Key takeaways
- A rating is a single number standing in for a player's whole profile, and the moment eleven of them have to function together, the detail the number discarded is the thing that decides the result.
- Research on elite players found that nominal playing positions map poorly onto what players actually do in a match, with considerable variation in running performance inside every positional group.
- Positional demands genuinely differ: one study of elite soccer found attacking midfielders covering the most distance per minute, full-backs the most sprint distance and wingers the most accelerations and decelerations.
- The Laws of the Game fix the shape of the problem at eleven players, one of whom is the goalkeeper, so every slot you overfill is a slot you have underfilled somewhere else.
- Soccer scores draws, which means a side built only to be hard to beat produces a long unbeaten run rather than a perfect record, and the two are different targets.
- There are cases where the highest rating is simply the right pick, and the discipline is knowing which slots those are rather than rejecting ratings on principle.
The losing move in a soccer draft is not picking a bad player. It is picking the highest number available at every slot and finishing with eleven individually excellent footballers who do not form a team. This is why that happens, and how to check a squad before you commit it.
What a rating is, and what it discards
A rating is a compression. It takes everything about a player — pace, endurance, finishing, positioning, first touch, aerial ability, decision making — and collapses it into one figure so that two players can be compared quickly.
Compression is lossy by definition. Two players rated identically can be almost entirely different footballers, and the difference between them is precisely the thing the number threw away. That is fine when you are ranking a list. It stops being fine the moment eleven of those players have to cover a pitch together, because coverage is a question about the discarded detail.
Eleven players, one of them a goalkeeper
The Laws of the Game, maintained by the International Football Association Board, fix the terms of the problem: a match is played by two teams of not more than eleven players, one of whom is the goalkeeper. That is a hard constraint, and it is what makes squad building a zero-sum allocation rather than a shopping list.
Every slot you spend on a duplicate strength is a slot you have not spent on a gap. There is no eleventh-and-a-half player, and there is no way to field two goalkeepers to make up for a fragile defence.
Positions describe a slot; profiles describe a player
The most useful recent evidence here comes from work that questioned the categories themselves.
De Haan and colleagues, writing in the Journal of Sports Science and Medicine in 2025, compared grouping elite young players by nominal position against grouping them by clusters derived from their actual match-running performance. They reported "considerable interindividual variation in match-specific running performance within positional groups," and found that performance-based clustering produced more distinct subgroups — less variation within each group, more difference between them — than the traditional positional labels.
In plain terms: two players who are both called midfielders may be doing very different jobs, and two players with different position labels may be doing nearly the same one.
At the same time, the positions are not meaningless. Bortnik and colleagues, in Biology of Sport in 2024, measured physical demands across positions during transitional play and high-pressure phases and found central attacking midfielders covering the highest total distance per minute, full-backs the highest sprint distance per minute, and wingers the highest count of accelerations and decelerations per minute.
Put the two findings together and you get the working principle. Positions define the demands of the slot; profiles define what the individual supplies. Fit is the match between them, and the label alone does not establish it. Our explainer on soccer positions covers what each slot is conventionally asked to do.
The ratings trap, stated precisely
The trap is not "ratings are bad." It is this:
When you always take the highest rated player available, you are letting the draft pool decide your squad's shape.
Whatever profile happens to be abundant in the pool is the profile you will end up with a lot of, because abundance and high ratings are uncorrelated. Three excellent players who all want to receive the ball in the same twenty metres is a common outcome, and none of them is a bad pick in isolation.
The correction is to decide the shape first and let the shape filter the ratings. Pick the formation, list the eleven jobs it requires, and then at each selection ask which available player best fills the job you still have open — not which player is best. Our guide to soccer formations is the place to settle that first decision.
Building for draws as well as for wins
Here is the structural fact about soccer that makes squad building different from squad building in sports without a tie.
A campaign won outright means no defeats and no draws. A side constructed to be hard to beat — deep, compact, physically robust, cautious — is very good at not losing and only moderately good at winning. Over a season that produces a long unbeaten run and a scattering of nil-nils, which is a fine record and not a perfect one.
If the perfect season is the target, the squad has to be able to break down an organised opponent. That means allocating some of your budget to the players who create rather than to the players who prevent, and accepting that the resulting side will occasionally lose a match the cautious version would have drawn. It is a genuine trade, and the right answer depends on which record you are chasing. How points accumulate from those outcomes is set out in how soccer league tables work.
A checklist for an XI
Run this before you lock a lineup.
- Is every job filled? Not every position — every job. Someone has to win the ball back, someone has to progress it, someone has to finish.
- Are two picks doing the same thing? If two players have near-identical profiles, one of them is a luxury and you have a gap elsewhere.
- Is the goalkeeper adequate? It is the one slot with no redundancy, and it is the slot people economise on when they have overspent.
- Can the side score against a compact defence? If the answer is "our best player will think of something," the answer is no.
- Does the shape match the personnel? A formation that asks full-backs to sprint repeatedly needs full-backs who can, since that is measurably what the role demands.
Where fit shows up in the simulation
Pro Football GM Club Soccer is our own app, and it puts this question at the centre of the draft: you build across every position weighing position fit and player style rather than stacking ratings, then simulate a league campaign scored in wins, draws and losses. Limited drafts and budget challenges change what a good squad looks like from one run to the next, which is a useful way to test whether your process generalises or whether it was tuned to one abundant pool.
The app's own walkthrough side is covered in our soccer draft XI guide; this article is about the decision the walkthrough leaves to you.
When the highest rating is just correct
Two cases, and it is worth naming them so this does not read as ratings-scepticism for its own sake.
When the profiles are already similar. If two candidates do the same job in the same way, the rating is exactly the tiebreaker it was designed to be.
When the gap is large. Fit is a real effect and not an infinite one. A very large ratings difference will usually swamp a modest fit advantage, and pretending otherwise is how people talk themselves into a genuinely weaker squad.
The skill is knowing which situation you are in, and that is a judgement the draft screen will never make for you. More on the surrounding decisions is in our sports career and GM games section.
Good to know
Frequently asked questions
Does overall rating matter at all when building a squad?
Why does my highest-rated eleven keep losing to worse teams?
What does position fit actually mean?
Is a draw a good result when I am chasing a perfect season?
Sources
- Laws of the Game documents (opens in a new tab)The International Football Association Board (IFAB) — accessed
- Beyond Playing Positions: Categorizing Soccer Players Based on Match-Specific Running Performance Using Machine Learning (opens in a new tab)Journal of Sports Science and Medicine (de Haan et al., 2025), via PubMed Central — accessed
- Physical match demands across different playing positions during transitional play and high-pressure activities in elite soccer (opens in a new tab)Biology of Sport (Bortnik et al., 2024), via PubMed Central — accessed
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