SquadBase
Squad Testing
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SquadBase

Squad comparison

Every player on one test, latest result against their previous

Share charts without names. Each player gets a private code, so they can find their own result and see their progress without comparing themselves to teammates.

Ranking — latest results

Previous vs latest

Previous Latest
Better ↑ · Slight gain ↗ · About the same → · Slight drop ↘ · Down ↓ what do these mean?

Change since first test

Better ↑ · Slight gain ↗ · About the same → · Slight drop ↘ · Down ↓ what do these mean?

Squad table

Latest result for every player across every test

ExcellentGoodAverage

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Squad

Players on the roster

Teams

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Locomotor profile

Each player's top sprint speed (MSS) against their running fitness (MAS). The gap between them is the speed reserve (ASR). Players group as speed, hybrid or endurance types.

Speed ≥ Endurance <

Quadrants compare each player's fitness (MAS) and speed (MSS) with the rest of this squad; the dot colours show the balance within each player (speed reserve ratio). Default cut-offs are team-sport (football) benchmarks, not validated for hurling or Gaelic football — treat the groups as a starting point and adjust as you learn your squads. "Thirds" ranks players against their own squad instead.

⏱ The groups are only as good as the sprint times. Timing gates are best; hand-timed sprints can put a player in the wrong group, so look again at anyone close to a cut-off.

MSS vs MAS

SpeedHybridEndurance

Using the groups

Speed profiles have a large reserve above MAS and tend to tolerate short, very fast work better than long intervals near MAS; endurance profiles tend to handle longer intervals and more volume. Prescribing running above MAS as a percentage of each player's ASR (rather than one speed for everyone) keeps the same session similarly hard across the groups.

Compare teams

Your squads side by side. Each bar is the squad average of every player's latest result.

Younger squads will be behind on most tests: that is growth, not effort. Use this to see the step between age groups and which squad needs what.

Training load

From the sessions players tick or log on their link: how hard it was (0 to 10) × the minutes it took.

Week

Reading it

Each player is compared with their own usual week (the average of their last 4 weeks), never with team-mates.

Higher than usual (a fifth or more) is worth a quick word: how are they feeling, are they playing extra games or training with another team? Much higher (half again or more) is worth easing the next session. Lower in a lighter week is planned.

It's a reason to talk, not to drop anyone. It counts the gym sessions from their programme and anything else they log on their link (pitch training, matches, other gym work), so ask players to log matches and pitch sessions too.

Readiness check-ins (when you've switched them on for a squad of 16 and over): each answer is compared with the player's own last 4 weeks. "Sleeping worse than usual" or "Sorer than usual" is a reason for a quick chat before the session, and maybe a lighter one. Tap Seen: the player sees it, and players keep checking in when they know you look.

Teach the squad the scale once: rate the whole session, warm-up to the last set, about 10 minutes after finishing. 0 is rest, 5 is hard, 10 is all out. Honest numbers help them, and they'll keep doing it if they see you look at it.

RAST

Running-based anaerobic sprint test: 6 × 35 m sprints, 10 s recovery

Squad results

Power across the six sprints

PlayerSquad averageRest of squad

Reading the results

What each number means

Power per sprint = body weight × 35² ÷ time³. The best sprint is usually the first or second; a sprint much slower than the ones either side is usually a poor start, a slip or a timing error.

Peak power (W): the best single sprint. It depends heavily on body weight (heavier athletes score higher). Trained recreational adults are roughly 500–800 W; elite multi-sprint athletes can exceed 1,000 W.

Relative peak power (W/kg) = peak ÷ body weight. The key sprint-quality number, because it removes body size.

Average power: the mean of all six sprints (repeat-sprint capacity). Well-trained athletes hold about 70–85% of their peak.

Minimum power: the weakest sprint, usually 5 or 6. Read it against peak using power drop and fatigue index.

Power drop % = (peak − min) ÷ peak. A percentage, so it is the fairest fatigue measure for a mixed-age or mixed-size group.

Fatigue index (W/s) = (peak − min) ÷ total time. Lower is better. It is in watts, so lighter (often younger) athletes look better. Use it to track each athlete against their own previous tests.

Rating bands (club players, hand-timed)

The same bands as the Testing Station. They suit club players timed by hand, who usually score 5–10 W/kg. Set your own on the Standards tab.

Relative peakW/kgMeans
Excellent9+Strong sprint quality for a club player
Good6.5–9Typical club range
Average<6.5Priority: speed and power development
Power drop%Means
Small drop<30Holds speed well. If times are slow, check sprint 1 was truly flat out
Typical drop30–45Normal fade for club players
Big drop45+Priority: repeated-sprint and interval work
Fatigue indexW/sMeans
Excellent<5Very good fatigue resistance
Good5–9Solid repeat-sprint ability
Average9+Priority: anaerobic endurance / repeated sprints

For reference, published bands for trained athletes timed with gates: relative peak 11–14 W/kg Good, 14–17 Excellent, 17+ Elite; power drop 15–25% typical. Adult sport guides: soccer about 13–16 W/kg; rugby backs 14–17, forwards 11–14.

Reading the norms across ages (11 to 40s+)

The club bands suit adult club players. The age group column tells you how much weight to give them:

  • Youth (11–15): use as a long-term reference only. Most will rate Average because of age and growth. Judge on personal improvement, power drop % and the squad averages.
  • Older teen (16–17): increasingly comparable. Late developers may still sit a band or two lower.
  • Adult (18–34): the bands apply directly.
  • Masters (35+): the bands still apply, but peak power usually declines with age, so compare mainly with the athlete's own previous tests.
Training advice by age group

Everyone: to raise peak power (speed and power)

  • Short maximal sprints (10–20 m, including flying starts) with FULL recovery (2–5 min). Quality over quantity.
  • Sprint technique: posture, arm action, A-skips and B-skips.
  • Resisted or hill sprints (20–30 m) that slow the athlete by no more than roughly 10–20% and don't break running form.
  • Plyometrics: skipping, hopping, box jumps, bounding and, for advanced adults, depth jumps. Roughly 30–60 good-quality contacts per session.

Everyone: to lower fatigue index / power drop (repeat-sprint ability)

  • Repeated-sprint sets, e.g. 6–10 × 30–40 m with 20–30 s recovery. Build the number of reps over 4–6 weeks.
  • Intervals, e.g. 8–12 × 200–400 m at hard effort with equal work and rest (adults and older teens).
  • Small-sided games with high-intensity bouts (3–5 min on, 2–3 min off).
  • Easy aerobic work, such as light 20–30 min runs, between hard sessions to help recovery.

Youth (11–15)

  • Keep it fun and technique-led, with plenty of sprint games and relays.
  • Use the lower end of the volumes above; start repeated sprints at about 4–6 × 20–30 m.
  • Strength: body-weight and technique-first work (squats, lunges, hinges, trunk). Teach lifting patterns with a dowel or light bar rather than heavy Olympic lifts.
  • Plyometrics: low boxes, soft landings, gradual build-up. Reduce load during growth spurts (watch for knee or heel pain).

Older teens (16–17) and adults (18–34)

  • Progress to the full volumes above.
  • Olympic lifts (power clean, hang clean, snatch) for explosive hip extension, e.g. 3–5 reps at 70–85% of 1RM, once technique is solid. For under-18s, build loads gradually under supervision.
  • Adults only: creatine monohydrate (about 5 g/day) may help peak and repeated-sprint performance. It is not recommended for under-18s.

Masters (35+)

  • Extend the warm-up and include extra build-up runs before any maximal sprint. Calf and hamstring strains are the common risk.
  • Build up to maximal sprinting over several weeks, and allow more recovery between hard sessions (often 72 h+).
  • Keep up heavy-ish strength work and hamstring exercises (e.g. Nordics, RDLs); strength and power fade faster than endurance with age.
  • If an athlete has heart or other health concerns, or has been inactive, get medical clearance before a maximal test.

Structuring a block: build a base (technique, general fitness) → develop power (maximal sprints, full recovery) → develop repeat-sprint ability (shorter recoveries) → maintain in-season. Retest at the end of each 4–6 week block and compare each athlete with themselves.

Running the test well
  • Weigh each athlete in light kit before the warm-up (the Testing Station asks for weight on the day).
  • Mark 35 m accurately with cones, plus a few metres of run-out; use the same surface each time and note weather/wind.
  • Warm up for about 15–20 min: easy jogging, dynamic drills, then build-up runs at roughly half, three-quarter and near-full effort. Start within about 5 minutes of the last build-up.
  • Six maximal 35 m sprints, exactly 10 s recovery between each, running back from the opposite end.
  • Athletes must sprint THROUGH the line every time; give strong encouragement.
  • Timing gates are far more precise than a stopwatch. With hand timing, use the same timer each test.
  • Avoid testing within 48–72 h of hard training. Re-test every 4–6 weeks in a training block (less often in-season).
  • Test day: normal meal 2–3 h before with carbohydrate, arrive well hydrated, good sleep the night before; eat protein and carbohydrate afterwards.

Standards

Set the excellent and average thresholds used to colour every chart

Excellent Good Average Not set

Leave both boxes empty for a test to turn banding off for it.

Suggested club-level standards

Where each number comes from

Which squads use which standards

Each squad has an age group, set on the Squad tab or here. U12–U14 squads use the Youth standards, U15–U16 and Minor squads the Older youth standards, Adult squads the Adult standards. Until a squad has an age group, its players' birth months decide (median age today), or Adult if there are none. Compare with is Club for most squads; set it to County (Academy for soccer and rugby) for an inter-county, development or academy squad, and it uses the county lines instead.

Real change or wobble

How much each test normally wobbles from one testing day to the next (its typical error), and the smallest worthwhile change worked out from your squad (0.2 × the spread between players). A change only shows as Better or Down when it beats the bigger of the two. Lower the wobble if you use timing gates or a jump mat; leave a box empty for the starting value.

Tests

Add any test you use — it shows up in the Testing Station, charts, Player Dashboard and reports

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Your tests

These are the tests you can record at the Testing Station and chart here. Remove any you don't use; add your own below.

Your data

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Import & export

Import CSV

Columns: player, test, result, date. A header row is fine. Optional player id and team columns are picked up too. Comma, tab or semicolon separated — so you can paste straight from Google Sheets.

Most reliable: in Sheets use File → Download → Comma-separated values, then pick the file here.

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