Why you test, what MAS is, and how every player's runs and groups are set. Watch the 80-second video, or go through the 6 short steps below.
The same run for everyone is the wrong run for most of them.
When the whole squad runs the same distance in the same time, your fittest players finish easily and barely improve. The players who need fitness most are flat out, fall behind, pick up knocks, or stop turning up.
A fitness test tells you how big each player's engine is. Then every player can be pushed the same amount, each over their own distance.
Pick one test and use it every time.
| Test | What players do | Good for |
|---|---|---|
| Bronco | 1200 m of shuttles out to 20, 40 and 60 m and back, five times, as fast as they can. About 5 minutes. | Most squads. Runs in waves. |
| Beep test | 20 m shuttles to the beeps, getting faster each level. The phone plays the beeps. | Big groups, indoors or out. |
| Yo-Yo IR1 | 20 m out and back to the beeps, with 10 seconds' rest after each. | Fitter squads. It's harder. |
| Time trial | A measured 1200 to 2000 m, as fast as they can. | When you have a measured loop. |
MAS (Maximal Aerobic Speed) is the fastest speed a player can hold for about 5 to 6 minutes.
MAS stands for maximal aerobic speed. Think of it as the size of the player's engine: the quickest steady pace they can keep going. It's measured in metres per second (m/s). Most club players are somewhere between about 4.0 and 4.8 m/s.
You don't work anything out. SquadBase turns each test result into MAS for every player: a Bronco or time-trial time, beep-test shuttles or a Yo-Yo level.
Same effort for everyone, different distance.
100% of MAS is the speed a player can hold for 5 to 6 minutes. Push them above it in short bursts, with rest in between, and their fitness goes up. That's why every run is set as a percentage of the player's own MAS.
A short, hard session might be 15 seconds at 110% of MAS, then 15 seconds' rest, repeated. SquadBase works it out for every player: their MAS × the percentage × the time.
Easier sessions use a lower percentage, such as longer runs at 90 to 95% of MAS. Short, sharp ones go above 100%. The Running Builder picks a sensible mix across the weeks and puts the cones on your pitch lines.
Different cones, different distances, same time.
With 30 players you can't put down 30 cones. SquadBase puts players whose distances are within about 5% of each other into a group, and sets each group's cones from the group's average. That usually means 3 or 4 groups, each with its own bib colour, and everyone within a metre or two of their own distance.
Individual blocks are for players who don't fit a group:
They get their own plan instead of being squeezed into a group that's too hard or too easy.
Retest every 6 to 8 weeks so the runs keep up with the players.
As players get fitter, their old MAS makes the runs too easy. Use the same test every 6 to 8 weeks and SquadBase moves every cone out for you. In Squad Dashboard and Player Dashboard you'll see who has improved.
In between tests, if a player is making their cones easily session after session, Nudge MAS in the Running Builder adds a little to their MAS.
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