Quick answer
Reading the Player Load dashboard
Load in your sidebar puts a squad's week on one screen: what the players actually did, what it cost them, and who's carrying it worse than the numbers alone would suggest.
It needs GPS. If no squad at your club has GPS units enabled you'll see GPS tracking not enabled instead of a dashboard — the page has nothing to draw with. Players' session ratings and wellness check-ins are still collected without GPS. Each completed GPS match also has its own report; see Match-day GPS load.
Two tabs: Week view and Trends.
A grid of players down the side and days across the top, for one squad and one week. Use the arrows either side of the date to step weeks; a match in that week shows beside the dates, for example Rd 11 · v Coastline.
Each cell can carry two numbers:
- External load — the GPS figure. What the body did.
- Internal load — sRPE, from the player's own session rating. What it felt like.
A cell may show one, both or neither. A session nobody rated has no internal number; a session with a rating but no GPS shows only the rating.
On MD−2 days you'll also see a top-speed exposure badge — what percentage of that player's own top speed they hit, against a target of 95% or better. It's there because MD−2 is where a squad most often trains hard without ever going fast, and a player who hasn't been near top speed all week is the one who tears something on Saturday. A player with no speed profile yet shows the badge greyed out.
Above the grid, one row per player:
| Column | What it is |
|---|---|
| Wellness | Their check-in composite, 1–5. Coloured, so a low score is visible without reading numbers. |
| Recent load | What they've absorbed lately. |
| Sleep, HRV, RHR | From a wearable, where they've connected one. |
| sRPE divergence | The gap between how hard it felt and what the GPS says it was. |
sRPE divergence is the column to read first. A player rating a session much harder than their load suggests is flagged above the table, and that gap is usually the earliest signal you get — before wellness drops, before anything shows up in a test. It's a prompt for a conversation, not a diagnosis. Sometimes it's a poor night's sleep, sometimes exams, sometimes the thing that becomes an injury next week.
The recovery flag works the same way: suppressed HRV alongside an elevated resting heart rate, both against that player's own baseline. Wearable columns need 21 days of a player's data before they mean anything, and until then they say they're building a baseline rather than pretending to a number.
Loads on demand, since it scans several weeks of history.
Training HSR vs match HSR — the squad's weekly high-speed running as a fraction of a match's, plotted with a shaded 0.6–0.9 band. That band is the research range and elite practice: a training week somewhere between 60% and 90% of a match's high-speed running. Each week gets a chip — In band, Under, Over, or No baseline where a player has too little match history to compare against.
Under is the common one and the easy one to miss, because a squad can train hard all week and still never run fast.
Per-player ACWR — the rolling 7-day load against the 28-day, with acute and chronic averages shown alongside so you can see where the ratio came from. Chips read Steady, Underloaded below 0.8, Spike above 1.3, or Building history.
Treat ACWR as context only. The page says so, and it's meant literally: a spike above 1.3 is a reason to look at that player's week, not a verdict on it. A player returning from injury will spike by design, and a keeper's numbers don't compare to a winger's. Read the chip alongside the wellness score, the sRPE divergence and what you know about the player, and the four together are worth far more than any one of them.
The underlying data is clinical, and access is enforced in the database rather than by hiding the page — so if you can open it, you're meant to be reading it. What you see is scoped to the squads you're responsible for.
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