Stats are designed
to support skill
Not to replace it
A stronger team gives you an edge, but better decision-making and execution will always be the deciding factor.
To make this balance work, every stat has a clearly defined purpose. Each one directly impacts specific actions in-game, with minimal overlap between stats. There are no hidden modifiers, traits, or body-type bonuses affecting performance: what you see is what you get.
We also believe fairness requires transparency. That’s why below you’ll find a complete breakdown of exactly how every stat works in GOALS.
Outfield Stats
Pace
Acceleration
Determines how quickly a player gains speed.
Sprint Speed
Determines the top speed of the player.
Shooting
Attacking IQ
Determines the AI positioning and runs when in an attacking state. Also controls how quickly a player reacts to threats when receiving a pass.
Finishing
Determines the accuracy of shots from a close range. From medium ranges accuracy is determined by a combination of the finishing/long shots stats.
Shot Power
Determines the max shot power a player can generate for each shot type
Long Shots
Determines the accuracy of shots from a long range. From medium ranges accuracy is determined by a combination of the finishing/long shots stats.
Penalties
Determines the pulse rate of the circle and the max dispersion from the target when taking a penalty
Weak Foot
Determines how big of a penalty a player gets when shooting the weak foot.
Shot power - 0% to 10% shot power penalty applied based on weak foot stat.
Accuracy - multiplies the weak foot stat with the relevant accuracy stat (finishing or long shots). For example, a player with 87 finishing and 77 weak foot would get 87*0.77 = 67 finishing for a weak foot shot from close range.
Weak foot also affects accuracy on pass types with dispersion (lofted pass, lofted through, cross, driven) through the same formula as above, but by multiplying the relevant passing stat instead. Weak foot does not affect pass speed.
Passing
Ground Pass
Determines the max ground pass speed a pass can be played with for a given distance. When the receiver is under pressure, a player with high ground passing stats can generate more speed than a low rated passer.
In non-pressured situations, ground passes are played at the same speed regardless of the stat
Lofted Pass
Determines the accuracy and trajectory of lofted passes
Through Pass
Determines the margin for over- or under-hitting passes (through pass and lofted through pass), as well as the level of accuracy (lofted through pass only).
Crossing
Determines the accuracy and trajectory of crosses.
Curve
Determines the max amount of curve a player can generate for curved shots and free kicks.
Free Kicks
Determines the speed of the timing circle and the max dispersion from the target when taking a free kick.
Dribbling
Close Dribbling
Determines the touch cadence when close dribbling. Also determines the max speed when close dribbling.
Sprint Dribbling
Determines the touch cadence when entering the contextual sprint dribbling state (when a normal touch is threatened by an opponent).
It also determines the max speed a player can reach when running with the ball.
First Touch
Determines the touch cooldown for a first touch and how quickly a player can accelerate post-touch.
Agility
Determines how quickly a player can decelerate, and how much speed they can maintain while turning.*
Balance
Determines how much force a player can withstand when dribbling without being pushed off the ball.
It also determines how quickly a player recovers after being pushed off the ball.
Skills
Skills has a different impact on different skill moves based on what makes sense for the specific skill move. These are the things that can be affected by the skills stat:
- Execution time
- Cooldown (touch length) on exit touch
- Acceleration boost on exit
- Boost duration after exit
Defending
Defensive IQ
Determines AI positioning, marking, and tracking when in a defensive state.
Stand Tackle
Determines the max lunge distance and max assistance angle when performing a stand tackle.
Slide Tackle
Determines the max slide tackle distance and max assistance when performing a slide tackle.
Jockeying
Determines the max speed when jockeying or sprint jockeying.
Interceptions
Determines the reaction time until a player locks on to a ball in a defensive state and the max range for a stretch interception.
Blocking
Determines the max blocking radius and the growth rate of the blocking radius based on the time passed since a shot or pass was played.
Physicality
Jumping
Determines the max jumping reach of a player. Total height reach = height of player + jumping stat.
Strength
Determines a player’s ability to apply force in physical duels, the player’s ability to withstand force off the ball, and in cases where strength stat > balance stat, it is also used to determine a player’s ability to withstand force on the ball.
Aggression
Determines a player’s reaction time when activating secondary player press, and determines how close a pressing player can get to the ball holder.
Stamina
Determines how quickly a player drains stamina.
Heading
Determines the power and accuracy a player can head the ball with.
*Due to the advantage in height tall players have, there needs to be a small drawback to balance the advantage between using tall and short players. The way it works in GOALS is that we apply a small negative agility multiplier based on the height of the player, meaning short players will be slightly more efficient in turning assuming the same agility stat as a tall players. radius based on the time passed since a shot or pass was played.
Goalkeeper Stats

Diving
Diving
Determines the max saving range (also affected by keeper height).
Handling
Catching
Determines the speed at which a keeper can catch the ball. The speed limit is different based on how much time the keeper had to react, and whether they need to dive or not.
Parrying
Determines a keeper’s probability of performing a deflection over a block when not catching the ball. A deflection is desirable as the keeper tries to direct the ball into safe space when possible.
Distribution
Kicking Power
Determines the speed and accuracy of drop kicks.
Ground Pass
Determines the max ground pass speed a pass can be played with for a given distance. When the receiver is under pressure, a goalkeeper with high ground passing stats can generate more speed than a low rated passer.
In non-pressured situations, ground passes are played at the same speed regardless of the stat.
Distribution
Lofted Pass
Determines the accuracy and trajectory of lofted passes.
Through Pass
Determines the margin for over- or under-hitting passes (through pass and lofted through pass), as well as the level of accuracy (lofted through pass only).
Weak Foot
Determines how big of a penalty a goalkeeper gets when shooting or passing with the weak foot.
While the shot penalty is the same as for outfield players, mainly the passing penalty is relevant for keepers.
The weak foot stat affects accuracy on pass types with dispersion (lofted pass, lofted through, cross, driven) by multiplying the weak foot stat with the relevant passing stat. Weak foot does not affect pass speed.
Throwing
Affects the accuracy of rolls and throws.
Reflexes
Reflexes
Determines the execution time for saves from the time the keeper has committed to a save, i. e. how quick the save is. This affects both diving and reflex saves.
Awareness
Positioning
Determines the repositioning frequency of the GK to more effectively cover critical angles.
A higher positioning stat also allows the keeper to better predict the ball path, allowing them to quicker adjust their positioning when passed are played.
In addition, the positioning stat affect the arc the keeper moves along, where a high positioning keeper has a wider arc relative to the goal line to more effectively close down scoring angles.
Command of Area
Determines a goalkeeper’s max lock-on reach, where a bigger reach makes them more likely to collect air balls.
It also determines by how much time the keeper needs to beat the ball by to commit to collecting an air ball.
Awareness
Rushing
Determines by how much time a keeper needs to beat the receiver by to rush out for the ball (automatic rush, manual rush can always be triggered regardless of stat).
It also affects the execution time of diving towards the ball while rushing, as well as ball path prediction accuracy to quicker adjust the running path.
Penalty Saving
Determines the size of the goalkeeper target zone during penalties, as well as their probability to catch a penalty instead of parrying it.
Athleticism
Acceleration
Determines how quickly a goalkeeper gains speed.
Sprint speed
Determines the top speed of the goalkeeper.
Strength
Determines a goalkeepers ability to apply and withstand force. In practice, this affects a goalkeeper’s ability to catch vs parry a ball during air duels.
Jumping
Determines the max jumping reach of a goalkeeper. Total height reach = height of goalkeeper + jumping stat.
If playing a Goalkeeper as an outfield player, or vice versa, the player gets a fixed stat value based on the player’s tier for stats that are not shared between outfielders and goalkeepers. The following stat values apply based on tier in such case: