Build a team that keeps winning
Build the roster#
Sort by overall and you get a list, not a team. Start from the jobs the world asks for.
Cover every position
Run exactly one caller
Pair archetypes
Stacking clones
Earn chemistry#
Chemistry is built, not bought. Most of it comes from decisions you make every week.
- Keep a core
- Time together climbs the longer the same lineup plays, over seasons. Every swap resets part of it, so change players for a reason.
- Scrim up
- Scrims against stronger teams teach the most, and a much weaker opponent teaches nothing. Skip scrims and the bonus fades.
- Mind the room
- Morale, friendships and coaching staff move chemistry a little. Staff help is capped, so it cannot paper over a bad fit.
Pick a plan#
A plan shapes the fights your team takes. Choose one your roster can run, then judge it over several matches.
Aggressive plans
Structured plans
Balanced plans
In Search and Destroy, clutch counts more in close late rounds and across a series-deciding map, so a composed closer earns their spot there. Sports, car ball and battle royale use playbooks of formations, systems, rotations and drop plans; pick the one that suits your players, since none of them hard-counters another.
Read the evidence#
One scoreboard explains very little. Look at the series, then the team, then the player.
- 01The seriesWhich modes and maps did you lose, and do the losses share a shape? Slow starts, lost objective time and late collapses point to different fixes.
- 02The teamCheck role coverage, the plan and chemistry before blaming a person. A problem that follows the team across opponents is structural.
- 03The playerJudge players by the job you gave them. Objective players carry the hill and the flag, so they take deaths a slayer does not, and their match rating already allows for that.
Money and moves#
Every contract is a claim on moves you might want to make later.
- Keep a reserve
- Injuries and surprise free agents arrive mid-season. A roster with room to react often beats a slightly stronger one with none.
- Extensions
- A player can only extend in their walk year, the final season of their deal. Plan who you want to keep a season ahead.
- Trades lock
- A traded player is held by his new club for a number of weeks (12 by default, set per world), so you cannot flip him straight back.
- Match the timeline
- A win-now roster should not pay for distant upside. A rebuild should not trade its future for a small upgrade today.
- 01Name the problemWhat exactly is going wrong, in one sentence?
- 02Check the evidenceHas it happened across several series, or just once?
- 03Count the costWhat does the move cost in money, chemistry and flexibility?
- 04Set the testWhat result will show it worked, and how many matches will you wait before changing it again?