finish, Set-up and Save will also typically have higher worth levels as these skills are seen as ‘premier skill types’ for most positions.
What are the player skills?
Players with a high card skill are less likely to get booked even when they commit fouls. This is a handy skill in WES where suspensions can mount up and cause selection headaches.
As they say, the best way to avoid getting a card in the first place is to not commit a foul. The higher this skill, the less likely your player will commit a foul and give away a potentially dangerous free kick or penalty.
This skill is particularly useful for obtaining dangerous free kicks or penalties, or of course just getting your opponents players booked. The higher a players draw foul skill the more likely they will suck opponents into fouling them.
There is nothing worse than an injury prone superstar, but if they have a high injury skill its far less likely they’ll spend time on the treatment table, which means more game time, hurrah!
The higher this skill the less quickly your player will tire in matches though this is also impacted by the level of fatigue your players are already under through training and previous game time. Older players will also typically tire quicker even with a high skill in endurance.
Finish refers to the ability of a player to hit the target. It doesn’t really impact the volume of goals that will result from those shots, but the more a forward player hits the target, the greater volume of goals they will typically contribute throughout a season.
This impacts the ability of your players to deliver good set pieces and/or finish from the penalty spot. Whilst WES doesn’t currently allow you to select a set piece or penalty taker, the game engine typically selects the player that it believes is the best bet. We may look to introduce this as a game setting in the future though.
Set-up refers to the ability of a player to create chances for other players on the field. Typically managers will seek forwards and midfielders with a good level of set-up.
A skill specifically for goalkeepers, but still shown for all positions. The save skill basically impacts how effective a player is at shot stopping – the higher the skill rating the more likely that your goalkeeper will save shots on goal from the opposition.
Another skill specifically for goalkeepers, but shown for all player positions. The rebound skill impacts the effectiveness of your goalkeeper in particular to retain the ball after stopping a shot. A goalkeeper with a low rebound score for example will spill the ball frequently, which subsequently creates more opportunities for the opposition to get further shots on goal.
Air, Ground, Creative, Discipline, Speed, Strength
Its easier to group and talk about these skills together because in essence they behave in a similar way. Each skill is both an attacking and defensive skill and a player can be strong in attacking in a specific skill (i.e., Ground) but equally weak at defending against it (and vice versa). In really simple terms, every attack that occurs in a game in WES uses one of these skills, so your player’s ability to win an attacking challenge or defend against one comes down in a large part to the individual ratings of each of these skill types.
Let me give a practical example to try and expand on this.
Let us say you are playing a midfielder who has a 5 in attacking creative skill and he is up against a defender with a creative defensive skill of 1. Your player then executes a creative attack against this defender. If all other things are equal, the chances are the attacking player with his 5 skill will always win in a challenge against the defensive player with his defensive skill of 1.
You drive possession, chances and goals by winning attacking challenges – so this aspect is quite critical.
Range is very close related to the game positions in a match. A player with a high range skill can more effectively cover multiple game zones than a player with a low skill. If you have a team full of players with excellent range skills it would be a solid advantage to take into a game.
Scout Skills vs. Real Skills
Hopefully it’s been plain sailing so far, but now I’m going to throw a bit of spice into the mix, but it’s really important when you come to review a player and decide on their true value to your team.
In WES we ultimately have 2 sets of skills – but we only show you 1 set. Those two skill sets are:
- The scout driven skills – this is what we show you on the website.
- The real skills – this is what our game engine uses when matches occur and they can differ from the scout driven skills.
One of the key aspects of WES is trying to figure out the true value of a player based on whether their scout skills are about right or over/under estimated. The scouts sometimes get it right, they sometimes over estimate players abilities and of course they sometimes under estimate the ability of a player.
The game roughly ensures that no individual skill can be +/- 2 points off vs. the real skill. Of course if every skill was +/- 2 points off one way or the other then you can still have a very over or underpaid player on your hands.
Let me give you a practical example, which can also be a handy way to measure the quality of any striker. Raoul Montagriff at the time of originally writing this post was rated as a 2-finish striker, which realistically means he probably shouldn’t set the world alight. Here are is player skills from the past for reference:
If however I look at his player stats I can see his % shots on goal is quite impressive in the seasons where he’s been given a relatively solid run of matches and it feels like he’s improved as he’s got older (which is normal progression in the game). This tells me that this player is probably a minimum 3, but possibly a 4 finish striker, not the stated 2 finish that the scouts have suggested. That ultimately means the player is underrated and potentially someone I might be interested in bringing into my squad.
The % on goal metric on the player stats tab is easily the best way to judge a strikers finish skill and here is a quick reference table to get started (its rough and there is some cross over):
|True Finish Skill
||Expected % On Goal
||0 – 15%
||10 – 15%
||20 – 25%
||30 – 35%
||35 – 40%
Part of your job as a manager in WES is trying to ascertain true worth of your players and that of players in opponents squads. You can use this ability to make smart trades (bringing in under rated players on the cheap) or to utilise that knowledge in matches by targeting over rated players.