Tests built for football
Our library holds more than 100 tests, grouped into eight pillars. Here is a sample from each, so you can see what we measure and why it matters. A player’s first session, the baseline, uses a handful of them.
Baseline first
The first session sets a starting point. Everything after is compared with it.
Chosen to suit the player
Tests are picked by age, level and purpose, so a session never covers everything.
Scored by age group
Each result becomes a score out of 100 against the player’s age group. There is no pass or fail.
Eight pillars, one profile
Endurance / StaminaKeeping quality high as the game goes on.
18-Yard Endurance
What it measures: Timed runs over 18 yards that show how well a player holds their speed over repeated short efforts.
Why it matters: Late in a half, the player who can still sprint at full pace often makes the difference.
Agility Weave Endurance
What it measures: Weaving and changing direction at pace, to see how well a player keeps their sharpness as they tire.
Why it matters: Matches are full of turns, and the quality of movement is usually the first thing to drop when tired.
Repeated Sprint Test
What it measures: A set of sprints with short rests, showing how much speed drops from the first sprint to the last.
Why it matters: Football is repeated sprints with very little recovery, so holding speed matters as much as having it.
AccelerationHow quickly a player gets going.
10m Sprint
What it measures: Time over 10 metres from a standing start. It shows first-step quickness.
Why it matters: Many contests are decided in the first few steps, whether getting to a loose ball or getting away from a marker.
20m Sprint
What it measures: Time over 20 metres, with a split at 10 metres, showing how quickly a player builds up speed.
Why it matters: Shows whether a player keeps accelerating beyond the first few steps.
Reactive Sprint Start
What it measures: A sprint that starts on a cue instead of a fixed signal, so it measures reacting and accelerating together.
Why it matters: In a match nobody tells you when to go. Players have to react to play and then move.
Velocity / SpeedTop speed, and how a player carries it.
30m Sprint
What it measures: Time over 30 metres, which shows a player's maximal sprint speed.
Why it matters: Speed in behind, and the pace to recover when beaten.
Flying 10m
What it measures: Time over 10 metres with a run-up, so the player is already at speed. It shows top speed with the start taken out.
Why it matters: Separates a quick start from true top speed, so training can target the right one.
Curve Sprint Left / Right
What it measures: A curved sprint timed in both directions, so we can compare the left and right sides.
Why it matters: Football is rarely played in straight lines. A clear difference between sides is one signal worth keeping an eye on, not a diagnosis.
AgilityChanging direction quickly and under control.
Illinois Agility Test
What it measures: A timed course of straight runs and weaves between cones, testing change of direction at pace.
Why it matters: Shows control when turning, slowing down and speeding up again.
5-0-5 Test
What it measures: A sprint into a 180-degree turn and back, showing how quickly a player changes direction.
Why it matters: Turning to chase, recover or break away.
Arrowhead Agility
What it measures: A timed course with sharp cuts at angles, testing how well a player cuts and re-accelerates.
Why it matters: Cutting past or away from an opponent.
ReactionHow fast a player responds to what they see and hear.
Reactive Y-Drill
What it measures: A sprint where the player chooses a direction based on a cue, measuring decision and movement together.
Why it matters: Reading the game and choosing a direction quickly.
Two-Choice Reaction
What it measures: Reaction time when the player has to pick the right one of two cues.
Why it matters: Fast, correct decisions matter more than fast guesses.
Mirror Duel
What it measures: A competitive reaction challenge that measures how quickly a player anticipates and responds.
Why it matters: Anticipation is often what gets a player to the ball first.
CognitiveThinking, remembering and deciding at speed.
Memory Sequence
What it measures: Players remember a pattern of cues and repeat it, testing working memory.
Why it matters: Holding positions and instructions in your head while the game is moving.
Odd One Out
What it measures: Spotting the one that is different as quickly as possible, testing pattern recognition.
Why it matters: Reading a shape or situation and seeing what has changed.
Pass + React Combo
What it measures: A passing task combined with reacting to a cue, scored by successful hits.
Why it matters: Passing and reacting at the same time, as in a match.
TechnicalBall skills under the clock.
One-Touch Pass Challenge
What it measures: Counts clean one-touch passes, testing first-touch consistency.
Why it matters: Playing quickly under pressure needs a dependable touch.
Weak Foot Delta
What it measures: Compares ball work with each foot and shows the gap between the stronger and weaker foot.
Why it matters: A big gap is a clear development target, and a small gap makes a player harder to defend against.
VLTIX Technical Test
What it measures: A timed run with the ball around a curving course, testing agility and close control together.
Why it matters: Control at speed, which is where technique is tested in a real game.
PowerExplosive strength for jumping and driving off.
Countermovement Jump
What it measures: A standing jump that starts with a quick dip, measuring lower-body power.
Why it matters: Power helps with aerial duels, tackles and driving off the mark.
Broad Jump
What it measures: A standing long jump, measuring forward explosive power.
Why it matters: Forward drive from a standing position, linked to a strong first step.
Vertical Reach
What it measures: How high a player can reach when they jump, showing vertical power.
Why it matters: Winning headers and aerial challenges.
See where you stand
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