What is FTBL Rating?
The FTBL Rating is a tool designed to compare in various ways the performances of more than 20,000 football players in dozens of national leagues and international tournaments.
Changes in the rating are posted in real-time on FTBL.com. The charts we use are clear and convenient.
The FTBL Rating is the centerpiece of all other FTBL services.
The rating and its dynamics are indispensable knowledge tools for you to achieve success in discussions and FTBL Expert forums, as well as in online games and FantasyFootball.
How we ensure objectivity
In calculating the rating, we process the official protocol statistics of many national leagues and international tournaments. Games played in the past 18 months are taken into account. The rating allows to keep abreast of developments and trends in world football.
How we reflect the excitement in the game
The volatility of the rating, which is based on real football events, is a valuable and sensitive tool in RealBasedGames (games based on real events). The FTBL Rating feeds excitement into otherwise dry football statistics and allows you to follow your favorite players, sharing their ups and downs.
How we calculate the rating
The formula we use to calculate our rating was designed by the FTBL Agency, an independent information agency involved in the collection and processing of football statistics from around the world.
The FTBL Rating, per se, is the numerical expression of a real world player’s performance. The amount of rating points a player receives for a given game is based on two factors: his individual performance and the result of the game. The overall rating of a player is computed from the combined ratings he received in his last five games, to which a tenth of the rating points he received in the other matches played by him in the past 18 months is added.
A virtual player's rating depends on two factors: the individual and team performances of his real prototype.
Match Result – Victory, Draw or Defeat
If his team wins a match, a player receives 10 points.
If the result is a draw, he receives 5 points.
If his team loses, a player receives no points for the team result.
N.B.: If a player does not play the whole match, his win or draw bonus is multiplied by the number of minutes he played and divided by the length of the match.
Goals Scored and Conceded
This indicator varies depending on the player's position.
Goalkeepers and Defenders
For a defender, only goals conceded by his team while he is on the field count. Defenders are not penalised for the first goal conceded, but for each subsequent goal a goalkeeper or defender is debited with the cost of one goal. In the event of their team not conceding a goal in a match, the goalkeeper and defenders receive a bonus equivalent to 0.6 of the cost of goal in the particular tournament. In the event of them not playing the whole match, the bonus is multiplied by the number of minutes goalkeepers and defenders are on the field and divided by the length of the match.
Example 1. A team loses a match 2:3. The goalkeeper and defenders who play the whole match receive –2 goals each.
Example 2. A team wins a match 2:0. The goalkeeper and defenders receive 0.6 of a goal each.
In the case of midfielders, the difference between the goals scored and conceded while they are on the field is calculated. Midfielders do not receive bonuses for "clean sheets".
Example: A team loses 2:5. A midfielder who plays the whole match receives (2 – 5) = –3 goals.
Only goals scored by their teams count for strikers.
Example: a team loses 2:5. A striker that plays the whole match receives 2 goals.
Players' Individual Indicators
Individual parameters include:
- for outfield players: number of matches played (and how many in the starting line-up); number of minutes on the field in each match; total goals scored; 4 types of bonus goals; hat-tricks and goal streaks.
Negative indicators: yellow cards; red cards; missed penalties; own goals;
- for goalkeepers: number of matches played (and how many in the starting line-up); number of minutes on the field in each match; penalties saved; clean sheets (matches in which his team did not concede a goal).
Negative indicators: yellow cards; red cards.
A player receives 1 point for playing all the match. If a player is substituted, the result is multiplied by the number of minutes he played and divided by the length of the match. If he comes on as a substitute, the result is multiplied additionally by a coefficient of 0.95.
A player receives 6 points for a goal.
There are 4 ways in which the cost of a goal can be increased, depending on the state of the match when it was scored. The cost of each of these forms a specific part of the cost of a goal in a particular tournament.
- Winning goal – a goal that provides a team with a МINIMAL advantage. Example: in a match that finishes 4:2, the winning team's ТHIRD goal is considered to be the winning goal, regardless of the state of the match when it was scored. Its cost adds an extra 1.8 to the cost of the goal.
- Draw goal – a goal that ensures a draw for a team. For example, in a match that finishes 2:2, the SECOND goals of both teams will be draw goals. The cost of such a goal adds an extra 0.9 to the cost of the goal.
- Goal putting a team ahead – for example, a goal at 1:1 that makes the interim score 2:1. It may also be the winning goal if the score remains the same, or it may be 3:1, 4:1, and so on. Its cost adds an extra 0.9 to the cost of the goal.
- Equalising goal – for example, a goal at 0:1 that makes the score 1:1. Its cost adds an extra 0.45 to the cost of the goal.
N.B.: the winning goal is not always the one that puts a team ahead.
Example: the score in a match goes – 1:0, 2:0, 2:1. The second goal will be ONLY the winning goal, while the first will be only a goal putting the team ahead.
Example of the calculation of bonuses for goals scored:
A team wins a match in a "Standard 5" tournament 2:0. One player scores both goals. In this case, he receives rating points for the two goals, for the goal that put his team ahead (his first goal), and for the winning goal (his first goal was also the winning goal). His bonus for the goals he scored is therefore
(2 + 0.3 + 0.15) х (0.25 x 5 + 0.75) х 3 = 14,7
In a case where a goal is scored between the 86th and 90th minute, or between the 116th and 120th minute (in the event of extra time), these bonuses are multiplied by three.
A player receives additional bonuses if he scores three or more goals in a match. The bonuses are calculated according to the following table:
|3 goals in a match
|4 goals in a match
A player also receives extra points if he scores goals in three or more matches in a row (matches in which he appeared on the field).
If a player scores in a third consecutive match, he receives an extra 0.5 of a goal. Further according to the following table:
|In a fourth consecutive match
Base cost of assist - 3 points
- Assist to the winning goal - additional 0.9 points
- Assist to a draw goal - additional 0.45 points
- Assist to the putting ahead goal - additional 0.45 points
- Assist to the equalizer - additional 0.24 point
If a goal is scored in the interval from 86th to 90th minute, as well as from 116th to 120th minute (in case of extra time), these bonuses are multiplied by three and will be equal, respectively: 2.7; 1.35; 1.35 and 0.72 points.
Three or more assists in a match:
|3 assists in a match
Negative indicators include sanctions – yellow and red cards, own goals and missed penalties. The following penalties apply:
For each yellow card 0.25 of the cost of a goal is subtracted from a player's rating;
For each red card – 0.75 of the cost of a goal;
For an own goal – 0.8 of the cost of a goal;
For a missed penalty – 0.75 of the cost of a goal;
N.B.: if a player receives a yellow card and is subsequently sent off, he will be debited for one yellow and one red card, i.e. a total of –1 goal.