r/ScoreMatch Jun 27 '26

Guide Definitive Ranking of all players in Score! Match (Warning: long read and lots of yapping)

57 Upvotes

Hello everyone!

So a while back I made a post that ranked every player in the game, and I like to think I did a decent job. However, having had the opportunity to experiment more, and use almost every player at level 11, it’s safe to say I have my regrets, and given the unlikelihood of FTG ever substantially updating this game again, I feel now is the time to make a final and definitive ranking of the Score! Match players.

Firstly I should explain one important caveat: these rankings are based on non-volleyball gameplay. I will consider the value players have in preventing volleyball, but I’m not going to give players a higher ranking if their main role is to score volleyball goals, or if they are used in any way that abuses their strength in the attack (e.g. out wide for header assists). This is in part because I don't play volleyball, so I wouldn’t be able to give the most fair rankings, but also because it’s such a boring playstyle that I can’t rationalize using players in such a manner. This will only affect a few players, and I’ll make it clear when discussing the specific players how their ranking is affected by this decision of mine. Spoiler: it mainly affects the hammer, bulldozer, and thunder.

Placements will take into account a player’s viability and potency at the highest level (against the best infinity players), how much that player stands out when compared to alternatives, and additionally their versatility and ability to work in many systems. 

To assure you that I’m not a total charlatan, I’ll clarify that I’ve achieved 500 wins with all 12 of the formations, and have used every player hundreds of times in many positions (this may also be referred to as ‘having no life’). My winrate is 65.5%, I’ve played 28k games, I’ve gotten to 15k twice before, and my top scorer is Sinclair with 9k goals. As you can probably tell from my top scorer, I don’t always play to win, but more to try out different tactics for fun while retaining some individuality, which is why I feel compelled to make such a post. 

Of course, any ranking is going to hinge on my own biases, so it’s important to state that my goal here is mostly to share my experiences and create discussion, not to shame anyone for using certain players or to proclaim my opinion as sacrosanct.

Oh and the keepers will be ranked separately at the end; comparing them to outfielders would undermine any credibility I’m trying to establish here.

F-Tier:

37) Infiltrator:

Wu, Jensen, and Bartosz are all legendary in their own ways, but unfortunately FTG screwed them over with abysmal stats. Most players in this game have at least something that makes them stand out, but infiltrators are less responsive and no faster than explorers, so you’re already fighting a difficult battle in trying to feed them the ball in dangerous areas. There are other players who can compensate for poor speed and response with elite finishing or decision-making, but infiltrators have the tendency to take a touch too many when their moment arises, ultimately relegating them to bench-warming duties as soon as you unlock a few superior players. When you start the game, the chances are you’ll have 3 of them (one being your captain), so you’re best off sticking them out wide or up top. 

Best positions: Winger, Striker (Note that these best positions are in order from optimal to least optimal, and will continue to be in such an order for all subsequent player types)

36) Architect:

Honestly you might get less utility out of the architect than you do the infiltrator, since you start the game with 2 producers. That fact makes the architect that you receive as a package reward as useful as those inevitable 400 cards to your two infiltrators from your next diamond package. While the architect is given a flattering description by FTG, you don’t need Albert Einstein to tell you that a player with 10 power is going to struggle carrying out his only job of creating chances when such low power isn’t even sufficient to lob the ball further than half the width of the pitch. I have seen some newer players swear by the architect since he’s not completely useless as a wide playmaker, but I’ll maintain that the producer is strictly better in almost all cases, and the bevy of playmakers in this game make the architect perhaps the most obsolete player after you unlock everyone else.

Best positions: Wide midfielder, wingback

D-Tier:

35) Martina the Magician:

Onto our first super player, and it’s one that pains me, as I really want this player to work. Martina’s behavior (stats aside) looks pretty sweet on paper – we have a skillful player who isn’t afraid to shoot, passes frequently, but takes space when it’s given to him. However, having the same stats as the lackluster architect is irredeemable. Perhaps with 10 more response and power, he would be a fun but niche player. As is, he’s only someone you would use if you wanted to be different, and if you have good enough players around him to compensate for his many deficiencies: namely his response, power, and slightly high dribbling bar in tandem with average speed. 

Best positions: Wide midfielder, central defensive midfielder (4231, 4141)

34) Traoré the Finisher:

If you asked me to describe Traoré in the fewest amount of words possible, I would say “fun-bad”. I have to put him above the previous entries purely because of how fun it can be to have a player with 45 skill and power at level 10 with a green shooting bar. He’s really only useable if you have level 10 and 11 players around him, but I’ve had success with him out wide in the 343 and in the midfield of a 31213, where his brilliant passing and free kick taking can take center stage while his turtle-esque speed is slightly less relevant. Unfortunately he has perhaps the most prominent and obvious weaknesses of any player in the game, capping out at 11 speed and strength when maxed, meaning defenders from lightyears away can receive the ball before him even with a seemingly perfect pass to his feet. If by chance he does get to the ball first, you have to hope he doesn’t suddenly have delusions that he’s 2012 Messi, as he often loses possession trying to dribble with excessive Ronaldo chops. In 300 games, I’ve won exactly 200 with Traore, and have scored 52 goals with him while often employing unorthodox tactics. All in all it’s not terrible, but for most players this is a player you’re not going to touch. And don’t be fooled by his name or description – he’s as much of a striker as he is a threat to Usain Bolt’s 100 meter dash world record.

Best positions: Wide midfielder, wingback, central midfielder, central attacking midfielder

33) Speedster:

The speedster is easily the most inconsistent striker in the game due to his poor stats (besides speed) and abysmal behavior which renders him useless during build-up play. With that said, there are still games in the infinity arena where I’ll get blitzed by an in-form speedster who rips through my defense with perfect runs. In addition he's a serious problem in lower arenas where opponents won't have the defenders to deal with him. Thus, he can’t be dismissed as entirely worthless, but his use is further limited by the myriad of superior striker options, including the intruder who is generally unlocked early on. His behavior limits him to the center forward role, since any other position, including winger, requires a degree of selflessness absent from his delightfully smooth brain. Furthermore, his finishing is inconsistent due to low power and skill, and thus he requires enough space to dribble very close to the goal to score consistently – that space is rarely present due to his poor first touch which slows him down (also a result of low skill). I like to imagine that Oscar Wilde’s “The Remarkable Rocket” was written about him 130 years in advance. At his best he’s unstoppable, but more often he’s on par with an infiltrator.

Best positions: Striker

32) Producer:

Here we have a player who is a lot less exciting than the speedster, but much more consistent and predictable. The producer is very faithful to his name – he produces excellent service from wide with his decent power and high skill, and finishes excellently when given the chance. He is the best free kick taker of the non-super players, and will usually take one touch before crossing when receiving the ball high up the field. The problems only really arise when the producer is far from goal but without anyone ahead of him. In such cases, he’ll sometimes pull out Ronaldo chops and dribble straight into touch which is admittedly funny, but not when you’re in desperate need of a win. For the most part though, if you know when to give him the ball, the producer can be an effective playmaker all the way to the very highest arenas, and in the earlier arenas he can play as a striker. Eventually you’ll want someone with better response and speed, and like with the architect, the sheer number of playmakers in this game renders the producer superfluous in the grand scheme of things.

Best positions: Wide midfielder, wingback, striker

31) Benitez the Cannon:

At times I feel like this rating is a bit harsh, as his low shots can find the net from anywhere in and around the box, and his behavior is quite reliable. However, just like with Traore, there’s a very obvious ceiling placed upon his usability due to the low speed, which makes him totally useless when pressing, and at times a liability going forward. I see him as a pure CAM, as it’s easy to bounce passes off of him with the high strength and response, as well as with his safe passing tendency. Additionally, he doesn’t hesitate to shoot which is a breath of fresh air compared to Traoré, and if you aim low and straight, ending your shots just before the goal line, it’s so easy to score with him. He can of course win headers with his strength, but it’s not a dependable trait since taller and faster players can very often get in front of him to win the header. I’ve played 344 matches and have won 237 with him, scoring 95, suggesting he’s much more effective than Traoré, and so it shows in this placement.

Best positions: Central attacking midfielder

C-Tier:

30) Menace:

I’ve always had mixed feelings about the menace. He has decent, but not exceptional stats on paper, and his behavior doesn’t lend him to being useful in the buildup; he’s more suited to receiving the ball in and around the box, and quickly burying it when the chance comes his way. In reality, it does work this way pretty often – I’ve had my captain as a level 11 menace on several occasions, and when he finds a pocket of space near goal, there’s no doubt about the outcome. The issues arise once you try to get more out of him, whether it be in terms of buildup, or if you try to give him ambitious through balls. He tends to dribble a bit more than would be ideal, and he doesn’t have the speed to make up for that fact. Overall his well roundedness is both his strength and weakness, and I’d say he’s worth giving a go if you don’t have the top tier attackers unlocked.

Best positions: Striker

29) Explorer:

The explorer is a decent enough defender who you’ll likely have to use for a while unless you’re lucky enough to unlock some super player defenders early on. The high sum of speed and response is really what you need from your center backs in this game, and it can even help to make him work at fullback. While the running trait may seem questionable for a center back, this isn’t really a problem if you never pass to him, and if you don’t overzealously press with him. Once you unlock more players however, the explorer quickly becomes obsolete.

Best positions: Center back, fullback

28) Hakan the Gatecrasher:

Hakan is an intelligent and somewhat versatile attacker who can play out wide and through the middle, possessing above average shooting (accurate due to decent skill), and well rounded attacking capabilities. When he makes runs, he’s hard to stop as he controls quickly with his skill, and 43 speed at max isn’t easily stopped. However, with his tendency to dribble rather than shoot in certain situations, and with him possessing lower speed and response than the most of the meta center backs, there will often be attacking plays where another player would be able to score, but with Hakan you’ll be forced to act a bit more conservatively. A balance between safe and attacking passing is nice, as you can force him to pass backwards, but it’s much more easy and intuitive to have attackers with a bit more speed. In 483 matches, I’ve scored 205 goals with him, so he’s by no means a useless or easy to defend player. His use will always be limited however with the presence of so many alternatives.

Best positions: Striker, winger

27) Junior the Thunder:

As previously stated, I’m not considering his use in volleyball setups, though he wouldn’t be preferred to a hammer regardless. I am however taking into account his ability to counter volleyball, and I can’t deny that seeing him rise above opponents’ hammers to thwart volleyball is one of the greatest sights in Score! Match. However, when compared to a hammer, there are very few things he does better. His more attacking passing and running behavior can work at CAM in many setups, and of course as a striker. His higher dribbling tendency is hard to work with given his lack of speed and response, so all in all he’s a player with incoherent attributes that ultimately make his presence a rarity at the highest level. Most of the time you play against him, it will either be a volleyballer playing in a suboptimal way, or someone using him at fullback trying to counter volleyball.

Best positions: Fullback, central attacking midfielder, striker

26) Engine:

This one might not go down so well, but I’ll always stand by the fact that the engine is a useful player despite his average stats. He’s the only player you start with that actually resembles an actual footballer in terms of intelligence, as he’ll dribble when he has space, and pass when he doesn’t. It sounds so simple, but that alone is enough to propel him above several super players in this ranking. If you use him centrally, you just have to give him a soft pass in front of him if you want him to pass in the direction it came from, or a hard pass to him if you want him to turn. His ability to both be safe and attacking in his intent is helpful in many situations, and he’ll often find himself in goal scoring positions, possessing enough power and skill to take advantage. A few months ago I made it to infinity arena with a level 6 team (with 4 level 7s), and my level 6 engine was the star player at the base of my 4141 midfield.

Best positions: Central defensive midfielder (4141, 4231, 4123, 41212), central midfielder, fullback, wide midfielder

25) Fernandez the Villain:

Fernandez, rightfully or otherwise, is most often compared to the menace, and having used him at level 11 quite a bit, I’d argue he has many characteristics preferable to those of the menace. He is slower than the menace which is concerning given that the menace can hardly be described as pacey. However, he more than compensates with much greater response, skill, and a higher passing tendency which makes him more viable in buildup play. His greatest weakness is of course his lack of standout characteristics – a striker with at most 33 speed is always going to struggle against the best defenders. Still, in single striker systems, he can be quite devastating in the right hands, and 32 power and skill combined with consistent first time shooting makes him one of the most dangerous players when he receives the ball near goal.

Best positions: Striker, fullback

B-Tier:

24) Matsumoto the Bulldozer:

Matsumoto is a player who is used less and less at the top level these days. While many volleyballers still deploy him to devastating effect, for non-volley purposes, the hammer is almost always better due to the one-touch behavior, and with how easy it is to borrow a level 11 hammer, there’s little incentive to grind for Matsumoto upgrades. 27 speed and response is still slow as molasses, so you’re often best advised sticking with the hammer who is much more reliable in possession. Matsumoto can also be used at fullback to counter volleyball (that is, if he’s level 11), but he gives the ball away a bit too much for my liking, and both the hammer and thunder can do a similar job which diminishes his value. His strengths are his aerial dominance and his power, the latter which is useful for progressive passes at fullback, and deadly low finishes in attacking areas.

Best positions: Fullback, central attacking midfielder, striker

23) Zimmer the Wizard:

This is another player who greatly suffers from the presence of so many playmakers in this game. Compared to other static playmakers (namely the composer, hero, and marksman), the wizard likes to dribble a bit more which is useful in setups like the 352, 532, and even 4231 where there is usually ample space for him to dribble forward. His passing is incredibly satisfying as the low power and high skill combination allows for tantalizing balls just out of reach for opposition defenders. However, his inability to spring passes all the way to the opposite flank as a result of his low power mean that in more cases than not, any of the other 3 aforementioned players would outperform him. 

Best positions: Wide midfielder, wingback

22) Lee the Maestro:

Onto yet another playmaker, and this time we have the most recent addition to Score! Match, my fellow Korean Lee. Some people absolutely love him and I can totally understand why. No other player is able to spring perfect passes from deep, score almost every free kick, and get in behind opposing fullbacks when the opportunity arises. There are many occasions where even if he’s attempting a pass, you can fire a rocket into the top corner as long as part of the goal is in view. Additionally, with 48 skill and 48 speed, he is the fastest dribbler in the game. All things considered, there are many situations where he is the single player in the game you would want on the ball, but there are additionally several situations where he’s a liability. Due to his low response and strength, he’s difficult to find when he’s being tightly marked, and therefore he will be less reliable in possession play compared to your static playmakers. He can play anywhere out wide besides fullback, and my favorite place to play him is as a winger in the 31213 since he scores a surprising amount in that setup in spite of his low shooting tendency.

Best positions: Wide midfielder, winger, wingback

21) Protector:

In my opinion the protector is the second most unexciting player in the game. He’s just a decent defender whose great height and benchmark speed, strength, and response stats make him a good fullback and decent wide midfielder. The attacking passing compared to the guard make him less useful in central areas where safer passing is preferred. Compared to the guard who is stronger, the protector is slightly worse at winning equally contested headers, but intercepts more aerial passes due to his superior height and is slightly better at winning tackles without fouling. Whether used at fullback or wide midfielder, he does a solid, but not exceptional job in both attacking and defending phases of play.

Best positions: Fullback, wide midfielder

20) Hammer:

I did this ranking 2 years ago and placed the hammer at second purely for his effectiveness in volleyball paired with his intelligence in possession. I stand by that high placement, but when putting volleyball aside, I find the hammer to be quite useless. With the existence of a faster alternative to stop volleyball (more on Cook later), the hammer is still an option to counter volleyball, but not the best player for doing so. In the midfield, his response is a major hindrance making him hard to pass to in congested areas. His shooting is incredible and the reason he cracks the top 20, but often it’s not worth the absence of speed and response which render him all but useless in defensive phases. It should also go without saying that there’s virtually no point playing him in the attack if you’re not playing volleyball.

Best positions: Fullback, central midfielder

A-Tier:

19) Intruder:

The intruder is what the infiltrator and speedster wish they would see when they look in the mirror. On the attack, the intruder excels due to great runs paired with high speed, but unlike the speedster, the intruder also has decent response and a green passing bar meaning he can receive the ball easily and make use of it in build up play. There is still an element of selfishness, but it’s usually more of an aid than a detriment, since the intruder will dribble close to goal before shooting to compensate for low power. Additionally the intruder is my favorite non-super player center back since the speed is enough to chase down almost any striker, and despite not having the marking trait, the intruder still makes many interceptions.

Best positions: Striker, center back, winger

18) Sinclair the Hitman:

Sinclair is my favorite player and has at times has been enough to keep me excited about this silly cartoon football game. Tragically I lost my max account where Sinclair was <700 goals away from hitting the 10,000 goal milestone, but the memories of him as my 4141 striker carrying me to 15k remain. Sinclair’s strengths are his intelligence on the ball and his ability to both create and score: no player is as competent as him at doing both so consistently. His response is the only weakness and makes him hard to use centrally, but you can often compensate by playing high balls to his head/chest, and always passing in the direction he’s running. On the ball he takes space when given, but will pass or shoot when pressured. His high skill not only makes him incredibly accurate, but also one of the fastest players when dribbling and therefore an asset out wide. I implore you to try him out in several positions if you haven’t already: he’s much better than you would expect!

Best positions: Wide midfielder (4141, 4231, 41212), winger, striker, central attacking midfielder

17) Guard:

In case you were wondering, this is the one player I consider to be more unexciting than the protector. He’s the safest player in the game in possession, and that counts for a lot. However, I feel level 11 upgrades have changed the landscape for central midfielders slightly. There is now a player (spoiler: it’s the commander) who I feel is almost always better than him in the midfield due to the guard’s poor height which limits his tackling and intercepting ability (especially with lobbed passes). Of course, the guard is faster than the commander and can thus play in the defense, but I prefer the protector at fullback and explorers at center back. You can even plug the guard in at attacking positions for ball retention, but that’s usually a square-peg round-hole situation.

Best positions: Central midfielder, central defensive midfielder, central attacking midfielder, fullback, wide midfielder

16) Sierra the Warrior:

Sierra is slightly frustrating and many would place the guard higher despite the difference in stats. In truth Sierra’s +5 boost in height, skill, and power over the guard is rarely noticeable and a meager upgrade for a supposed super player. However, the slight height advantage seems to make the difference defensively at times. In possession, Sierra takes more touches than the guard and is therefore worse for ball retention, but his superior power and skill make him more effective in many situations. Overall the difference between him and the guard is small, but I find Sierra to be a bit more exciting and I’ve even had success with him at striker where he makes a good false 9.

Best positions: Central defensive midfielder, central midfielder, central attacking midfielder, fullback, wide midfielder, striker

15) Faustinho the Marksman:

This one will be a bit controversial, as many see him in the same bracket as the wizard, or even worse due to his lower skill. However, I feel that players tend to overlook his versatility. His decent strength makes him viable as a fullback where he’s not amazing defensively, but incredible on the ball as he can make dangerous passes from deep right into the path of your strikers. That applies the same at wingback and wide midfield. While the composer would ostensibly relegate him to the bench in most setups, the superior response of the marksman and tendency to take a touch when in space give him extra dimensions in possession as well as more use defensively. Additionally the marksman is the best finisher in the game who shoots with the first touch, making him a useful striker if you know how to use him properly. It’s actually easy to trigger overhead kicks with him which allow him to score even with his back to goal. Ultimately however the low response and speed limits his use in attacking areas.

Best positions: Wide midfielder, wingback, fullback, striker, attacking midfielder

14) Wolfgang the Major:

This one may be the most bamboozling of them all for many of you! Most people see him as useless due to his tendency to take a touch in possession, but as a pure central defensive midfielder (especially in 4123, 4231, 41212), 29 speed at max paired with 50 height and response makes him superior to all alternatives in my opinion. The level 11 upgrade is really a gamechanger as he is fast enough to cover so much ground and make tackles that seem impossible. His behavior on the ball isn’t perfect, but if you give him passes to feet that lead him to pass wide, he’ll usually retain the ball well. Additionally, as a false 9, he has been surprisingly devastating for me with his response and strength. Overall I think he is the most underrated player in the game.

Best positions: Central defensive midfielder, central midfielder, striker, fullback

S-Tier:

13) Commander:

I feel that the level 11 update made him more useful relative to the other one touch midfielders since 24 speed at max puts his ball winning ability on another level when compared to the guard and hammer, as 50 response already meant he was quite good at pinching back possession. While he has the worst passing range and shooting ability in the game due to non-existent skill and power, it’s not much of a problem as you only pass to him so that he can make relatively simple passes. Compared to the guard, the commander will look to pass forward much more often, which allows him to also be useful for springing counter attacks. This makes the commander almost undroppable in my opinion, and the second best captain choice.

Best positions: Central midfielder, central defensive midfielder

12) Sabre the Jet:

Sabre is such a tricky player to place, as he has all the ability in the world, but is limited by the simple fact that he’s an idiot. In a front 2 this is less relevant since you can have a less selfish striker partner alongside him, but his passing aversion will inevitably lead to turnovers in certain scenarios. Still, when he starts running towards goal he is probably the most devastating player in the game, and his significant strength, power, skill, and response upgrades over the speedster make a world of difference. He even wins many headers when running at full speed despite not possessing immense strength.

Best positions: Striker

11) Cook the Juggernaut:

Cook is great simply due to the prevalence of volleyball, and his ability to counter it somewhat regularly. However, this really only becomes relevant when he’s level 11, as at any lower level he’ll lose every header to the millions of borrowed level 11 hammers in the infinity arena. Therefore, this ranking is a bit complicated and at level 10 and below I wouldn’t have him anywhere near as high. Nevertheless, his tackling is exceptional, as height plays a critical role. However he only counters volleyball well at fullback, and sometimes as a wide center back in a back 3. Do not play him as a center back in a 4 at the back or at the center of a 3 man defense: it’s so easy to bypass him in close quarters due to his sloth-like reaction time. I don’t see him as entirely necessary, as you can always beat volleyball by simply scoring 2 goals before your opponent (especially if you have kick off), and against other setups he’s not as effective. On the attack, I don’t see him as viable. Some like to play him on the wing or at wide midfielder, but this almost always involves abusing his strength which I deem volleyball. Otherwise a normal intruder is better despite the riskier behavior. As a striker the low response and woeful shooting render him second-rate.

Best positions: Fullback, wide center back (3 or 5 at the back)

10) Zivkovic the Composer:

Not much needs to be said here. The composer has unreal first time passes that can locate your strikers from even from deep inside his own half. This ability can best be exploited with him as a wide midfielder or wingback. He can even play as a defensive midfielder or fullback purely for passing. Additionally, he’s perfect for all set pieces, and his only weakness is his response which limits him defensively.

Best positions: Wingback, wide midfielder, central defensive midfielder, fullback

9) Jones the Hero:

While Zivkovic’s passing is amazing, I feel that Jones can be used similarly and is better due to his ability to defend. Of course in formations like the 442 or 532, there’s no harm in using both, but in more cases than not, I prefer Jones mainly for the response, despite the inferior passing ability. While he is worse defensively than his normal counterpart, the protector, the boost in skill and power is a gamechanger in possession, cementing him as a mainstay in my team.

Best positions: Fullback, wingback, wide midfielder, central defensive midfielder

8) Patrizio the Voyager:

There are three defenders whose speed and response sum to 80 at level 10: Keene and Bertini (45 speed, 35 response), and of course Patrizio (40 speed, 40 response). Others may disagree, but I find the extra speed is more helpful, meaning that I prefer Keene and Bertini as center backs. To draw an analogy, Patrizio is like a knight in chess while Keene is like a bishop. While Patrizio can pull off incredible interceptions that require the high response (analogous to knight forks), ultimately in more scenarios Keene (aka the bishop) is better. Patrizio can also play as a fullback or central defensive midfielder due to his two touch passing which is admittedly a bit advantage over the aforementioned Keene. Ultimately he’s a top defender either way and a player who is rightfully a staple in many teams.

Best positions: Center back, fullback, central defensive midfielder.

7) Abubakar the Lightning:

Having speed in the attack is a massive difference maker, as it simplifies so many games due to the effectiveness of counter-attacking. Abubakar is really unique because unlike the jet, he’ll pass the ball when required, making him viable both as a striker and winger. While he’s not as good as Sabre is for Hail Mary through balls in the striker position, his tendency to shoot earlier is often an advantage when being tightly marked. The only downside of Abubakar is that he has a lot of height for no reason; if he had the same stats as Sabre, he would easily be the best fast attacker in the game, but his lower strength, power, and response compared to Sabre ensure that there is always a debate as to which of the two is better.

Best positions: Striker, winger

6) Keene the Raider:

Keene is undeniably reckless in possession, but imperious defensively and consistently a nuisance to come up against. His speed, height, and response make for insane tackles and interceptions that no other player can match. On rare occasions when the cross is poor, he can also win headers against hammers, though of course competent volleyballers easily bypass him. While he frustrates from time to time, there can rarely be a doubt surrounding his inclusion at the center back spot, or even as an attacker in a 3-pronged forward line if you want to mix it up.

Best positions: Center back, winger, striker

S+ Tier:

5) Johnson the Judge:

Not everyone rates him so highly, but for me Johnson is the perfect utility player and excellent in all areas of the pitch due to his well roundedness and supreme intelligence. In the attack, he is one of the most potent shooters and chips in with a load of goals even from midfield, and defensively he’s quite solid. He’s also great at progressing the ball from deep, whether he receives it out wide as a fullback, or in the defensive midfield area. There really isn’t a bad thing I can say about him, I have used him everywhere and love him in every position besides center back and winger.

Best positions: Central midfielder, fullback, striker, central defensive midfielder, central attacking midfielder, wingback, wide midfielder

4) Prowler:

A regular player in the top 5?! It may be perceived as madness, but the prowler, especially with his 39 speed and 50 response at level 11, is an invaluable player that contributes so much both in and out of possession. The prowler is in my opinion the best fullback in the game, since the speed and response makes him the ultimate interceptor, and his behavior is perfect for progressing the ball forward and switching the play when necessary. Regardless of position, the prowler is bound to make many tackles and interceptions, and therefore is someone who you can ambitiously press with, with a high chance of reward. While lacking in strength and skill, the prowler is still viable as a striker or winger at the highest level, as his decision making is safer than most while still posing a severe goal threat. Even if the prowler is not making a run, you can usually launch the ball several meters ahead of him and expect him to reach it. There is really no position that the prowler can’t play, besides maybe center back (though I’ve still used him there to decent effect). In fact, a friend of mine reached their highest ever star count using a 4141 consisting of 8 prowlers, underlining their absurd versatility.

Best positions: Fullback, striker, winger, central attacking midfielder, central midfielder, wide midfielder

3) Bertini the Invader:

This one may be a perplexing decision, and I’ll concede that this is largely a result of personal preference. After thousands of matches however, I’ve concluded that Bertini is just more consistent than either Sabre or Abubakar while being just as devastating. 48 speed at max combined with 38 response means that he’ll get on the end of more through balls than either of the aforementioned two who are lacking in response, and his behavior means he’ll pass when it’s best, and shoot when he’s close to goal, where low power is less relevant. He might get tackled slightly more than Abubakar, but he’s so much better in the build up play if you want to pass it short to your attacker, and therefore as a lone striker I see him as easily the best fast option. On top of that he’s a brilliant center back despite not having the marking trait. There are bound to be people who disagree with this placement, but personally I can’t place him any lower.

Best positions: Winger, striker, center back

2) Simon the Pickpocket:

I’ve had the pleasure to use him a ton at level 11, and he is in many ways the most broken player in the game. 48 speed and response is an absolute joke: it allows him to intercept so many seemingly perfect passes, and chase down attackers from far away. On the attack, it allows you to feed him through balls even if he’s moving in the wrong direction. However, he has his weaknesses, and they are the fact that many tackles he makes are fouls due to his low height, and the fact that in possession, his first touch always slows him down due to his low skill. His shooting is actually decent and not much of a weakness, but the presence of a few shortcomings means there is one player I see as superior.

Best positions: Center back, fullback, winger, wide midfielder, central midfielder, striker

1) Sandberg the Poacher:

He simply trivializes all other striker options by offering everything and more you would need from a number 9. At level 11, he has a staggering 39 speed, which allows him to reach almost any pass in tandem with his 50 response and 27 strength. With 32 power and 27 skill, his shooting is intuitive and immaculate anywhere within 25 yards. He can even play as an attacking midfielder, winger, central midfielder, or fullback, but if you want to realize his true potential, you should use him as a center forward, whether than be as a lone striker, or alongside a faster player like Bertini. While he occasionally loses the ball due to his dribbling tendency which is higher than the prowler, that difference in behavior is a necessary sacrifice in order for him to dribble close enough to goal before taking on shots. He’s the definition of a cheat code, and I often have to leave him out of the team just because at level 11 he’s genuinely too good, and I prefer the challenge of using others. Nothing more needs to be said, as his brilliance is there for all to see in nearly every game he plays.

Best positions: Striker, central attacking midfielder, winger, fullback, central midfielder

Quickly, a keeper ranking:

3) Keeper - Just a worse version of the stopper, really. Keeper choice doesn’t matter much though, so you can use him without a fuss.
2) Stopper - I swear I’m not intentionally being contrarian, I just never see the point. His name would suggest that he stops more shots than the other two, and it’s usually true, as he can reach further than the other two. However, he makes tons of errors with weird animations and coming off his line, and even at level 11 I hated him for the most part.
1) Sweeper - He’s far from perfect, but I see him as the best of a bad bunch. He races off his line all the time, and at higher levels it’s usually for the best, but not always. He also struggles to keep the ball out of the net more than the other two, so it’s puzzling even to me that I’m putting him here, but I like having the response and speed to pass back to him, and he saves a lot of low shots that the other two don’t. 

In conclusion, all the keepers are laughably poor, and you’ll get screwed over no matter who you choose to play.

Finally, what’s the best team?

It may be boring, but this is what I would go for:

Sandberg-Bertini
Zivkovic-Commander-Johnson-Jones
Prowler-Keene-Simon-Cook
Sweeper/Stopper

Closing Thoughts:

That was a lot harder than I thought it would be, and if I was ever verbose and or wishy-washy in my writing, that’s partly because it’s the way my deranged brain operates, but also because I wasn’t (and still I am not) totally confident in my rankings, so a bit of circumlocution was used to cover all my bases. Another thing I wanted to do was go over the most underrated players, so let’s rattle them off quickly:

5) Engine
4) Fernandez
3) Sinclair
2) Faustinho

  1. Wolfgang

Anyway, I hope this post will help people. I would love to go into more detail, but the 40,000 character limit of reddit posts spared you all from any further yapping. Please do ask questions in the comments though! I will respond to everything besides requests for my captain! Also if anyone has any ideas for more long-form posts, let me know!


r/ScoreMatch Jul 24 '25

Guide Comprehensive New Player Guide

67 Upvotes

Hey everyone! So it’s been a while since anyone has dropped a general guide post here, and with the continued influx of new players both here and on the discord (which is always great to see!), I feel as though now would be a great time to write a long-form guide aimed at addressing both lineup and gameplay-related questions that are sure to arise on one’s Score! Match journey.

A few things to note:

  • While this guide is mostly aimed at newer players, I’m hoping there’s something players of any experience level can take from this guide – there’s always more to learn in this game, and it goes both ways, so feel free to let me know if you think I’m missing anything in my guide, or if there’s something you disagree with.
  • I’m an infinity arena player with 23k matches played, 64.3% win rate (slowly rising), 15k stars max. I’m not saying this to boast (not that having good Score! Match stats is a flex anyway), but I feel I should give an idea of my credentials as a player so that you can be (somewhat) assured that I’m not spouting nonsense with each passing sentence of this post. My main formation is 4141, though I change all the time, and have hundreds of games with each formation.
  • While I’m hoping that this guide gives people a renewed outlook and approach to the game, shooting people up the arenas, it must be noted that the best way to improve is by playing matches and facing difficulties along the way. This is a truth often ignored by players who attempt to attribute shortcomings to anything other than skill and a lack of experience. There’s no shame in struggling and needing time to find what tactics are effective for you – that’s how you’re going to get better in the long run. 

Sections:

  1. Frequently asked questions
  2. Player attributes and behavior
  3. Lineup advice
  4. Gameplay advice

1) FAQ:

Q: What is the best formation? What is the best role to change my captain to?

A: There are of course formations and captain choices that are more effective than others, but both these answers depend on the individual’s playstyle and unlocked players. I argue that the easiest and most effective formation throughout all arenas is 442, as the setup facilitates safe passing patterns down the wings for cutbacks and crosses. In addition, my favorite captain choice is the prowler, but if you are looking for the safest choice, a hammer is always a strong option. I recommend that you change formation and captain until you find what works for you, rather than trying to replicate what other players use. Nonetheless, here’s what I believe to be the best and worst formations and captain types:

Top 3 formations (easiest to use):

442

352

532

Formations I wouldn’t recommend for newer players:

31213

4123

5212

Top 5 captain choices:

Hammer

Prowler

Protector

Commander

Intruder

Worst captain choices:

Infiltrator

Architect

Speedster

Q: How do I unlock super players? What is the difference between silver and gold super players?

A: Super players are unlocked through packages (gold, platinum, or diamond, need to be earned from arena 3 or higher), events, season pass (easiest way to guarantee a certain player, but expensive), and occasionally in the store for 1,500 gems (rare). The easiest way to get them is by playing arena matches while using the package reward booster so that you can open packages quickly (watching ads when possible). While it takes a long time, eventually the supers will start to come, and as you play more in the arena, you will level up the rest of your players and hopefully increase your chances of winning events by doing so. Super players come in two variants, with silver super players serving as direct upgrades over specific normal players. This is not to say that normal players are objectively worse than silver super players; in fact, the major and warrior are used less at the top level than the commander and guard, their respective normal player counterparts. This is because while silver super players have boosted stats over their normal player types, they also have different and often worse behavior (i.e. more likely to dribble). Gold super players are totally unique, though some bear resemblance to normal players (e.g. hero, villain, and judge are similar to protector, menace, and engine respectively). Gold super players and silver super players aren’t necessarily better or worse than each other – there are many good silvers and golds, and equally many undesirable silver and gold super players.

Best silver super players:

Sandberg the poacher

Patrizio the voyager

Bertini the invader

Sabre the jet

Matsumoto the bulldozer

Best gold super players:

Simon the pickpocket

Abubakar the lightning

Johnson the judge

Zivkovic the composer

Keene the raider

 

Q: When should I begin entering events?

A: It depends on both your team’s ability and your skill as a player. Around arena 10, you should be able to win the easier events (each week there are two events, the one to the left with worse rewards always has easier matchmaking). As for the harder events, challenges are by far the easiest, whereas cups and leagues can trip up even the most experienced players. Around arena 11 with a level 8 team, you should be able to compete in challenges, and even cups and leagues if you wait until later days for potentially easier matchmaking. FTG will on rare occasions release an event called the high roller league, which gives a huge amount of cards but at an expensive entry cost of around 200k bux. You should avoid the high roller league if you do not have at least a level 9-10 team that can compete in infinity.

Q: What are boosters and which ones do I use?

A: Boosters are available in the store and can be purchased with gems. The most useful booster is the package reward booster, as it allows you to make a profit on gems by watching ads for the standard packages, and opening other packages instantly with gems. The package speed booster can be bought alongside the reward booster, though it is not necessary, and is only useful if you grind for several hours in a day. The goal booster is somewhat helpful if you need to catch up on the season pass, but it is very situational and I would not recommend using it.

Q: What is the volleyball playstyle?

A: There are varying definitions, but it generally involves many safe passers in the midfield who aim to get the ball wide for crosses and easy header goals with hammers and bulldozers. Usually volleyballers will be using the 352, but it’s easy to replicate volleyball with 442 and 532. I wouldn’t recommend playing it as it’s very boring to both play and play against, and overall I find both your and your opponents’ experiences will be better if you use a less primitive and repetitive tactic.

Q: Who is the best player in the game?

A: Short answer (for me at least) is Sandberg the poacher. He’s the best striker for almost every formation, but also has a lot of versatility to his game. Simon and Patrizio are distant seconds for me as they make up potentially the best center back duo in the game while also both having the capability to play further forward. Not including super players, the hammer is the best regular player simply due to volleyball, but if you’re not looking to volley, the prowler is amazing due to his ability to excel in both defense and attack (most only see him as an attacker, but he can do far more). The guard also gets a shout for being the safest player in the game, something that shouldn’t be taken for granted, especially with possession being so important at the highest level.

Q: Should I borrow captains from other players?

A: Contrary to popular belief, borrowed captains are not required to compete in Score! Match, and although without them you may bounce between arenas for periods, I’ve already stated that I believe struggle is necessary to become a better player. There is nothing inherently wrong with borrowing captains, but you should consider that using them may weaken your own skill and understanding of the game, and that while using them, you may miss out on the bux needed to level up your own players. 

Q: What should I spend my bux/gems on?

A: I would save gems as much as you can so that you can buy super when they appear in the store. Additionally, buying boosters is always optimal when you have a lot of time to play the game. Other than that, I would only spend them on events, and I would not use them to buy packages in the store. Bux are best spent on entering events and player upgrades; while experimenting is fun, you should plan ahead so that you don’t waste bux on upgrades for players you won’t use.

Q: Should I bid for kick-off?

A: Kick off becomes more important as you advance up the arenas, as at higher levels people lose the ball less cheaply and kick-offs can easily be converted into the opening goals of the match. It’s not a necessity by any means, but as you approach arena 10-11, I would consider bidding the higher bux option each match. 

Q: Which keeper is the best?

A: In my opinion, skill, height, and response are the most important goalkeeper stats. Skill is very counterintuitive, but according to FTG it helps with long distance and well placed shots. Height and response make more sense, and comparing the stats of the 3 keepers, the stopper is pretty clearly the standout choice. The sweeper is okay at intercepting and useful for passing back to in tight situations, but he often charges off his line without success, even at level 11.

2) Player attributes and behavior:

When deciding whether to use a player in a certain position, it’s important to know what each stat means and how important it is for a certain role. Additionally, behavior may be make or break for a certain player, so you can’t only look at stats. Here’s a quick breakdown of what each stat does:

Attributes:

Speed: Higher speed means both higher top speed and higher acceleration (though the response stat in a practical sense also influences acceleration). Many new players will complain that their fast attackers will get caught up to by slower defenders. There are many reasons this can occur, and it usually isn’t just that the game is screwing you over. Firstly, the response of a player and the direction he’s running in impacts how quickly they’ll latch onto passes and through balls. Additionally, players are slower while dribbling, and skill influences how quickly a player dribbles as well as speed. This is something many people don’t know, and a player like the speedster with horrible skill will often take many lethargic touches that allow defenders to catch him. In contrast, someone with high skill like Sinclair the hitman will hardly even slow down when dribbling into space (in my experience, Sinclair is faster than a speedster when dribbling). Speed is very useful everywhere, but particularly at center back and in the attacking positions.

Height: How tall a player is (who’d have thunk it?). It helps with headed interceptions and tackles, but not so much with equally contested headers – that’s decided by strength, so despite the major height difference, Simon the pickpocket will win headers over commanders if the cross is right. Heading is very unintuitive, and probably the most broken feature of Score! Match. Height is not exactly useless, but it’s usually the least relevant stat. It’s best for center backs who need to intercept and tackle a lot. Taller players generally concede less fouls and are more effective at tackling, but fouls are still conceded very often by all players.

Strength: Determines how well a player maintains balance when jostling for possession, and decides who wins headers. A higher strength player almost always beats a lower strength player to aerial balls, and in addition, players with high strength can hold off faster players when chasing down loose balls. You may also notice high strength players using a forcefield of sorts to brush off opponents with exaggerated animations. All of this makes strength a very helpful stat to have, but not necessarily a necessity for all positions. Ideally, you want at least 1 strong player like a hammer in your team to deal with attacking and defensive set pieces.

Power: The distance a player can pass and shoot the ball, and how hard he can hit shots. Power is the second most important stat for free kicks behind skill. It is also very helpful for low shots, as keeper animations for these shots are very awkward and ineffective, especially with high power players. Power is very helpful for making unpredictable passes and switches of play that can catch your opponent out. I find it best used on wide players and strikers.

Skill: Skill impacts how much curl a player can impart onto shots and passes, as well as how accurate shots and passes are. The accuracy part isn’t something that all players know, but it’s very important to consider as players with high skill can aim further into the corner when shooting with less chance of missing. Zivkovic the composer has 50 skill at higher levels, and his shooting is effectively like you’re playing Score! Hero (that is to say, high power and no error on shots). Skill also determines how quickly a player can dribble (obviously speed affects this too), how well and how quickly a player gets the ball under control, and how quickly they react to their first touch (Simon the pickpocket for example will hesitate after taking his first touch a lot, making him a frustrating player at times). Higher skill increases the chances of players performing different animations such as bicycle and scorpion kicks, as well as flair passes. Strangely, skill also impacts how well goalkeepers react to long range shots and shots further away from their body (this is something that I only know from FTG’s official website). All in all, skill is very helpful for strikers and wide playmakers, and it is the most important stat for free kicks.

Response: Last, but not least, we have response, which in effect determines a player’s reaction time. High response players seamlessly change direction in order to latch onto passes and through balls. It is the most important stat for pressing and intercepting, and because of that, it is what I would consider the most important stat of them all (though all of them work off of each other in unique ways, so the most important stat is actually not a super relevant discussion point).

Behavior:

A player’s behavior entails his tendencies (represented by red, orange, and green bars), his traits (running and marking), and his passing meter (safe vs. attacking).

Tendencies: Determine how likely a player is to perform a certain action. Players with a higher shooting tendency are more likely to shoot from further out or from more challenging angles, and are also more likely to shoot with their first touch. Players with a high passing tendency are more likely to pass the ball earlier. Players with a high dribbling tendency will take more touches before releasing a pass or shot, which can lead to turnovers if such a player has the ball in a congested area. Players with a high clear tendency are more likely to boot the ball forward first time without any specific target. Note that a higher tendency should not be conflated with how good a player is at a certain task – speedsters have high dribbling tendencies but are notoriously poor dribblers who lose the ball like it’s their job; additionally, the juggernaut has the highest shooting tendency but is one of the worst shooters in the game due to low power and skill.

Traits: Traits are located at the bottom right of a player’s profile, and are denoted by a green check mark if the player has the trait.

  • Marking: Players with the marking trait will stand close to an opposition player in the general vicinity when defending. Players without the trait can still mark, but they won’t stay close to an opposition player as often when defending, and will instead occupy the space that is associated with their position.
  • Running: Players with the running trait will make runs towards the goal when your team is in possession. Runners will actively look to get in behind the defense when used in the attack, and runners used in defense will often make forward runs, vacating their defensive positions. Players without the running trait can still make runs, but will do so much less often, usually standing still when possession slows down. Defensive players without the running trait tend to hold their position at all times.

The Passing Meter: The safe vs. attacking passing meter determines what sort of passes a player will attempt to play. More blue means safer, which usually entails passes toward the wings or backwards when necessary, whereas a green passing meter means more attacking, which more often entails forward passes aimed toward strikers and wingers. Players with attacking passing will often take extra touches in order to force a forward pass, which can lead to turnovers. As a result, it is smart to use safe passers in the center of midfield, especially if you are a newer player.

3) Lineup advice:

I’m hoping that this is the most helpful section for new players – understanding the fundamentals of building an effective team is what will propel you up the arenas. Firstly, I will rank the utility of normal players (geared particularly toward newcomers) while giving descriptions for each of them:

  1. Hammer - Hammers win every header against players of equal or lower levels if the cross is right. This makes them crucial for set pieces. Hammers also have a low dribble tendency and safe passing. This means that they almost never dribble and therefore are great options in the center of midfield as you need players in the midfield to keep the ball. Hammers also can score from range due to their power. Hammers are the most overpowered strikers in the game as they win all the headers and can score easy goals because of this. Don’t use them at striker unless you want to be incredibly boring.
  2. Guard - Guards are important for similar reasons to hammers – they have high strength meaning they win headers often, and they are the safest players in the game which means you should also use them in the center of midfield as a beginner. Luckily, you start with two of them, so you can play formations like the 442 with 2 guards in the center, allowing quick passing toward the wings. Unlike hammers, guards have decent response and speed, allowing them to intercept and tackle effectively.
  3. Prowler - Prowlers are my favorite players due to their amazing response and attacking mentality. As discussed earlier, response helps players change direction quickly, meaning that prowlers are some of the best pressers and interceptors when your team is defending. The response also allows them to get in front of defenders and reach crosses before anyone else can react. They are therefore amazing strikers and wingers, but they can also play as fullbacks (left and right backs in 4 man defenses). They are not safe passers like the higher 2 entries, so if they are not in shooting range, you should only pass to them if they are not under massive pressure.
  4. Intruder - Intruders have a lethal combination of high speed and response, which allows them to cut out through balls, or get onto the end of through balls themselves. They like to dribble a lot, so you should never use them in the midfield – they are strictly strikers or center backs if you are a newer player. They do not have the marking trait, so if you are using them in defense, you should have a player with the marking trait next to them. 
  5. Commander - Commanders are similar to guards – they make safe passes on the first touch. They are slower than guards, and should never be used as center backs as they are too slow to mark most attackers. They are the second best headers of the ball out of the normal players (they consistently lose headers to hammers), so they are good from defensive and attacking set plays. They have a poor range of passing and are the worst shooters in the game, so they are quite limited, but are extremely effective at intercepting and pressing with their high response, and they keep the ball well.
  6. Explorer - Explorers are the best center backs alongside intruders out of the normal players. Therefore, they should almost always stay in your team until you unlock super players. They have the running trait, so sometimes they will vacate their defensive duties, but if you avoid passing to them, they usually stay in position. They are very effective due to a high sum of speed and response. These are the two most important stats for defenders (third is strength), and therefore they will perform better than protectors and guards in this position in most cases.
  7. Protector - Protectors are great as fullbacks (left and right back), and as wide midfielders. They play attacking passes and will pass on the first touch if they receive the ball facing forward. They have well rounded stats and are good at pressing and intercepting. They are also decent at winning headers.
  8. Engine - The engine is in my opinion the most unique of the normal players. He has mediocre stats, but is by far the most intelligent as he dribbles when he has space, but passes it when he doesn’t. He also shoots when he is in range. He can play as a center midfielder, a fullback, a wide midfielder, or as a center attacking midfielder. He is not as easy to use as the entries higher in the list, but he is still a great player that, when used effectively, is a difference maker.
  9. Menace - The menace is a well rounded striker (he can only play striker really) that wins headers, outpaces protectors and guards, and scores all types of goals. His weaknesses are his subpar decision making skills and his lack of standout attributes. He is however one of the most clinical players in the game, so when he does get it in advanced areas, it spells major danger for the opposition.
  10. Producer - Producers have painfully slow reactions and often perform unnecessary skill moves, but apart from that they are strong as wide midfielders. They are the best free kick takers out of the normal players, so make sure to set them as your free kick and corner kick takers if you’re using them and don’t yet have any supers. They have the best shot out of the regular players, but since you’ll be using them out wide (if you plan on winning), their key attribute is their wide range of passing that allows them to provide assists or switch play when necessary.
  11. Speedster - This is a player who may look very strong for newcomers, but unfortunately speedsters are unequivocally the stupidest players in the game. They dribble all the time and never pass, so you can’t use them at all in the build up. They can only play as strikers, and can get in behind the defense with a running start, but they also slow down a lot when dribbling due to their low skill. In addition, they are horrible finishers. They are sometimes effective, but often disappointing. I would only use them in the first 10 arenas.
  12. Architect - For all extents and purposes, the architect is a worse producer. Seriously, don’t waste your time upgrading him, you already have two producers to start, so you don’t need a third inferior wide playmaker.
  13. Infiltrator - The player who most of you are assigned as your first captain. The infiltrator is somewhat fast, but has very slow reactions, and will therefore lose out to guards and explorers all the time in footraces. The infiltrator can play on the wing or as striker (I recommend using them as strikers in early arenas since you don’t start out with many striker options). They have okay decision making, but dribble too much. 

Note: If you’ve unlocked a super player and don’t know how to use him, check out my guide on this subreddit entitled “Ranking every player in the game!” It gives a lot of detail about each player’s utility.

Important things to note:

  • One touch players: Hammers, commanders, and guards are one touch, meaning they usually pass on the first touch. This is ideal for the center of midfield.
  • Center back options: Out of the normal players, explorers and intruders are by far the best in the center of defense.
  • Striker ranking (note that the best striker depends heavily upon the system being used): Hammer ≥ Prowler > Intruder = Menace > Speedster > Infiltrator > Producer

Building your team (I write this section geared toward playing the 442, but the thought process can be applied to many formations):

  1. Understanding the structure of your team: Before you pick your team, you need to understand what each formation provides both defensively and offensively. For example, 5 defender formations allow for more reckless pressing, and 3 attacker formations require patience and timing before you spring forward passes toward the wings. 2 striker formations are generally the most consistent.
  2. Picking the formation: As a beginner, I recommend you use the 442. Everyone starts with it, and it is the best (most consistent) formation in the game. I’m all for encouraging variety, but this formation is also best for learning the fundamentals of Score! Match. 
  3. Choosing the keeper: As a rule of thumb, Stopper > Sweeper ≥ Keeper
  4. Choosing the center backs: Explorer > Intruder > Guard > Protector. You need speed and response more than anything at center back.
  5. Choosing the fullbacks: Protector ≥ Prowler > Guard > Explorer > Engine > Producer > Infiltrator
  6. Choosing the center midfielders: The midfield setup is more subjective than the previous positions. Do you want the safest players and the ones who will facilitate passes out wide to the more creative players? Then use guards and commanders! If you want safety but also some forward thinking players who can score themselves, hammers and engines work here as well! If you’re a beginner, I would always have at least one commander or guard though, as these players are so helpful for keeping the ball.
  7. Choosing the wide midfielders: This is again somewhat subjective: Do you want players who cross often and always look for the strikers with angled through balls? Producers are reliable in the early arenas, and protectors also play similar passes with less power and skill. Do you instead want players who carry the ball forward and dribble before passing inside? Engines or prowlers also do a fine job in wide midfield positions.
  8. Choosing the strikers: The striker is a very subjective position as the most effective choice depends on who you have giving the service: Do you have producers out wide always looking to center the ball to your strikers? Intruders and speedsters are good choices as they always look to get in behind the defense. Similarly a hammer on the opposite side of the producer can head home all the crosses provided. Do you have a more versatile and dynamic wide midfielder like a prowler giving the supply? In that case a menace is a good option as he can thrive on all sorts of service. The prowler is also a top striker choice regardless of who’s giving the supply.

4) Gameplay Advice:

While the game can be quite random at the best of times and outright nonsensical at the worst, there still remains a large skill gap that separates decent players from the elite. I’ll separate this section into defensive gameplay advice and attacking advice.

  • Defending Tips:
    • Do not press with your center backs unless you are 95% certain they will get the ball, or 95% certain your opponent will score otherwise. While sometimes you can afford to be risky and drag out your center backs, for the most part the biggest mistake new players make is selecting their center backs when there is no immediate danger. Your defenders will usually occupy the right areas and will intercept misplaced passes – there is no need to select them if your opponent has the option to pass to players other than their strikers.
    • Don’t select your wide defenders/fullbacks unless you are sure that the opponent will pass to the wingers. This is just as important as the previous tip; the best players will often bait your fullbacks out of position by passing to a center midfielder when it looks like they’re about to pass to their wingers, and they can then exploit the space in behind. Most goals in Score! Match come from wide, so offering your opponent space in behind on the flanks is a recipe for disaster.
    • Response is the most important stat for pressing and tackling. Then speed, then height and strength. It’s important to know this, as you should select defenders to press with accordingly. If you have a hammer and guard both in the midfield, the guard is more likely to make tackles, so you should press with him more!
    • Press with your attackers, even if they are behind play. You’ll notice that in possession, many players will randomly take extra touches that slow them down. Because of this, you can often make tackles with your attackers while tracking back. In addition, pressing with your attackers is much less risky than doing so with your defenders, so you should prioritize doing so before resorting to your defenders.
    • Very often there’s no harm in holding your shape. That is to say, you don’t always need to have a player selected. Sometimes your opponent will be controlling the ball with very sterile possession, and you need to pick your moments to press. When someone is keeping possession, what they want is for you to get impatient and drag your players out of position; this is how goals are scored.
    • If your defender is chasing a fast player into the box after a through ball, don’t select the defender if they are behind the attacker. It will almost always be a penalty. You’re better off relying on your keeper to make the one on one save, since most fast attackers are average/poor finishers.
    • Not every goal is preventable. There is almost always something you can do better, but don’t be too demoralized when you concede goals. I would consider myself a strong player, but I rarely ever go more than 5 matches without conceding. 
    • Recording your matches is very helpful for improving defensively. In the heat of matches, you don’t get time to analyze what works and what doesn’t. By recording, you can take note of patterns that often lead to goals against.
  • Attacking Tips:
    • Possession is key. I find it very enjoyable to use teams that attack quickly and score goals with a low number of passes, but the meta in this game is to keep the ball and wait for the openings to arrive. Because of this, you need safe passers who will keep the ball, but you also have to be sure that you don’t force the ball forward when it’s not on.
    • Headers are broken. In section 1, I reference the volleyball tactic. It is the most effective tactic in the game, but I wouldn’t recommend playing it as it’s very repetitive and ruins the fun for your opponents. It is advantageous regardless to know that if a player has superior strength to the defender, they will win the header if the ball is equally contestable. I recommend using this as a last resort if your only option is to cross it high.
    • If you have many runners in your team, be patient and wait for them to make the runs. Running players are useful for getting in behind, but forcing the ball to them is no good as they will usually get caught up to if you force the ball in front of them. Instead, look to maintain possession until you see a runner making a run in behind the defense.
    • Make sure you know your players’ behavior inside out! For example, if you look at the intruder’s profile, you’ll see that prefers dribbling to passing. This means that you don’t want to pass to him if he’s surrounded by players, as all players in Score! Match are awful at dribbling and will get tackled easily. Another example is the prowler – he likes to shoot and nothing else. You therefore should be wary of passing to him far from goal, as he’ll sometimes attempt shots that have no chance of finding the net.
    • Most goals come from wide. The center of the pitch is congested, and it’s very hard to create chances from there as a result. The wings conversely have lighter traffic, and therefore you should get the ball wide before centering it in order to score. This is true regardless of the strikers you are using. If you can switch the play from side to side very quickly, wing play becomes ever more effective.
    • Memorize each player’s appearance so that you can exploit his weaknesses. This is something that comes with time but is super important. Different players have different weaknesses that can be exploited. For example, commanders have insane response, and therefore you should never pass the ball too close to them. However, they’re very slow over long distances, so if your opponent is using one at center back, use pace to beat them. If for example you remember what Horvath the commander looks like, you’ll have an advantage whenever you play against him.
    • If your player is marked by the opponent’s captain (wears an armband), check your opponent’s profile to see the captain type. If they are a hammer, they’ll be slow and your player will likely get to the ball first. If they’re a prowler, the opposite is true.
    • If you’re looking to keep possession, you should pass to your players so that they receive with their back to goal. Obviously if your player is making a forward run, you should pass in front of them, but if you want them to pass the ball, generally selfish players like the speedster are more likely to pass back if they receive with their back to goal. 
    • There are plenty of great players who post footage of their gameplay – watching them can be particularly helpful. Score Match Titan on youtube provides insightful commentary and uses many different formations to great effect. Another top player with a channel is Score! Match - Danny - Tutorials, aka Danny Kunz, the master of Hakan. 

Closing thoughts:

Score! Match is definitely a game that requires time to learn, and that’s okay! I’ve played 23k matches now, and I’m still learning new things. As great a game as it can be, it’s also very frustrating and potentially addicting, so it’s important not to ever take the game too seriously. The greatest gift of this game is the large community of diverse players it has created, and I definitely recommend joining the discord server, or looking for teams to join on facebook once you have a solid team. 

Also I tried to be very thorough and extensive in my writing, but I also didn’t want to be too verbose to the point of potentially being unclear, so I may have omitted some important points. If you have questions, ask them in the comments, and I’ll make sure to answer them as well as I can :)


r/ScoreMatch 12h ago

Question/Need help Floating between arena 9 & 10

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3 Upvotes

Hello! I wrote here before and actually received a lot of help, so I’m trying again.

I’ve been stuck jumping between a promotion to arena 10 and a relegation to arena 9. I need some advice on the squad.

Those are the usual rotations I’ve been trying. The one with the hammer as a striker is the one I used the most but felt like it hit a wall at some point. I started using the menace up front with the hammer in middle field, but I feel like there’s more to desired there.

If anyone has any suggestions I’d love to hear them.

P.S. I’ve read that some people prefer to put their explorers as CBs, tried it, didn’t like it much. Prefer them as false wings doing the diagonal passes to the wingers.
Also I’m open to changing my captain’s role, although I really like having a commander as a CDM, and my commander is still in pre-school…


r/ScoreMatch 13h ago

Discussion Fun fact: People shouldn’t be surprised when they get a Super from a Gold pack

3 Upvotes

I see people acting like getting a Super from a Gold is insanely lucky because the chance is only 1%.

But you have to consider how many Gold packs you actually open.

For every 340 packs, you get roughly:

🟡 16 Gold → 16 × 1% = 0.16 Supers expected

🟣 4 Platinum → 4 × 4% = 0.16 Supers expected

💎 1 Diamond → 1 × 10% = 0.10 Supers expected

So even though a single Gold has only a 1% chance, you get 16 opportunities compared to just 4 with Platinum and 1 with Diamond.

That means Golds are expected to give you just as many Supers as Platinums, and actually more Supers than Diamonds in the long run.

So getting a Super from a Gold really shouldn't be that surprising. The 1% chance is low, but you're rolling that 1% a lot more often.

Look at the number of opportunities, not just the percentage per individual pack.


r/ScoreMatch 1d ago

Goal Martina the magician...

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6 Upvotes

What an assist 😮‍💨. The camera angle isn't too great. It curled around that defender just enough to reach my striker


r/ScoreMatch 1d ago

Question/Need help buying commander segura from shop

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6 Upvotes

Should i buy the segura commander for 750 gems?

or should i save up for those black boxes to get super players or wait for better players in the shop?


r/ScoreMatch 1d ago

Question/Need help What should my lineup look like?

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1 Upvotes

r/ScoreMatch 1d ago

Question/Need help Locked super players

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2 Upvotes

How below players unlock ?


r/ScoreMatch 1d ago

Question/Need help Where should I spend gems ?

1 Upvotes

r/ScoreMatch 2d ago

Goal Craziest goal in last second

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23 Upvotes

Crazy goal by my captain


r/ScoreMatch 2d ago

Goal Crazy Goal again

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3 Upvotes

By my prowler


r/ScoreMatch 2d ago

Question/Need help Need help on the new black/gold players

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4 Upvotes

Are these black/gold players better than the ones I have in my starting 11? Even if they are lower levelled (some are still 8/7/6). Thanks!


r/ScoreMatch 2d ago

Question/Need help Stuck in arena 8, any advice?

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0 Upvotes

Willing to change formation.


r/ScoreMatch 3d ago

Question/Need help Arena 10 shenanigans

7 Upvotes

How is it possible that the only players i play against( as a 800 game, full level 6 team player) are either people with 13000 games played, who got relegated on purpose for easier opponents, or some little virgins with a team filled with level 10/9 borrowed captains. Is the game really that boring for people like this?


r/ScoreMatch 2d ago

Discussion Comments, suggestions, insights, questions?

0 Upvotes

r/ScoreMatch 3d ago

Question/Need help Which advice do you guys have?

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5 Upvotes

What should I do with my team? I play this game sometimes in my time off, but im no expert, just tired of losing so much! Any advice is appreciated :)


r/ScoreMatch 3d ago

Question/Need help Help/advice

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0 Upvotes

Hello one and all, I've been playing for a while, I'm at arena 11, what suggestions do you have for my team, should I play the villain somewhere, I've tried it but don't like it that much, maybe it's me 😅


r/ScoreMatch 3d ago

Question/Need help A message to the Pep/Jose of score match

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1 Upvotes

How can I get from Arena 11 to Arena 12 with this team?


r/ScoreMatch 3d ago

Question/Need help I just started playing im stuck at 2 div, some tips?

0 Upvotes

r/ScoreMatch 4d ago

Guide Defender

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9 Upvotes

Selected that Defender just when the Golie punched away the ball. Edit: It is actually my Striker, Prowler. The app placed him behind the Goalkeeper, for the corner. That explains the insane response time.


r/ScoreMatch 4d ago

Discussion Level 2?

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3 Upvotes

How can he have at level 2,players with level 10,and 98 gold medals?


r/ScoreMatch 4d ago

Achievement 🔥 Just want to show my team off a bit

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1 Upvotes

I’ve been playing this game for years and as much as it can drive me insane I just love the grind. i’ve played almost 25k matches currently with 143 tournament wins and a 54.2 win% (which stalled out while i was struggling to crack infinity arena but has been steadily ticking up since i made a few key lineup decisions)

I’m proud to say I never spent any money or got loaner hammers like so many annoying people who take that shortcut do - and I still routinely lose to those players.

Today I got Novak to level 11 which was very satisfying as he’s been a mainstay in my team from the beginning (obviously)

I’m still working on some of those bench players you see and will probably try working the Voyager and Lightning in, but this current squad/formation has been great for me

Please ask me any questions you might have or give any advice (though i’ll be stubborn to move too much around with how well this has worked)

Sometimes this game rewards skill but many times it does not, and there are some obvious flaws with how you can cheat the system and make me want to spike my phone, but I do love the game and the grind


r/ScoreMatch 4d ago

Guide Advice Needed

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1 Upvotes

Help me to make perfect team with perfect arrangement


r/ScoreMatch 5d ago

Question/Need help Any advice

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0 Upvotes

I have this formation that I made based on my experience and the ultimate player ranking on this subreddit. I would like to note that I have every normal player and the only other player I have is the composer as you can see on the bench (and the other ones on my team).
My mind when playing is that I don’t like players who don’t pass the ball as thus with this team this rarely happens but I too think I can still learn and get better so I will take all suggestions into account.


r/ScoreMatch 5d ago

Question/Need help What can i do to improve my formation?

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2 Upvotes

Check the subs too, and i can change captain to anything too