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 big OVR number in the corner of each candidate card. In Standard mode the four candidates you are dealt are sorted best-first, so the strongest option always sits at the top of the panel.

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. Every other team and season on the wheel is filled 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: procedurally named fillers rated 62 to 93, two per position so every slot in your lineup always has depth. They will never headline a run, but a high-rolled filler in the high 80s can quietly hold a position your spins refuse to serve a legend for.

Ratings vs chemistry — what actually wins

Here is the part that matters for going unbeaten: the simulation never reads the five stats. Your squad strength is the average overall rating of everyone you drafted, plus a chemistry boost — and at 100% chemistry that boost is worth 12 rating points. Strength then sets your win probability for every game, floored at 35% and capped at 98.5%, so no squad is ever doomed and none is ever truly safe.

Because it is an average, 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.

Knowledge mode: ratings off

Pick Knowledge mode at setup and the numbers disappear. Candidate cards hide the overall and all five stats behind a lock icon, and the panel shuffles its order instead of sorting best-first — so you cannot infer quality from position. All you get is a name, a shirt and a team, and the game tells you the rest: trust your gut, pick the legend you remember.

Nothing changes underneath. Every pick still carries its real rating into the simulation, so an unbeaten run in Knowledge mode is the same maths achieved on memory alone — 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?

No. PAC, SHO and the rest help you read a card at a glance, but the simulation only uses your squad average overall rating plus a chemistry boost. Two lineups with the same average and chemistry have identical odds, whatever their stat spreads look like.

Can I see ratings in Knowledge mode?

No. Knowledge mode hides the overall and all five stats behind a lock icon and shuffles the candidate order, so you draft purely on what you remember. The simulation underneath is unchanged — your picks are still rated, you just cannot see the numbers.