Player ratings, explained

Every player you can draft carries an overall rating and five quick-read stats. Here is where those numbers come from, what the legend flag means, and which of them actually decide whether you go unbeaten: straight from the game's code.

Spin and start drafting

How the overall rating works

Every draftable player has a single overall rating: the OVR number shown beside that player on Easy and Normal. Fully modelled squads let you browse every eligible player for the open slot; some older roster records use a focused position shortlist. Hard hides the numbers in either presentation.

Those overalls come from two places. Curated legendary squads, sides like the Arsenal 2003-04 Invincibles or the 1995-96 Chicago Bulls, carry hand-set ratings for every named player. Team-seasons without a fully researched roster are filled deterministically with generated squad players, whose overalls land between 62 and 93 around a base strength drawn from that team and season.

Both kinds are seeded. Spin the same team and season twice and you will meet exactly the same players with exactly the same numbers. Nothing about a rating is rolled fresh per visit, so a squad you scouted yesterday is the same squad today.

The five stats, sport by sport

Under the hood every player has the same five stat slots (pace, shooting, passing, defending and physical in the engine) and each sport simply relabels them on the card. A stat starts from the player's overall, shifts by a bias for their position, picks up a little seeded variation, and clamps between 38 and 99.

Football: Premier League & World Cup

  • PACPace: raw speed across the grass.
  • SHOShooting: finishing and shot power.
  • PASPassing: range and accuracy of distribution.
  • DEFDefending: tackling, marking and positioning.
  • PHYPhysicality: strength and stamina in the duels.

Strikers spawn with boosted SHO and a heavy cut to DEF, while goalkeepers give up pace and shooting almost entirely in exchange for holding their physical numbers.

Basketball: NBA

  • ATHAthleticism: speed and explosiveness.
  • SCOScoring: putting the ball in the basket.
  • PLYPlaymaking: handles and passing vision.
  • DEFDefence: on-ball pressure and rim protection.
  • REBRebounding: winning the glass.

Point guards lean hard into ATH and PLY at the cost of REB; centres run the trade the other way, swapping speed for the biggest REB and DEF numbers on the court.

American Football: NFL

  • SPDSpeed: straight-line burst.
  • HNDHands: catching and ball security.
  • IQFootball IQ: reads and decision-making.
  • TKLTackling: bringing the ball-carrier down.
  • PWRPower: strength at the point of contact.

Quarterbacks spike HND and IQ but bottom out on TKL; linemen swap SPD for the largest PWR boost of any position in the game.

Ice Hockey: NHL

  • SPDSpeed: skating pace.
  • SHOShooting: shot threat from anywhere.
  • PASPassing: vision and puck movement.
  • DEFDefending: blocking, checking and positioning.
  • PHYPhysicality: strength along the boards.

Goalies carry the biggest DEF boost in the entire game while their shooting collapses; wingers lean SPD and SHO, and centres get the playmaking bump.

Baseball: MLB

  • SPDSpeed: pace on the basepaths.
  • HITHitting: contact and consistency at the plate.
  • ARMArm: throwing strength and velocity.
  • FLDFielding: glove work.
  • PWRPower: extra-base pop.

Pitchers and catchers carry the defensive slots, outfielders run fastest, and the infield and outfield share the best bats.

Legends vs squad players

The curated squads are where the famous names live: Thierry Henry leading the Invincibles' line, Michael Jordan and Scottie Pippen on the 72-win Bulls, Wayne Gretzky's 1983-84 Oilers. Their overalls are set by hand, and the very best of them (Jordan and Gretzky both sit at 99) outrank anything the generator can produce.

Legend status itself is a flag in the data, not a separate rating. On curated rosters it is hand-picked for the icons of each squad; generated players earn it automatically when their overall reaches 88 or higher. And because generated overalls cap at 93, the absolute summit of every draft pool belongs to the hand-rated greats.

Squad players are the connective tissue: deterministic generated fillers rated 62 to 93, two per position so every slot in your lineup has depth. They will never headline a run, but a high-rolled filler in the high 80s can quietly hold a position where the archive does not yet have a fully researched roster.

Ratings vs chemistry: what actually wins

Here is the part that matters for going unbeaten: the simulation does not roll the five sub-stats separately. It starts with the average overall of everyone you drafted, adds up to 12 strength points for chemistry, then rewards depth and penalises weak links or badly unbalanced units. That final strength sets a sport-specific per-game win probability.

Because the model sees the average and its weakest parts, one 99-rated superstar surrounded by weak picks loses to a balanced squad of high-80s team-mates who all link together. Drafting whole blocks from the same team and season is usually worth more than chasing a single big number. The full mechanics of links, eras and nations are in our chemistry guide.

For how that maths translates into a perfect Premier League season (re-roll timing, which positions to gamble on, and how the tier ladder works), read the guide to going 38-0, or browse the rest of the guides hub. And if you arrived here from 38-0-0.com or 82-0.com, note that everything on this page describes Go Unbeaten's own engine. We are an independent fan project, not affiliated with either site or with any league or governing body.

ModePer-game floorPer-game ceiling
Football club season35%90%
NBA30%82%
NFL28%80%
NHL30%76%
MLB32%68%

These are the casual-play clamps in the current engine. World Cup mode adds tournament pressure and caps a single match at 80%. Daily challenges may apply their published qualitative theme through a separate deterministic modifier.

Hard difficulty: ratings off

Pick Hard at setup and the numbers disappear. The player list hides overall and all five stats, leaving names, positions, teams and seasons as your evidence. Hard also removes re-rolls, so every decision depends on roster knowledge and fit rather than a numerical safety net.

Nothing changes underneath. Every pick still carries its rating into the simulation, so an unbeaten run on Hard is the same maths achieved with less information and no second chance: the purest version of the game, and the one worth bragging about.

Ratings FAQs

How are players rated in Go Unbeaten?

Curated legendary squads carry hand-set overall ratings, while every other team is filled with generated squad players rated between 62 and 93. Both are seeded, so the same team and season always produces exactly the same players and the same numbers.

What is the highest overall rating in the game?

It is 99, and only a handful of hand-rated icons reach it: Michael Jordan on the 1995-96 Bulls and Wayne Gretzky on the 1983-84 Oilers among them. Generated squad players cap at 93, so the very top of every draft belongs to the real legends.

Do the five stats affect the simulation?

The five displayed sub-stats do not enter the season roll directly. The engine starts from average overall and chemistry, then applies weak-link and unit-balance adjustments. Two lineups with the same average can therefore have different odds if one has an exposed low-rated player or a badly unbalanced unit.

Can I see ratings on Hard difficulty?

No. Hard hides the overall and all five stats, so you draft from names, teams, seasons and your own knowledge. The simulation underneath is unchanged: every pick still carries its rating, but you cannot see the numbers during the draft.