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Help »   Manual »   Staff 

Staff

Hiring the right staff members is important to your team and to the development of the club. Your staff may not be found in the dugout on match day, but they will work with the players during the week or fulfill other key tasks for the club. They complement the head coach and for you as manager it is crucial to make sure you have the right people on the team.

Staff effects and skill levels

Any contribution you get from hiring a staff member is applied as a static bonus on top of an existing team stat. This bonus will always be visible to you. But since team stats are dynamic to begin with, and are influenced by different factors, the final effect achieved with a hired staff member can be hard to predict exactly. What you can be sure of is that you are moving the needle in the right direction. Staff members with higher skill levels naturally contribute a higher bonus effect. These bonuses are linear - which means that each additional skill level gives the same amount of bonus. So the difference between a level 3 and 4 medic is the same as the difference between a level 4 and 5. If you have several staff members within the same category, their bonuses are combined and applied only once. In this way, a single level 4 Assistant Coach has the same effect as two level 2 Assistant Coaches. To make things easier, you will always see the actual bonus given by your current backroom staff or any staff you plan to hire written out on the Staff page. A table with all staff categories and bonuses can also be found at the end of this section.

Size of your staff

You can employ up to 4 staff members in total. You may employ up to two Assistant Coaches at a time. For all other staff categories your board will only allow one staff member at a time.

Hiring and firing

When you hire a staff member, you need to choose the length of his contract - up to 16 weeks. The longer the contract, the less expensive it will be per week. You have the option to break a contract ahead of time if your plans change and you need a staff slot to open up, but if you do you will need to repay 2x the savings up to that time, so it can be very costly to change your mind. Also, a staff member can never be fired in the first week of employment or during the last week of a contract. Beyond this there are no limitations as to how often you can make changes to your staff.

Breaking a contract

When you break a contract, you need to pay a fee of 2x the savings up to that time. Example: You have a 13 week contract with a staff level 3 and you want to break the contract 8 weeks in. Up to now you've paid 38 400 US$ in total salary (8 x 4 800 US$) due to the length of the contract. However, if you had originally signed an 8 week you would have paid 48 000 US$ in total salary (8 x 6 000 US$). Your savings is 9 600 US$, so you will pay 19 200 US$ in fines.

Cost/week

Weeks Skill Level 1 Skill Level 2 Skill Level 3 Skill Level 4 Skill Level 5
1 2 115 US$ 4 230 US$ 8 460 US$ 16 920 US$ 33 840 US$
2 2 055 US$ 4 110 US$ 8 220 US$ 16 440 US$ 32 880 US$
3 1 890 US$ 3 780 US$ 7 560 US$ 15 120 US$ 30 240 US$
4 1 770 US$ 3 540 US$ 7 080 US$ 14 160 US$ 28 320 US$
5 1 710 US$ 3 420 US$ 6 840 US$ 13 680 US$ 27 360 US$
6 1 650 US$ 3 300 US$ 6 600 US$ 13 200 US$ 26 400 US$
7 1 575 US$ 3 150 US$ 6 300 US$ 12 600 US$ 25 200 US$
8 1 500 US$ 3 000 US$ 6 000 US$ 12 000 US$ 24 000 US$
9 1 440 US$ 2 880 US$ 5 760 US$ 11 520 US$ 23 040 US$
10 1 380 US$ 2 760 US$ 5 520 US$ 11 040 US$ 22 080 US$
11 1 320 US$ 2 640 US$ 5 280 US$ 10 560 US$ 21 120 US$
12 1 260 US$ 2 520 US$ 5 040 US$ 10 080 US$ 20 160 US$
13 1 200 US$ 2 400 US$ 4 800 US$ 9 600 US$ 19 200 US$
14 1 140 US$ 2 280 US$ 4 560 US$ 9 120 US$ 18 240 US$
15 1 080 US$ 2 160 US$ 4 320 US$ 8 640 US$ 17 280 US$
16 1 020 US$ 2 040 US$ 4 080 US$ 8 160 US$ 16 320 US$

Staff categories

Assistant Coach

The training speed bonus given by Assistant Coaches is added to your team's existing training efficiency. Make sure you have a good regular coach before considering spending much money on assistant coaches. But when you do have a competent head coach, hiring a number of skilled Assistant Coaches could be a good strategy for any team focused on training.

Skill Level Training Speed Injury Risk
Skill Level: 0
No bonus 40%
Skill Level: 1
+3,5% +2,5%
Skill Level: 2
+7% +5%
Skill Level: 3
+10,5% +7,5%
Skill Level: 4
+14% +10%
Skill Level: 5
+17,5% +12,5%

Effect Details

This bonus is added as a multiplier on top of the existing training efficiency as decided by the coaching skill of your head coach, your chosen training intensity, and your chosen stamina share. As an example, if you had a solid coach, 100% training intensity, and 10% stamina share, the following training speeds would be achieved for a 22 year old formidable playmaker:

No assistant coach: 8 weeks until next level.
Level 5 skill coach combination: 7 weeks until next level.
Level 10 skill coach combination: 6 weeks until next level.

You can hire either one or two Assistant Coaches. If you have two Assistant Coaches, their skill levels combine to create a single training bonus. This means one Level 4 Assistant Coach contributes the same training bonus as two Level 2 Assistant coaches.

In addition to their effects on training, Assistant Coaches also have two side effects. Form is increased, but so is injury risk.

Injury risk is calculated as the average number of injuries per game, not per player but per team. The base value is 0.4 injuries per match for your team. With a level 5 Medic this can be reduced to 0.025. Assistant Coaches contribute to a higher injury risk by 0.025 injuries per match per skill level hired. This means a level 5 Assistant Coach increases your base injury risk to 0.525 injuries per match (0.15 with a level 5 Medic), and two level 5 Assistant Coaches gives you a base injury risk of 0.65 injuries per match (0.275 with a Level 5 Medic).

As already mentioned, on the positive side, Assistant Coaches increase the background form of your players. If you have the full 10 skill levels of Assistant Coaches, background form will increase by 0.5 levels. In other words, two level 5 Assistant Coaches contribute half as much to form as a level 5 Form Coach would.

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Medic

Medics are responsible for the overall physical condition of your players. This means they work both proactively to prevent injuries as well as with the rehabilitation of any players that do get injured. Having a Medic on the team will reduce injury risk as well as decreasing the recovery time for injured players.

Skill Level Recovery Speed Injury Risk
Skill Level: 0
No bonus 40%
Skill Level: 1
+20% -7,5%
Skill Level: 2
+40% -15%
Skill Level: 3
+60% -22,5%
Skill Level: 4
+80% -30%
Skill Level: 5
+100% -37,5%

Effect Details

Every time your team plays a match, there is a certain injury risk for your players. Having a Medic on staff will reduce the base injury risk for your team. A level 5 Medic will reduce the base injury risk from 0.4 injuries per match to 0.025 injuries per match, but be aware that other factors - such as hiring Assistant Coaches - may increase the risk.

If a player suffers an injury, Medics also help speed up their recovery. In Hattrick, injuries show up with an estimated recovery time in weeks. During every daily update, the player recovers a little bit on his way to 90% health (when he can play again, but is still bruised) and then, ultimately, to 100% health, when he has no sign of the injury left.

The graph shows how much faster a player will recover fully from the same injury, depending on whether or not you have a Medic. With no Medic, a 19 year old player will take 3 weeks to recover. With a level 2 Medic he will take around 2 weeks to recover. With a level 5 Medic this reduces to approximately one and a half weeks.

A 29 year old player with the same injury would take 6 weeks to recover with no Medic. A level 1 Medic reduces this to about 5 weeks. A level 5 Medic reduces it further to just under 3 weeks.

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Sports Psychologist

The mental game is almost as important as the physical one. Hiring a Sports Psychologist can really help you create a winning atmosphere. This staff member will help you maintain your team's confidence in their own game as well as help nurture the team spirit of the whole squad.

Skill Level Team spirit Confidence
Skill Level: 0
No bonus No bonus
Skill Level: 1
+0,1 +0,2
Skill Level: 2
+0,2 +0,4
Skill Level: 3
+0,3 +0,6
Skill Level: 4
+0,4 +0,8
Skill Level: 5
+0,5 +1

Effect Details

Team spirit is driven by the team attitude you set for previous games. Immediately after a game team spirit may get a boost or drop lower, depending on which team attitude was used. But at each daily update the team spirit then tends to normalize, which means if it is high then it will slowly drop and if it is low then it will slowly recover. A Sports Psychologist can help you improve this process by raising the base value that your team spirit moves toward naturally. A higher base value means that high team spirit values will fall slower and low ones will rise faster. The bonus received is one tenth of a level per skill level employed. This means a level 5 Sports Psychologist will increase your team spirit base value by half a level of team spirit.

Your team's confidence is also helped by the Sports Psychologist. Confidence is primarily driven by your team results and how many goals you've scored. But the Sports Psychologist adds a bonus to confidence as well. This bonus equals one full level of confidence for a Level 5 Sports Psychologist, or one fifth of a level of confidence per skill level employed.

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Form Coach

Player performance is not only down to technical skills and physical stamina - players tend to go in and out of form, and many factors can influence this, not least mental ones.

The Form Coach specializes in getting the most out of the player material you have. He keeps the squad match fit and motivated. Hiring a form coach is not a quick fix, nor is the effect permanent - but for some teams and some situations it can be a good solution.

Skill Level Form
Skill Level: 0
No bonus
Skill Level: 1
+0,2
Skill Level: 2
+0,4
Skill Level: 3
+0,6
Skill Level: 4
+0,8
Skill Level: 5
+1

Effect Details

The form of a player is a measure of how close he is to performing at his maximum potential. The value you see on the player is the current form, and this is what is used in the match simulation. However, the current form always has a trend and the value the form is moving toward is called the background form. By using a Form Coach you will receive a bonus to your background form updates. Whenever background form is recalculated (this happens on average every second week) each skill level of the Form Coach will bump the background form higher than it would have been by 0.2 levels. This means a level 5 Form Coach will add a whole level of background form to your player when the update is applied. Please note that background form can still drop, but that your average over time will be higher.

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Financial Director

The Financial Director increases the manager's economic flexibility. This is ONLY useful for managers of wealthy teams.

(If you are a new user, there is no need to consider a Financial Director at all.)

Normally, the Board will set a limit the amount of cash available to the manager for expenses such as salaries, player transfer fees, or stadium projects. Any assets beyond this working capital will be reserved by the Board to ensure the future stability of the Club. If needed, the Board will release money from the reserves into the working capital, but only at a measured rate. Surplus working capital will be converted into reserves at a rate of 2% of the total cash per week.

By hiring a Financial Director the Board will allow both a higher working capital and a faster rate of return from the cash reserves. In turn, this will allow the manager to invest more aggressively than the Board would otherwise have agreed to. Having a Financial Director may be necessary for teams that have saved up money for a few seasons and now want to spend a lot quickly in order to make an expensive run for the Cup or league title.

Skill Level Max Funds Return/week
Skill Level: 0
15 000 000 US$ 50 000 US$
Skill Level: 1
17 000 000 US$ 100 000 US$
Skill Level: 2
19 000 000 US$ 200 000 US$
Skill Level: 3
21 000 000 US$ 300 000 US$
Skill Level: 4
23 000 000 US$ 400 000 US$
Skill Level: 5
25 000 000 US$ 500 000 US$

Example: Team Tycoon has accumulated 40 000 000 US$ in funds. Without a Financial Director, the Board will only allow the manager access to 15 000 000 US$ at a time. If the manager spends 2 000 000 US$, and the new cash balance is 13 000 000 US$, the Board will make the reserves available to the manager, but only at the slow rate of 50 000 US$ a week.

Now Team Tycoon hires a Level 3 Financial Director. The Board becomes more confident that cash is being handled responsibly. The allowed working capital is increased to 21 000 000 US$ and the weekly release rate from the reserves is bumped up to 300 000 US$. As long as the Club's current balance stands below 21 000 000 US$, an extra 300 000 US$ per week will be transferred automatically by the Board from the reserves. If cash grows beyond 21 000 000 US$, for example through player sales, money instead starts flowing into the reserves at a rate of 2% of the total cash per week.

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Tactical assistant

Hiring a tactical assistant will improve the team’s flexibility with more strategic moves and advanced lineups. The effects of having a tactical assistant are mainly felt in the short term, since he affects only the upcoming match - make sure that you will hire one when your club needs him.

Skill Level Extra subs / orders Style of play flexibility
Skill Level: 0
No bonus No bonus
Skill Level: 1
+1 +20pp
Skill Level: 2
+2 +40pp
Skill Level: 3
+3 +60pp
Skill Level: 4
+4 +80pp
Skill Level: 5
+5 +100pp

Effect Details

Instead of the maximum five custom orders per game (that can be used for substitutions, changed player behaviour or position swaps) you can now get one extra order per level of your tactical assistant, up to a maximum of 10 orders with a level 5 tactical assistant. Keep in mind that the limit of 3 substitutions per match still applies, even when you have a Tactical Assistant.

The style of play ranges between 100% defensive (which is default for defence-minded coaches) and 100% offensive (which is default for coaches who prefer attacking play) with neutral being the middle point. You'll be able to set this for each match in the match order interface where you'll get 20pp (percentage points) flexibility per level of your tactical assistant from your coach's style of play.

For example, if you have a defence-minded coach and also a level 5 tactical assistant, you now have an available range of style of play that spans from 100% defensive to neutral. If you have a neither attack nor defence-minded coach along with a level 5 tactical assistant your available range will be span from Neutral half way to both defensive (50%) and offensive (50%).

You need to have your tactical assistant on the payroll at the time of the match. In case you have placed match orders with a tactical assistant, then fired him or have the contract end without renewing it, the match will be simulated without the extra sub/orders and using the default style of play of your current coach.

 
 
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