
Stick & Ball ControlCompetitive7.65/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Stick & Ball Control measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Flat stick skill is a primary weapon. Tight space dribbling, deceptive passing — hard to defend.
Reverse stick used offensively as a weapon. Creates passing angles that flat stick can't.
PassingCompetitive7.45/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Passing measures timing, accuracy, pace, and whether the ball is delivered in a way that helps the next action happen cleanly.
Push pass creates scoring opportunities. Quick release in tight space. Combination play is fast.
Switches play with elite accuracy. Long pass opens games. Hit is a dangerous weapon.
ShootingCompetitive7.35/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
A goal threat from anywhere in the circle. Shot variety forces the goalkeeper to react. Penalty corners are a weapon.
DefenseCompetitive7.2/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Defense measures how well the athlete protects space, stays disciplined, and disrupts the opponent without losing shape.
A defensive player opponents account for. Channeling creates turnovers.
Tackles are a weapon — wins clean possession, creates counter-attack opportunities.
Decision-MakingCompetitive7.5/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Decision-Making measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Pre-programmed reads — decisions look instant because they start before the play develops.
Makes the right decision even in complex, multi-option situations. Decision-making is a primary competitive differentiator.
Strength & PowerCompetitive7.3/ 10⌄FOUBUIDEVCAPCONCOMSTAELI
Strength & Power measures how reliably the athlete performs this part of the game when the pace, pressure, and decision-making demands are real.
Explosive lower body in game situations. Jump height, sprint power, and drive strength are all above peer average.
Arm strength and core stability are functional weapons — throwing velocity, contact resistance, and trunk control.