Wiki · Team
Attributes
Every player in Six Zero League is described by two kinds of information: their personal details (age, height, preferred hand, country and work ethic) and their 20 match skills. Skills are rated from 1 to 100. The higher the better, and with no hidden limits, so any player can reach the top.
What are attributes?
The 20 skills are split into four areas: Physical, Attack, Defense and Goalkeeping. Not every area matters for every player. An outfield player relies on Physical, Attack and Defense, while a goalkeeper relies on Physical and Goalkeeping.
How to read the ratings
In a player's profile, each skill is coloured by the band it lands in. Every rating in the game (a skill, a player's overall, a club's strength) sits on the same 1 to 100 ladder and uses the same colours, so a skill of 62 and a club rated 62 read alike. This makes it easy to spot a squad's strengths at a glance.
The 20 skills
Physical
| Agility | Body control and quick changes of direction. Helps beat a defender on the drive to the 6m line, and helps defenders steal cleanly without committing fouls. |
|---|---|
| Speed | How fast the player moves around the court in live play: he outruns his marker, gets to loose balls first, and breaks toward goal on the 6m drive. A neutral 50 is the base pace, so a faster player gains ground and a slower one loses it. |
| Strength | Lets the pivot hold position and finish under pressure, and makes outfield players tougher in direct defending. |
| Jumping | Better goal conversion on jump shots from the 9m and 6m lines, and stronger shot blocking at the back. |
| Stamina | Staying power. Low stamina makes a player more prone to mistakes and less effective as the match wears on; high stamina keeps them sharp. |
Attack
| Passing | Fewer sloppy passes and fewer passes that get picked off, so the ball reaches the target. |
|---|---|
| Shooting | The main finishing skill: more shots on target, better conversion and a greater willingness to shoot. A key factor in who takes 7m penalties. |
| Ball Control | Keeps the ball under control: fewer 6m line violations and technical fouls, harder to steal from, and the pivot holds the ball better. |
| Off the Ball | Movement into space. Creates more shooting chances and makes the player a more likely target for passes. |
| Technique | Clean execution: better shooting accuracy, fewer shots off the woodwork, fewer bad passes, draws more fouls, and helps win the 7m penalty duty. |
Defense
| Marking | Core direct defending: stops the 6m drive, wins steals and commits fewer fouls. |
|---|---|
| Blocking | Stops shots before they reach the goal, working together with jumping and anticipation. |
| Anticipation | Reading the play: intercepts passes, blocks shots and shuts down drives before they develop. |
| Duels | Wins 50/50 battles: steals, denies pivot plays and drives, and fouls less. |
| Recovery | First to the ball in scrambles for loose balls after failed passes, rebounds and deflections. |
Goalkeeper
| Reflexes | The primary shot-stopping skill in open play. |
|---|---|
| One on One | The key skill for 7m penalties, and a secondary factor at 6m. |
| Handling | Holds onto saves cleanly instead of spilling dangerous rebounds. |
| Distribution | Better outlet throws after a save or restart, less likely to be intercepted. |
| Positioning | Covers more of the goal, making opposing shots less likely to be on target and keeping saves in front of the goal. |
Most important attributes by role
When you build your squad, these are the skills to look for in each role.
Centre Back
Passing, Technique, Off the Ball, Shooting. The playmaker. The kickoff and free throw restart route the ball through the centre back, so passing and technique keep those throws safe, while off the ball movement draws passes and shooting turns chances into goals from the top of the 9m line.
Left and Right Back
Shooting, Jumping, Technique, Passing. The long range shooters. They hold the 9m line in the half spaces, so shooting and jumping decide how often those shots beat the keeper, technique keeps them accurate, and passing links the play out to the wings.
Left and Right Wing
Speed, Agility, Shooting, Ball Control. The flank attackers. Speed and agility win the drive to the 6m line, ball control protects the ball in traffic, and shooting converts the close chances they create.
Pivot
Strength, Ball Control, Off the Ball, Shooting. The line player. Strength and ball control let the pivot win position and keep the ball at the 6m line, off the ball movement finds the gap, and shooting finishes the chances.
Goalkeeper
Reflexes, One on One, Positioning, Handling, Distribution. Every goalkeeping skill matters. Reflexes and one on one make the saves, positioning narrows the goal, handling prevents rebounds, and distribution starts the next attack.
How attributes shape a match
- Attributes tilt the odds in key moments such as shots, passes, steals and saves. They never decide an outcome on their own.
- In a direct duel both players' ratings matter: a sharp attacker against a sharp defender tends to cancel out.
- Context matters too: height helps keepers, backs, centre backs and pivots (the taller, the bigger the edge; shorter than average costs a little), and wingers and backs play better on their preferred hand's side.
- Playing a player out of position slightly weakens their attacking, defensive and goalkeeping skills. Physical traits such as speed, strength and agility are unaffected.
- Speed also sets how fast a player moves in live play (50 is the base pace), so a quick side outruns its marker and wins more loose balls. Set-piece walks are not affected: nobody takes longer to set up a restart.
- 7m penalties are taken by the best shooter and technician on the field.