Drag in today's data — only the new dates will be added
Drill DateSingle day
Session TypeAuto from date
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—Pick a date to see the matchday context
Drill TitleMulti-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 0ABOVE NORM 0HIGH 0OVERLOAD 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
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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.
% = 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.
Last 10 Match Days · per-player metric trend · drill values summed (excludes "Entire Session" rollup)
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Match Day
Metric
Position
Players
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Weekly Report
Per session type · % of week total · pick year, week and metric below
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Year
Week
Metric
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Weekly Overview
Team SUM per microcycle · pick year, position, player and metric below
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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)
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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 variation1.5–2.0 — 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)
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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
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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Opens your browser's print dialog — choose "Save as PDF" as the destination.
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Vs position average
Last 15 sessions, day totals (excl. Entire Session · Match Days = sum of match halves only) ·
training
match day
selected date · hover a bar for the exact value
Season load calendar
Last 10 sessions
Alert thresholds
Set the lines at which a player turns red and gets flagged. These drive both the alert bar at the top and the cell colours in the ACWR, Daily Stress, Monotony and High Speed cards.
ACWR — high risk
Above this ratio = red & flagged (default 1.5)
Monotony — high
Above this = red & flagged (default 2.0)
Daily Stress — High
At or above this score = High (default 125)
Daily Stress — Overload
At or above this score = Overload (default 145)
Step Balance — risk
Dominant leg above this % = red & flagged (default 53.5)
%
⚠ Saved on this device only. A colleague on another device keeps their own thresholds, so flags can differ between devices.