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The S-to-F grade scale

What each letter is really worth, why the top of the scale is compressed, and what the eight attributes mean.

Guide · about 5 minutes to read · updated September 2026

Every attribute in Stat Thief is stored as a number and shown as a letter. The letter is there so a draft stays readable at speed - you can compare nine values at a glance without doing arithmetic. But the letters hide a detail that matters a lot once you are optimising: the bands are not the same width.

The full scale

GradeRangeBand widthWhat it means in practice
S90-9910Elite. Defines a build.
A+85-895Excellent. Worth a respin to chase.
A80-845Very strong.
A-75-795Strong.
B+70-745Good, unremarkable.
B65-695Serviceable.
B-60-645Below what a strong build wants.
C+55-595Filler.
C50-545Baseline - the same as leaving the slot empty.
C-45-495Actively worse than an empty slot.
D35-4410Bad.
E25-3410Very bad.
F0-2425The bottom. Common for defending stats on strikers.

Three consequences worth internalising

An S is worth chasing harder than it looks. The S band is twice as wide as the A+ band, so two attributes both showing S can be ten points apart. You cannot see which one you got. What you can see is that anything reading S is at least 90, which no other grade guarantees.

C is the break-even line. Any attribute you never steal is treated as a 50 - exactly a C. That means stealing a C-, D, E or F attribute is worse than not stealing at all, and you should only ever do it to grab an attached playstyle trait or because the round is otherwise dead.

The bottom of the scale is a cliff, not a slope. F covers a full quarter of the range. A striker's defending and a defender's finishing both routinely sit there, which is why those columns are effectively decoration rather than options.

The eight attributes

Under the hood every player has the same eight values, but they are labelled differently depending on the position you are drafting. This confuses people who switch positions between runs, so here is the mapping in full:

SlotForwardMidfielderDefender
1PacePacePace
2FinishingShootingShooting
3Key PassPassingBuild-up
4DribblingTechniqueAwareness
5PressingTacklingTackling
6PowerStaminaPower
7HeadingAerialAerial
8ComposureVisionLeadership

The renaming is flavour, but it is useful flavour: it tells you what the game thinks that attribute is for in your role. Slot 8 is the clearest example - the same number is Composure in front of goal, Vision in midfield and Leadership at the back, and it is weighted twice as heavily for a midfielder as for a forward.

How grades become an overall rating

Your OVR is not an average. Each of the eight attributes is multiplied by a weight specific to your position, and the weights sum to one. A defender's tackling carries 26% of the rating on its own; a defender's finishing carries 4%. Stealing an S in a 4% attribute moves your OVR by less than two points. Stealing an A- in a 26% attribute moves it by seven.

The complete weighting table for all three positions is in Choosing your position, and it is the single most useful page on this site if you want to break 85.

Where the grades come from

They are assigned by hand. Each player in the pool is given eight numbers based on the qualities that player is popularly remembered for, then those numbers are displayed through the scale above. They are not measured data, not scraped from any provider, and not intended to settle an argument about who was better. They are meant to be recognisable - to feel roughly right to someone who watched the player - and to make a draft fun to read quickly. The about page explains that choice in more detail.

Quick rule of thumb

Before you steal, ask two questions in this order: is this attribute heavily weighted for my position? and only then is this grade high? A B+ in a heavy attribute beats an S in a light one, almost every time.

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