Daily Report Dashboard

Date: Drills: Players: 0 Latest data:
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Lauke FC
Daily CSV refresh
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Drill Date Single day
Session Type Auto from date
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Drill Title Multi-select · type to search
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Team Daily Stress Analysis
Per-player load score vs that player's own historical average for the same session type over the last 4 weeks. 100 = normal for this session type · <100 lighter than usual · >100 heavier than usual. Always uses all drills (excl. Entire Session) — independent of the drill filter below.
How? For each player we compare today's totals against their own average across all sessions of the same type (e.g. MD-3) in the last 28 days (Entire Session excluded). Per metric: today / average × 100. Then weighted into three blocks: Volume 0.60·TD% + 0.40·Time%  ·  Intensity 0.50·HSR% + 0.35·Sprint% + 0.15·mV%  ·  Mechanical 0.40·Acc% + 0.60·Dec%. Final score = 0.35·Volume + 0.35·Intensity + 0.30·Mechanical. Why? An MD-3 shouldn't look like a match — comparing against the player's own norm for that session type gives a fairer answer to "is this heavier than usual?"
No Baseline = fewer than 2 comparable sessions in 4 weeks — no score shown.
NORMAL 0 ABOVE NORM 0 HIGH 0 OVERLOAD 0
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ACWR — Acute:Chronic Workload
Last 7 days vs last 28 days, ending on the selected Drill Date · daily load summed across all drills (excl. Entire Session) · independent of the drill filter
Position
Load metric
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ACWR = what the player did in the last 7 days (acute) divided by their average week over the last 28 days (chronic). Around 1.0 the recent week matches what the body is used to.
Why? Spikes in this ratio are one of the best-documented injury predictors: building up faster than the body is prepared for (> 1.5) raises injury risk, while doing much less than usual (< 0.8) loses robustness and raises risk on the return to full load. The 0.8–1.3 band is the "sweet spot".
No baseline = fewer than 6 training days in the 28-day window — the ratio would be unreliable, so it isn't shown.
< 0.8 — underload 0.8–1.3 — sweet spot 1.3–1.5 — caution > 1.5 — high risk
Performance Table
% = current value (selected drills) vs player's Max Game (sum of all halves on their best Match Day) — same reference as the Max Game Data table below · ▲/▼ = day total vs the player's previous session (changes within ±5% hidden) · hover a value = position Ø · click a player name for their full profile
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High Speed Table
Peak speed / acc / dec for selected drill(s), each as % of the player's historical max · Sprint = distance >25 km/h · Step Balance = L/R load distribution · ▲/▼ = day peak/total vs previous session (±5% hidden) · hover a Selected/Sprint value = position Ø
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Explanation of metrics
  • Max Speed (Selected): highest speed reached during the selected drill(s).
  • % Max Speed: relative intensity vs the player's historical maximum.
  • Max Speed Historical: highest validated speed across the full dataset. Readings > 36.5 km/h are excluded as GPS glitches, and the chosen value must have been reached at least 3 times (within ±1.5%) — singletons aren't trusted as a real ceiling. Tooltip shows date, session type and the validation tier (validated · fallback · single reading).
  • Max Acc / Dec: peak acceleration and deceleration during the selected drill(s).
  • % Max Acc / Dec: relative intensity vs the validated historical maximum (same ≥ 3-occurrence rule as Max Speed). Historical Acc / Dec values follow the same dotted-underline cue when only a fallback could be found.
  • Sprint (>25 km/h): total distance covered above 25 km/h (Distance Zone 6).
  • Step Balance: STATSports metric quantifying how mechanical load is distributed between the left and right leg. Shown as a left / right percentage split with a flag for the dominant side (e.g. 48 / 52 R = right leg carries 4 pp more load). 49–51 balanced · 51–53.5 monitor · 53.5 risk (possible fatigue, compensation or injury risk). Always interpret in context of speed, position and limb dominance.
Intensity colour scale (% columns): < 85% Low 85–95% Moderate > 95% High
Match Day Comparison
Last 10 Match Days · per-player metric trend · drill values summed (excludes "Entire Session" rollup)
Match Day
Metric
Position
Players
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Weekly Report
Per session type · % of week total · pick year, week and metric below
Year
Week
Metric
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Weekly Overview
Team SUM per microcycle · pick year, position, player and metric below
Year
Position
Player
Metric
Weekly TD Team
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Training Monotony & Strain
Foster method · per player for the selected week · daily load summed across drills (excl. Entire Session)
Year
Week
Position
Load metric
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Monotony = how similar the daily loads are across the week (mean daily load ÷ standard deviation, 7-day basis with rest days as 0). A high value means the player trained at almost the same load every day. Strain = weekly load × monotony — the total stress that built up that week.
Why? Foster found that weeks with high monotony and strain tend to come right before illness, injury and overtraining — even when the total weekly load looks perfectly normal. Strain is coloured by how much it changed versus the same player's previous week (▲ rising = building stress, ▼ falling = deload).
Monotony < 1.5 — good variation 1.5–2.0 — monitor > 2.0 — high
Pro Analytics
Advanced visuals · Match Day = halves only · Entire Session excluded
Squad statusColour-coded overview of every player for the selected day
Squad status board
players × key metrics · sorted by total distance
PlayerIndividual profiles, decomposition tree and per-player comparison
Player profile
combined day snapshot · pick a player
Decomposition tree
Week → Matchday → Position → Player · click to expand
Player radar
players on axes, sorted by load (ascending)
Distance & zonesVolume and actions across the speed zones
Distance per zone
metres in zone · selected day
Actions per zone
count in zone · selected day
Acceleration & decelerationMechanical acc/dec load, balance and asymmetry
Acc vs Dec balance
acc (left) vs dec (right) · step balance
Max acc/dec vs personal best
% of player max
Acc/Dec intensity scatter
accels/min vs decels/min · size = HML efforts · toggle positions below
Acc/Dec per position
mean accels/min & decels/min by position
Acc:Dec ratio & fatigue
ratio + fatigue index + time since last accel/decel
Heart rateInternal load and cardiovascular response
HR zone exposure (Z5+Z6)
high-intensity HR time
Avg → Max HR
dumbbell + %HRmax
%HRmax reached
last 6 sessions of this MD type · one gauge per session
Speed, movement & drillsMovement planes, sprinting and per-drill intensity
Movement-plane load
Anterior / Lateral / Vertical
Sprint profile
% of personal top speed
Intensity per drill
m/min & HSR/min across the session
%HSR / TD
share of distance at high speed
High metabolic loadHML efforts, baseline deviation and running-vs-mechanical load
HML efforts ranking
total high metabolic load efforts · colour = position
HML efforts vs baseline
today vs own recent average (same MD type)
Mechanical vs running load
HML efforts/min vs metres/min · colour = position
Max Game Data
Game = sum of 1st Half + 1st Half ET + 2nd Half + 2nd Half ET · ignores both filters · Last MD =
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