GUIDES

Training

Once a day you assign training units. The countdown shows when the next session is processed. Your settings stand until the daily reset. Units you do not assign expire. Training is calculated at 12:02 Europe/Berlin.

Football Manager Pro training screen with the intensity bar, 20 of 20 session units for ball game, shot skill, tactical skill and athletics, 10 of 10 position units and the countdown
Daily training: intensity, 20 session units, 10 position units and the countdown.

Skills: 20 units, 10 per group at most

The 20 skill units are split across four groups. Each group can take at most 10.

Athletics

pace, mentality

Ball play

passing, ball control, tackling, possession, marking

Shooting

shot, heading, set pieces

Tactical ability

vision, tactics, teamwork

Each group has a maintenance level of 4 units.

The further you are from 4, the stronger the effect. Decline is somewhat slower than growth. You do not lose a group in one idle day, and you also do not keep a group you leave at zero. A player’s technique is the average of these individual skills. Mentality on the tactics screen is a different control. It does not replace these units. See tactics.

Positions: 10 units, 4 per line at most

Goalkeeper, defence, midfield and attack decide how much of the shared training each line receives. They do not train a separate positional skill, and they do not cause skill loss. They only decide who benefits more from the skill work and from fitness and endurance.

A common split is 2 · 3 · 2 · 3 for goalkeeper, defence, midfield and attack. Put the extra units on the lines that play in your formation. A 3-5-2 that starves midfield will feel it, because the position units scale the skill work rather than adding a new attribute.

Intensity: 1 to 10

Intensity amplifies or reduces the whole session.

Intensity 5 and 6 are the practical pair. Five is even. Six leans toward endurance. Fitness and condition also move with match effort and with a training camp. Players under 90 condition or fitness are weaker on matchday, which is why a week of intensity 10 before a cup tie is a choice, not a default.

Arrows

The coloured arrows show the direction of the current settings, not an exact number.

  • Skill units: green up means growth, yellow means maintenance, red means decline. The reference is 4.
  • Positions: green is a strong focus, yellow is balanced, red is a low focus, on a scale of 1 to 4.
  • Intensity: green means that side is rising, red means it is falling, yellow means fitness or endurance is stable.

The info icon next to intensity or units names the skills that move. Assign all 20 skill units and all 10 position units. Leaving a group under 4 every day is a decision to let it fall.

What training does not pay

Training doesn’t earn the club anything. It costs you a daily decision. The account still loses wages every Wednesday, Friday and Sunday, which is why a rising squad on the training screen can become unaffordable on the contract screen. Sell or refuse a wage before the forecast goes red. The forecast is on finances.

Missed days are not stored. If you only open the game on matchdays, the other mornings have already expired. A short login that sets the units is enough to keep the session. It is also enough to avoid the inactivity dismissal described in how to start, which is a separate 14-day clock.

Your club is waiting.