What the four controls are
The official description confirms that the manager chooses a formation and the starting players. In a recorded session the squad screen showed four buttons labelled 4-1, 3-2, 2-3 and 1-4.
What each one actually places on the pitch is a different question. Our capture never opened the preview for all four, so this page does not claim that 4-1 means four defenders and one attacker. Read the preview on your own screen; it shows the slots.
The match scoreboard repeats the label under each club name, so you can see what your opponent queued with. A capture showed both clubs labelled 3-2 before kick-off.
Fill the slots, then pick the label
Work in this order and the choice becomes obvious:
- Open SQUAD and count the cards you have per position: goalkeeper, defenders, attackers.
- Select the formation whose preview puts your strongest cards in their natural slots.
- Run AUTO FILL, then check each slot by hand — AUTO FILL uses what you own and will leave a slot empty rather than invent a card.
- If a formation leaves a slot you cannot fill, choose the next one. A filled weaker shape beats a stronger shape with a gap.
The comparison table
Fill this in from your own preview. It is the only reliable way to compare shapes before enough of the community has tested them.
| Formation label | Slots shown in the preview | Cards you can put there | Gaps to fix |
|---|---|---|---|
| 4-1 | read from your squad screen | ||
| 3-2 | read from your squad screen | ||
| 2-3 | read from your squad screen | ||
| 1-4 | read from your squad screen |
How to test a change without fooling yourself
Change one thing at a time. If you switch formation and also buy two players, the next result tells you nothing about either decision.
A workable test:
- Pick a formation you can fill completely.
- Play three matches with the same five players.
- Write down the score and the possession percentage from the scoreboard after each one.
- Then change only the formation and play three more.
Opponent strength moves with your rank, so even six matches is evidence, not proof. What you are looking for is a repeatable pattern — for example, that you stop conceding in the first half.
Worked example: one change, three matches
Keep the same five cards and change only the formation label between runs.
| Match | Formation | Score | Possession | What changed |
|---|---|---|---|---|
| 1 | 3-2 | 1-0 | 53% | Baseline |
| 2 | 3-2 | 2-1 | 47% | Nothing; opponent stronger |
| 3 | 4-1 | 0-2 | 41% | One extra body back, no attack |
Three matches is a pattern to test, not a verdict: the scoreboard gives you the score and possession, and the rest is the opponent you happened to draw. Repeat the shape you keep, and change the players or the training next — never both at once.
Synergy is not confirmed
You will find videos claiming "100% synergy" builds for this game. The official description does not mention synergy, and our captures do not show a synergy readout on the squad screen.
If you see a synergy or chemistry value in your interface, note where it appears, what the current number is, and what changes it when you swap one card. Until that exists in our material, this page will not publish a formula — the training guide and the first club walkthrough cover the parts of squad building we can actually verify.