Data Analysis - Player Ratings (RL26)

My analysis is all about capturing the unique identity of each player while staying true to the realism of their playstyles and performances. Perfect ratings and attributes are difficult to master, but the closer we get, the better the experience is for everyone. Players should feel like characters/superheroes like for other video games — they should play exactly as you’d expect or close to. If you try to use them outside of their natural roles and skill sets, there should be clear consequences (unless developed over time in modes like Career).

For example, a developing playmaker from the (NRL) Roosters or a veteran playmaker from (EL1) Barrow should still have superior kicking abilities compared to a prop like Payne Haas (Broncos). Similarly, outside backs — regardless of the league — should naturally be quicker than most forwards, aside from rare exceptions. This is a big challenge, but one with massive upside.

Stamina should be measured separately for on-ball (in attack) and off-ball (in defence) efforts. The Fitness/Durability Attribute could be split into Attacking Work Rate and Defensive Work Rate to reflect this. Tackling skill reflects how effective and reliable a player is when making tackles, while driving and diving tackle skills could be influenced by a player’s physical characteristics (such as strength and agility). The Discipline trait affects things like rushing out of the line, making high contact, and how long a player holds on in the play-the-ball. The higher a player’s Discipline rating, the more they can push the boundaries without being penalised.

**Below are defensive skill ratings that highlight the defensive playstyles of players from the Penrith Panthers (NRL) and Wigan Warriors (Super League). This comparison helps showcase the differences between the leagues, providing both realism through data-driven stats and balance between the strength of each competition. The data reflects performances up to this point in the 2025 season.

T = Tackling

W = Work Rate (Defence)

D = Discipline

A player’s pace rating (specifically sprint speed) differs from most other skills, which can typically be measured through multiple data points. Pace, in many cases, is more of an eye-test observation. As mentioned earlier, there should be a noticeable difference between the fastest backs and the slowest forwards in the game.

For example, in a rating system ranging from 50 to 90, we could categorize players as follows:

Backs (Fullback, Winger, Centre): 70–90 range
Halves (Halfback, Five-eighth, Hooker): 60–80 range
Forwards (Prop, Second Rower, Lock): 50–70 range

Players in utility roles would have their limits adjusted accordingly. Take Luke Garner (Panthers)—having started 4 games at both centre and second row (excluding bench starts), his sprint speed rating ceiling would sit around 80, with a lower limit of 60, reflecting his versatility across positions.

Below is a view of how it could possibly look, with player examples. In each category a player above average, average and below average sprint speed.

Please anyone feel free to share your thoughts on player ratings (overalls, attributes, skills, traits, characteristics) and how we can help make it more realistic and unique to each player.

Let’s ‘Make League Great Again’. #MLGA #RL26 Rugby League 26 @RossSymons @bradthelad

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With sprint speed, acceleration is a big factor also. There are plenty of forwards who have great leg speed. They can accelerate into the line, but generally aren’t going to be caught by backs.

Also, players usually run slower with the ball in hand. It’s just more difficult to be perfectly balanced. This is why you might see lightning fast players still get caught by a defender.

For the moment, there’s probably more glaring issues to be resolved. Once the fanhub is fixed the community can share their teams to fix most of the trying problems.

There are select back rowers who are notoriously quick though. Dylan Egan is fast as f for a 2nd rower before his injury this year. Similar to prime Tyson Frizell or Dylan Lucas. They could be 75-80 , they do mow people down

Some additional analysis on how player attributes and skills could be structured to better replicate their playstyle and form.

Passing (Super League Focus)

I’ve compiled player ratings to demonstrate how passing attributes might be distributed across the starting 1-13 for Wigan, along with five additional elite passers identified from the 2025 season.

Touch: Reflects a player’s ability to generate Try Assists and Line Break Assists. This could translate to a Long Pass rating in-game, representing the player’s ability to deliver sharp, fast passes that create attacking opportunities.

Consistency: Represents the volume and reliability of a player’s passing throughout a match. In-game, this could map to a Basic/Short Pass rating, indicating a player’s accuracy in consistently delivering the ball in front and at the chest of the runner.

Kicking (NRL Focus)

I’ve developed player ratings to illustrate how kicking attributes could be distributed across the starting 1-13 for the Panthers, alongside five additional elite kickers from the 2025 season.

Distance: Measures a player’s ability to gain maximum metres from punt kicks or generate height and hang-time on bombs. Players with higher Distance ratings can help get team on the front foot or create aerial pressure more effectively.

Accuracy: Reflects a player’s precision when kicking, particularly their ability to force goal-line dropouts or create try assists through well-placed kicks. A higher Accuracy rating ensures kicks are targeted, controlled, and difficult for opponents to defuse.

‘Pro Team’ Tackling – Defence (Broncos)

This data captures Tackling (excluding Work Rate and Discipline) based on week-to-week performances, specifically focusing on the Broncos (NRL). I believe this could translate well into RL26’s ‘Pro Team’ mode, where players could collect upgraded cards reflecting standout real-world performances.

Imagine a player delivering a dominant defensive display well above their season average — it’d be great for fans to have the chance to collect a boosted version of that player’s card, capturing their form spike. For this example, I’ve included data from Rounds 1–4 and 16–19 to keep things concise.