FM22 GENERAL HINTS AND TIPSBeginner
When choosing your captain, the most important attribute to consider is his leadership.
A player with a high penalty-taking attribute is likely to be a good choice to take your spot-kicks.
A player with a high corner attribute would be a good choice to take your corners.
If you want to be a danger from throw-ins, choose a player with a high long throws attribute to take them.
With the right guidance a youngster described as a 'Wonderkid' could become a world class player.
Withdrawing a player from international duty with his national team may adversely affect his morale, or worse, cause the player to dislike you.
Rejecting a job offer from another club will improve your popularity with your club's board and the fans.
Players with high adaptability are less likely to get homesick as they are better able to adjust to new countries and cultures.
Teams in a strong financial position who consistently fill out their stadiums are prime candidates for stadium expansion.
The board may decide to build a new stadium if you don't own your current ground or if you are unable to expand it further.
Sending youngsters out on loan is a great way for them to get competitive match experience.
When a player has just returned from injury it's a good idea to build his match fitness up through reserve fixtures and then slowly reintroduce him back into the first-team.
The key attributes required for a player in a specific position and role are highlighted on their player profile for the 'Role and Duty' selected. Pay close attention to these in order to get the most out of his performances.
Be wary when declaring an interest in another job. Your current employers may not take too kindly to you casting glances elsewhere.
You can increase your popularity with your club's board if you deny speculation in the media that links you to another job.
You can improve squad morale by winning football matches or rewarding them with new contracts.
You can damage a player's morale if you continuously make offers for players at other clubs who play in the same position.
Be careful when asking an injured player to take an injection and play through the pain barrier for a game. There is a risk that you may upset him so save these instances for really important matches.
One of the best ways to ensure you do not run into debt is by keeping an eye on your total wage budget. The board will be more appreciative if you stay within the limits set.
When managing a low profile club, arranging friendly games during the pre-season against high profile teams is a great way to boost your club's finances through additional gate receipts.
Having players in your squad who list one another as favoured personnel will generally benefit the team.
When negotiating contract terms with a player, you should consider how additional bonuses may impact your club's finances.
When setting club competition bonuses, a higher bonus is likely to motivate your players more, but be careful not to stretch the finances too thinly.
Allowing a player to play for your reserve or equivalent team could prove useful for members of your first-team squad who are just on their way back from an injury lay-off or who are lacking match fitness.
You can check out what past club stars and favourites are doing now by clicking the 'Where Are They Now' option from the 'Best Eleven' screen.
You can ask your board to relay the pitch if it has fallen into a poor state.
If your club have not been packing out the stands, the board will consider allocating a match a 'fan day', where offers are made to allow fans into the stadium cut-price.
A Head of Youth Development will mainly influence the personalities of your annual youth intake. In some cases they will affect the type of player being produced by your academy; for example their positions, roles, and attributes.
Junior Coaching helps to determine the quality of newgen produced at a club.
Youth Recruitment helps to determine the quality of newgen produced at a club.
Youth Facilities help to determine the quality of newgen produced at a club.
Training Facilities help to determine the progression rate for your first team players.
When setting club competition bonuses, a low bonus may save the club a lot of money, but it may also upset or demoralise your players.
When joining a new club as Manager, staff who were at the club before you joined will always accept 'Mutual Termination' of their contract.
Frequently altering the squad status of a player risks unsettling him and may make him unhappy.
Players aged 24 and above are less likely to see dramatic improvements to their attributes through training or natural progression.
Goalkeepers will generally peak and enjoy their best footballing years between the ages of 31 and 35.
Defenders will generally peak and enjoy their best footballing years between the ages of 27 and 32.
Midfielders will generally peak and enjoy their best footballing years between the ages of 27 and 32.
Strikers will generally peak and enjoy their best footballing years between the ages of 26 and 31.
Players will naturally develop their mental attributes through experience as they get older.
Physical attributes decline naturally and sometimes dramatically towards the end of their playing careers.
You can manually balance the funds allotted to you between the transfer and wage budgets. To do this, adjust the slider on the Budget Adjustment panel in the Club Vision screen, then click 'Confirm'. This is particularly useful if your board are unwilling to give you any more transfer or wage funds.
Hiring a scout from the country you wish to scout in will result in your club seeing an increase in knowledge of players from that country.
If a club demands an outlandish transfer fee for a player it can be taken as a sign that he is not for sale and you may be better served turning your attention towards alternative targets.
Training is most important to players before they turn 18, after that they will find playing time more beneficial.
Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the Pace attribute.
Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the Pace, Acceleration and Balance attributes as they work together in the match engine, especially when a player is running with the ball.
Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents, without it, it refers to his balance when facing a player running at him, or his stability when turning/jumping.
Jumping Reach reflects how good a player is at reaching the ball in the air. It indicates the highest point an outfield player can reach with his head. It does not reflect how tall a player is but, when considering his jumping ability, height is considered. For example, a player of 200+cm will still possess a high reach even if he is a poor jumper, and a shorter player will struggle to compete at the same height.
Natural Fitness reflects how good the player's natural level of physical fitness is; how well he stays fit when injured or not training. This will help to determine how quickly players recover from injury, how well they retain their physical attributes as they go past their peak, and how fast they recover between matches.
Pace is a player's top speed. Whereas Acceleration reflects how quickly a player can attain their top speed, Pace is that top speed and together with Stamina and Natural Fitness, is how long they are able to maintain that pace in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it.
Stamina is a player's ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a nine-month season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. It ties in directly with Natural Fitness.
A player's Strength is his ability to exert his physical force on an opponent to his benefit. A player with a high Strength rating will be able to use it to his advantage against weaker opponents.
Aggression reflects a player's attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident and get stuck in, perhaps at the expense of a yellow card or two. A less aggressive player may shy away from situations and merely drop into his comfort zone, waiting for the play to find him.
Anticipation covers how well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. This attribute works well with Off the Ball.
Bravery primarily reflects how committed and indeed, brave, a player is. Braver players will risk injury more in situations a more cautious player may shy away from. They'll go in where it hurts and lay it on the line for the team.
Composure is the player's steadiness of mind and ability, particularly with the ball. When faced with a big goalscoring chance or heavy pressure defensively, a player with high Composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team.
Concentration reflects a player's mental focus and attention to detail on an event-by-event basis. A high rating here will mean the player can keep a higher focus on proceedings for longer periods of time and be able to respond to incidents late in the game just as well as he did early on. Lower concentration will see players lose focus and perhaps become liable to mistakes at crucial times in the match.
Decisions governs the ability of a player to make a correct choice a majority of the time. This attribute is important in every position but perhaps more so for central defenders and midfielders, who will see a lot of the ball and have a number of options when in possession.
Determination is commitment to succeed. A determined player will give everything in order to win. This ties in with Bravery - players with a high attribute in one of these attributes may also be high in the other as the traits necessary are similar.
Flair is a natural talent for the creative and occasional unpredictability. A player with a lot of Flair will be one of the key attacking components in any team but at the same time may need tactical restraint to get the best out of him. Flair and Vision work well together.
Leadership is the player's ability to affect events or other players. Players with high Leadership will be influential on the pitch and team-mates will tend to rally around these players.
Off the Ball reflects a player's movement without the ball. Similar to Anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to receive a pass in a dangerous position.
Positioning reflects how good the player is at keeping a good defensive position. For goalkeepers, this is how well they get into the correct position.
Teamwork is mainly how well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will slack off and not 'buy in' to the team ethos.
Vision refers to a player's ability to see a potential opening, not necessarily exploit it. A player might be able to see something to take advantage of but also requires the technical proficiency to pull it off; this attribute governs how likely they are to visualise something developing or, in the case of a higher rating here, spot something that another player might not.
Work Rate reflects the player's mental drive to work to his full capacities. A high rating will ensure a player wants to work his socks off from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. Nonetheless, it is an admirable trait to have in your team. It does not merely represent a willingness to run - something that would be inappropriate in many positions - but rather the willingness to go above and beyond the regulation call of duty.
The Corners attribute reflects how well the player takes a corner. Taking advantage of set-pieces is important, and having a capable corner taker to put the ball into key areas is useful.
Crossing indicates a player's proficiency at crossing the ball from wide areas into the penalty box.
Dribbling refers to the player's ability to run with the ball and manipulate it under close control. This is purely his proficiency with the ball at his feet - his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstances, and whilst a higher Dribbling attribute will also help him in different situations, Dribbling alone isn't enough to get by.
Finishing: The player's ability to put the ball in the back of the net when presented with a chance. A high Finishing attribute will put the shot on target a majority of the time as a bare minimum but, compared to a player with poorer Finishing, will find the places where the goalkeeper can't save it. This is purely the ability of the player to perform an accurate shot - Composure and Decisions will also impart on the ability of a player to score consistently.
First Touch: How good a player's first touch is when receiving possession. A higher rating will ensure that the player can corral the ball quicker and put it in a useful position to then act upon. Players with lower ratings here will struggle to control the ball as adeptly and may be prone to losing the ball if closed down quickly.
Free Kicks reflects how good at taking free kicks the player is. It applies to both direct shots at goal and deliveries into dangerous areas from wider or deeper positions. A player who is proficient in taking free kicks can be a valuable commodity - scoring five free kicks a season and adding five more assists from them can be a huge bonus.
Heading is a player's competence in aerial situations. Heading applies to all situations and is only about the player's ability to head the ball well. Jumping Reach, Height, and to a lesser extent Strength all play a part in combination with heading to utilise the attribute to greater effect.
Long Shots is the player's prowess at shooting from distance - from outside the penalty area. It is largely a stand-alone attribute but pay attention to any PPMs the player may have which complement their Long Shots rating.
Long Throws covers the ability of the player to perform a long throw, which can be taken advantage of in attacking situations.
Marking shows how well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job if the attribute is high, but remember that other attributes - Strength, Positioning, Anticipation - will play a part in the effectiveness of the marking, as well as the comparable physical statures of the two players.
Passing: How good the player is at passing the ball. His Technique and passing ability will determine his success at passing over longer distances.
Penalties: The ability of the player from the penalty spot. A player with a high rating here will be more confident and capable from 12 yards.
Technique is the aesthetic quality of a player's technical game - how refined they appear to be with the ball. A player with high Technique will be more likely to pull off a tricky pass or a cross-field ball with greater ease than someone less technically able. This in turn affects a number of technical attributes - poorer Technique will let a player down.
Aerial Ability is the goalkeeper's physical ability in aerial situations. Taller goalkeepers will typically have a higher rating here as they are naturally pre-disposed to being able to reach areas shorter goalkeepers cannot, but there will be exceptions. This attribute works in connection with a number of other goalkeeping attributes in order to determine proficiency in dealing with the numerous aerial situations they will encounter during a match.
Command of Area affects how well the goalkeeper takes charge of his penalty area and works with his defensive line. A goalkeeper who commands his entire box (i.e. has a high rating) will be instinctive and look to take charge of situations, especially coming for crosses (therefore working in tandem with Aerial Reach). Do note, however, that a high rating only increases his penchant for coming for crosses and not necessarily claiming them all.
Communication: How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating reflects a better communicator and will allow your defence to work more efficiently together, ensuring greater overall stability.
The Eccentricity attribute represents the likelihood of the goalkeeper to do the unexpected and typically act completely unlike a goalkeeper. Things like dribbling out of his area will be commonplace if the Eccentricity attribute is high.
Handling: How securely the goalkeeper holds onto the ball when making a save or coming for a loose ball. Greater Handling will be beneficial in unfavourable weather conditions, but in general a goalkeeper who doesn't give up rebounds will be useful.
Kicking is the physical capability of a goalkeeper to kick the ball - this purely defines the distance he can reach with a kick from hand or from the ground. his Passing rating will define how accurate his kicks are.
One on Ones: The ability of the goalkeeper to do well when faced with an opponent in a one on one situation. Higher attributes will see goalkeepers attempt to impose themselves and win the ball with confidence.
Reflexes show how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will be able to respond to the unforeseen with more success and be able to pull off highlight reel saves, or clear the ball to safety.
Rushing Out: How good the goalkeeper is at coming off his line to react to through balls and similar situations. Goalkeepers will also benefit from having high Pace and Acceleration attributes in combination with Rushing Out.
Tendency to Punch determines whether a goalkeeper will catch the ball when he can, or whether he prefers to punch it clear. A higher rating reflects a tendency to punch most things clear, even when it may be possible to hold onto the ball.
Throwing: How good the goalkeeper's distribution is with his arms. A higher rating will increase the accuracy of his throws, although Strength imparts on the distance he is able to reach.
A goalkeeper's ability to save penalties is initially governed by his Anticipation, Reflexes, and Concentration in reacting to the moment the ball is struck. His Acceleration will help his immediate chances of reaching the ball successfully, whilst his Agility, Reflexes and Handling will ultimately determine whether or not he pulls off the save.
Much Higher Tempo: Instructs the team to go about their business in a more urgent fashion, moving the ball around quickly and decisively, using the intensity of their approach to unsettle the opposition and eventually tire them out.
Higher Tempo: Instructs the team to go about their business in an urgent fashion, moving the ball around quickly and decisively, using the intensity of their approach to unsettle the opposition.
Normal Tempo: Instructs the team to play in a balanced manner according to the demands of the match. They will often stray into any one of the tempos either side of Normal but will seek to find a happy medium.
Lower Tempo: Instructs the team to go about their business in a considered and patient manner, taking their time with the ball and often retaining possession in order to retain control of the game.
Much Lower Tempo: Instructs the team to go about their business in a more considered and patient manner, taking their time with the ball and often retaining possession with no great short-term purpose, with the intention to retain control of the game.
Width: This allows you to set how wide you want your team to play. The available options range from Narrow through to a Balanced approach and all the way out to the extremes of as Wide as possible.
Defensive Line: Instructs the team on the desired defensive line placement; Deeper will see them hold a line on the edge of their own penalty area, with options right through to Much Higher, which pushes the defence closer to the halfway line.
Use Offside Trap: Instructs the team to operate with the offside trap.
Closing Down: Instructs your players to close down the opposition to a range of intensities. At the extreme, you can ask players to be relentless in their pursuit of haranguing the opposition, whilst at the other end of the scale you might request that they sit off and afford them plenty of time and space.
Prevent Short GK Distribution: Instructs your forward players to press the opposition high up the field in order to stop the goalkeeper being able to distribute the ball over shorter distances to defenders and instead take risks or have to resort to a longer delivery.
Use Tighter Marking: Instructs players to adopt a tighter marking scheme in defensive situations where players are encouraged to stick particularly close to their assigned opponent in order to prevent them from attacking the ball.
Get Stuck In: Instructs your players to be aggressive and strong in the tackle. This may increase the risk of fouls and disciplinary action.
Stay On Feet: Instructs your players to stay on their feet when making tackles instead of going to ground.
Play Out Of Defence: Encourages defenders to pass their way clear from the back rather than clear the ball long.
Exploit The Left Flank: Instructs your players to look to take full advantage of the left wing, perhaps due to an opposition weakness.
Exploit The Right Flank: Instructs your players to look to take full advantage of the right wing, perhaps due to an opposition weakness.
Exploit The Middle: Instructs your players to look to take full advantage of playing through the middle, perhaps due to an opposition weakness.
Clear Ball To Flanks: Instructs your players to look to make their clearances into wider areas to be picked up by attacking players.
Pump Ball Into Box: Instructs your players to launch high, long-range passes into the opposition's penalty area.
Pass Into Space: Instructs your players to look to make passes into open space.
Shorter Passing: Instructs your players to adopt a style of play based around shorter passing and greater ball retention.
Mixed Passing: Instructs your players to adopt a mixed style of passing appropriate for the situation.
More Direct Passing: Instructs your players to adopt a style of passing based around a quicker transition from back to front, with the ball covering long distances in a shorter amount of time.
Retain Possession: Instructs your players to prioritise keeping hold of the ball.
Be More Expressive: Allows more creative players the freedom to play the game with additional creativity and flair outside of the confines of a team's tactical setup.
Be More Disciplined: Asks players to play as part of a robust and focused tactical shape in order to make the team a stronger collective group. It may come at the expense of some individual expression.
Hit Early Crosses: Instructs players to get the ball into the penalty area with early crosses as soon as they receive the ball in a position to do so.
Look For Overlap: Instructs your players to hold onto the ball and look for an overlapping player in support, most likely a marauding full-back.
Shoot On Sight: Instructs your players to shoot when the opportunity arises instead of waiting for a more clear-cut opening.
Work Ball Into Box: Instructs your players to work hard for their opening, remaining patient and not forcing the issue but rather retaining the ball until the breakthrough occurs.
Mixed Crosses: Instructs your players to deliver a varied range of crosses from the options immediately following this one.
Float Crosses: Instructs your players to play high, floating crosses into the penalty area with the intention for the ball to hang in the air to allow a forward to position himself sufficiently to take advantage.
Whipped Crosses: Instructs your players to deliver balls with pace, dip and swerve in order to make it as hard as possible for defenders to deal with them.
Low Crosses: Instructs your players to play quick and powerful crosses into the penalty area with the intention of catching a defender off guard against a quicker forward with good movement.
Run At Defence: Instruct players to run at the opposition more than your tactics allow by default.
Dribble Less: Instruct players to adopt a pass-first mentality rather than retain possession and dribble their way into attacking situations.
Stick To Positions: Instructs players to stick to their primary duties in their assigned position. It does not allow for fluidity of movement.
Roam From Positions: Instructs players to be more creative and fluid with their positional locations on the pitch, demanding sufficient tactical awareness so that one player is able to fill in for another who has roamed from his position.
You can use player instructions to complement your team instructions and allow your key players to utilise the strengths in their game.
The average team will suffer between 50 and 70 first-team injuries per season, which, for a 25-man squad, means an average of 2.5 injuries per player.
Players are no more susceptible to acquiring injuries during training than they are during a match. The underlying cause is typically more important than the incident in which it occurred.
Your training schedule will have a considerable impact on your players' susceptibility to injury. Pay particular attention to their workload and heed the advice of your backroom staff where they have concerns.
The vast majority of injuries last fewer than 28 days, with more than half of those resulting in absences of less than a week.
Your playing style will have an impact on the likelihood of players becoming injured. The more you ask them to do, and the greater the intensity at which you ask them to do it, the higher the risk is of them suffering some misfortune.
A player in the 'Red Zone' is at an enhanced risk of becoming injured through over-use. These players should be considered for immediate rest until they are at a more appropriate fitness level to resume playing.
Your training schedules should be appropriate for different times during the year. Pre-season schedules can afford to be heavier in order to achieve readiness for the first game of the season, but in-season schedules should take into account the demands of the fixture list and the ongoing physical condition of your players.
There is a fine balance to be achieved when rotating your squad. Players require both adequate rest and enough playing time for suitable match sharpness, and careful forward planning can help ensure a fit and available squad for the long-term.
There will be times when you will curse your lack of luck on the injury front. Make sure you check the Injury Table on the Competition screen to see how other teams fare in the same situation.
A player with an increasing chance of being injured will become increasingly visible to you, primarily through physio reports and their player profile. Careful management of their situations can reduce the long-term damage done to both them and to your chances of success.
Some injuries, whilst contributing towards the overall total for your team, can be played through via the use of protective equipment at little risk of the player suffering further for doing so. Consider using this option where available and affordable.
Specialist treatment for more severe injuries will typically reduce the player's time on the sidelines significantly. It comes at a premium cost but can be highly worthwhile.
Make sure a player is eased back into regular playing time when returning from a long-term injury. Use your reserve and developmental teams to slowly build up his fitness before allowing him to play 90 minutes.
Ensure, where possible, that a player isn't thrust into playing after a long spell out of the team. A player who is both physically fit and match sharp stands a better chance of playing well and avoiding injury at the same time.
A competent and comprehensive medical department will considerably help injury prevention and rehabilitation. Use their expertise and knowledge to help you make informed decisions about your players.
Players can be mentored up until the age of 24 before the effect then diminishes. The effect is more pronounced at younger ages.
Players are more likely to take to mentoring when they have played fewer than 100 senior matches.
Players are more likely to be influenced by those further up the hierarchy when it comes to mentoring.
Players are more likely to take to mentoring if they have a good social connection with the players they're working with.
Injury Susceptibility reflects a combination of factors, including Injury Proneness, injury history, Physical Condition and Training, to give an assessment of a player's current likelihood of injury.
Areas associated with injuries, like a player's Body Status, are overseen by Physiotherapists.
Serious or Career-Threatening Injuries can affect a player's Bravery, but they may be able to recover from it eventually.
Hamstring, Knee Ligament and Achilles injuries can affect a player's Pace and Acceleration, either in the short-term or on a permanent basis.
Injuries affecting the spine or the shoulders can affect a player's agility, either in the short-term or on a permanent basis.
If a player suffers a serious injury, his attributes could decrease as a result of both the severity of the injury and time spent on the sidelines.
Every pre-season you have the option to hold an intra-squad friendly where the squad is split into two different teams, or you can arrange for your first team to play against your youth team.
The Tactical Advice Meeting is held before every match to provide you with tips for the coming fixture.
You can set tactical tweaks for the 'next match only' in the pre-match team selection screens, adjusting for each opponent as necessary.
You can customise which match stats are shown to you at half time and full time.
Use the Touchline Tablet to show the information you think is most important during a match. Arm yourself with the information you need to win.
If a player's condition icon displays in green and is full, he is ready to play to full capacity. If it's red and empty, there are significant doubts about his ability to play.
Expected Goals, or xG, is a metric measuring the quality of a shot based on several variables including but not limited to: shot type, shot angle, distance from goal and the position of defending players.
In simple terms, scoring more goals than your xG means you are finishing chances better than expected, whereas scoring less means you are wasting them.
The xG Shot Map shows where your best chances were taken from and whether your team put them away.
You can use Recruitment Meetings before and near the end of each transfer window to set up short-term focuses for your scouts in the areas you think need improving.
You can remove positions from discussion in Recruitment Meetings by selecting 'x' when shown a list of recommendations.
You can view your End of Season Review for every season you've played by going to My History -> Milestones and choosing a season.
At the end of the season you will be presented with a pack detailing the major events from your season.
You can lock players into position on the tactics screen before asking a staff member to fill in the rest of the line-up.
When fielding multiple bids for a player, you can accept an offer and send an ultimatum to the other clubs to match it.
Data analysis graphs can be expanded to be viewed in more detail.
Use the data visualisation graphs to analyse your performances on the pitch and identify where to improve.
You can track a player's developmental progress on their Development -> Progress screen.