Ratings
At the bottom of every matchreport you can find the ratings from both teams. These ratings are the most important values to estimate your winning chances. For that reason we are going to have a close look on how they are buildup and what the influence these ratings have.
Use of values
All over the site you find different formulas. In these formulas you need to fill in the height of some skills. When filling in these values you need to take think about two things:

Nonexistent is not a whole level
Several studies have that the values Hattrick gives to skills are not the real ones. The level nonexistent is not a whole level, but is the absolute zero. This means all other levels are in fact one level lower.

Unknown sublevels
Beside that, all the skills have hidden sublevels. You could possibly estimate the height for the skill you train, but for something like form this is almost impossible. When you're not sure about the sublevel is it most of the times wise to set the value halfway the skill (+0,5).
This does not only apply for the skills, but also for things like teamspirit and confidence.
The above means you should use the values in the table below:
Level  Min  Max  Level  Min  Max  

Nonexistent  0.00  outstanding  9.00  9.99  
disastrous  0.001  0.99  brilliant  10.00  10.99  
wretched  1.00  1.99  magnificent  11.00  11.99  
poor  2.00  2.99  world class  12.00  12.99  
weak  3.00  3.99  supernatural  13.00  13.99  
inadequate  4.00  4.99  titanic  14.00  14.99  
passable  5.00  5.99  extraterrestial  15.00  15.99  
solid  6.00  6.99  mythical  16.00  16.99  
excellent  7.00  7.99  magical  17.00  17.99  
formidable  8.00  8.99  utopian  18.00  18.99  
divine  19.00 
In the matchratings you can also see the sublevels. These work as follows:
Level  very low  low  high  very high 

minimum  0,00  0,25  0,50  0,75 
maximum  0,249  0,499  0,749  0,999 
Players
Your players (or better, the skills of your players) are the base of you ratings. Besides the skills there are three other factors that are important, and each of these three decides how much of your skills are used. The three factors are:

Form
Form bonus disastrous 30.5 wretched 50.0 poor 62.9 weak 73.2 inadequate 82.0 passable 89.7 solid 96.7 excellent 100.0 The form of a player decides how much of his skills he use. The influence of the form on the skills can be estimated with the following formula:
( [Form] / 7 ) ^ 0,45
use the right values!source: Flattermann
The table at the right shows the impact of form on the performance of a player.

Stamina
stamina bonus disastrous 63,1% wretched 68,8% poor 74,1% weak 79,2% inadequate 84,1% passable 88,9% solid 93,4% excellent 97,8% formidable 100,0% Besides the form, stamina also determines how much a player can use of his skills. Normally it will be a drop per minute but, to make things easier, the formula shown below is based on a whole match. The influence can best be estimated with the following formula:
( ( [stamina] + 6 ) / 14 ) ^ 0,6
use the right values!source: Flattermann
The table at the right shows the impact of stamina on the performance of a player.

Experience
experience bonus disastrous +0 wretched +0.40 poor +0.64 weak +0.80 inadequate +0.93 passable +1.04 solid +1.13 excellent +1.20 brilliant +1.39 supernatural +1.53 mythical +1.64 divine +1.73 The third factor is experience. The more experienced a player is, the better he performes. The following formula can be used to estimate the influence of experience:
log( [experience] ) * 4 / 3
use the right values!The table at the right shows the impact of experience on the performance of a player. A player with passable experience will thus perform as if all his skills were one level higher.Because the influence of experience at higher level increases with smaller steps, we decided to make a couple of jumps starting at excellent experience.
Players' positions
Besides the above mentioned factors, the player's position also takes an important part in the calculation of the ratings. A player doesn't use the same amount of his skills at every position. Individual orders can also change the contribution. The following table shows the relative numbers per position.
Ratingcontribution per position  

midfield  central defence  wingdefence  
playmaking  keeping  defending  keeping  defending  
K  89.77%  44.00%  59.67%  27.59%  
CD  23.59%  100.00%  49.83%  
OCD  31.81%  72.51%  36.48%  
CDtW  16.49%  77.82%  68.78%  
nWB  16.71%  46.57%  91.91%  
OWB  23.04%  39.60%  69.77%  
DWB  6.62%  49.62%  100.00%  
WBtM  16.71%  70.78%  68.73%  
IM  100.00%  41.47%  18.89%  
OIM  94.42%  22.36%  10.23%  
DIM  94.42%  61.54%  27.05%  
IMtW  88.07%  36.05%  24.86%  
nW  45.48%  20.84%  34.91%  
OW  38.14%  8.79%  18.03%  
DW  38.14%  27.36%  48.55%  
WtM  57.42%  25.32%  28.41%  
FW  
DFW  40.64%  
tDFW  40.64%  
FtW  
Other FtW 
Ratingcontribution per position  

central attack  wing attack  
passing  scoring  wing  passing  scoring  
K  
CD  
OCD  
CDtW  24.61%  
nWB  50.64%  
OWB  61.81%  
DWB  32.35%  
WBtM  27.93%  
IM  34.30%  21.82%  
OIM  50.97%  21.62%  
DIM  23.12%  14.03%  
IMtW  23.93%  49.39%  27.15%  
nW  10.93%  85.44%  20.97%  
OW  14.26%  100.00%  24.58%  
DW  5.51%  72.34%  17.29%  
WtM  15.57%  56.38%  13.27%  
FW  36.86%  100.00%  18.05%  11.55%  21.23% 
DFW  62.98%  61.55%  12.41%  21.48%  10.94% 
tDFW  62.98%  61.55%  12.41%  27.93%  10.94% 
FtW  26.08%  60.79%  54.20%  17.06%  42.73% 
Other FtW  17.43% 
source: Flattermann
Central Players
How much your central players will contribute to the ratings depends on the number of players playing in the center of that part of the field.
number of central players  defence  midfield  attack 

1  100,00%  100,00%  100,00% 
2  96,54%  93,52%  94,80% 
3  87,36%  82,65%  81,90% 
source: Cirlama
Factors before the match
The factors named below also influence your matchratings at all time. They are probably the most important factors besides the players themselves.
Type of trainer
trainer  defence ratings  attack ratings 

defence minded  119,6%  92,8% 
neutral  105%  105% 
offence minded  92,8%  113,5% 
The type of trainer influences in a large part your defense and attackratings.
Which effect your trainer has on the rating can you see in the table on the right.
source: Flattermann
Chosen Tactic
tactic  rating part  factor 

AOW  central defence  85,8% 
AIM  wingdefence  85,4% 
PC  whole defence  93,1% 
counter  midfield  93% 
LS  whole attack  97% 
LS  midfield  95% 
A number of tactics also cause a penalty on some ratings.
The height of this penalty is shown in the table on the right.
source: Flattermann
Confidence
1 + 0,0525 * [confidence]
The higher the confidence level, the higher the attack ratings. You can use the following formula for calculating the influence of confidence on the attackratings:
source: GMMjoelnir
Teamspirit
teamspirit  midfield rating 

paradise on Earth  142,5% 
walking on clouds  136,6% 
delirious  130,4% 
satisfied  123,8% 
content  116,6% 
calm  108,7% 
composed  100,0% 
irritated  90,0% 
furious  78,2% 
murderous  63,2% 
Like in the Cold War  39,9% 
The higher the teamspirit, the higher the midfield rating. You can use the following formula for calculating the influence of teamspirit on the attack ratings:
[teamspirit] ^ 0,418
source: Flatterman
This leads to the table on the right (taking 'composed' as 100%). As you can see, teamspirit is very important factor for your midfield.
Match attitude
Besides all the previous numed factors, you can set up an attitude for every official match.
For PiC: 84,0% * [all the other midfieldratingfactors]
For MotS: 111,0% * [all the other midfieldratingfactors]
source: Flattermann
Home advantage
Because the attendance backs the home team, the home team will get higher midfieldratings. In a derby, the away team will also get a part of the bonus
The height of this bonus is calculated with the following formula (taking the away team as 100%):
For the hometeam: 120,0% * [all the other midfieldratingfactors]
For the away team in a derby: 111,3% * [all the other midfieldratingfactors]
source: Flattermann
Factors during the match
During the game thera are also different factors that can influence your matchratings.
When they arise you can find here. Here we only explain what the influence of these factors is on the ratings.
Underestimation
When underestimation happens it will be always be shown in the matchreport. Sometimes the effect will partly or totally disappear during halftime. See here for more info. Underestimation only has an effect on your midfieldratings. The influence can be estimated the best with the following formula:
[all the other midfieldratingfactors] * xx%
The height of x depends on the confidence of the underestimating team, their match attitude, and the difference in points between the teams.
source: hatricpassie
Pullback
With a large lead, it is possible your team starts concentrating more on defending instead of scoring more goals. When pullback happens, it will always be shown in the match report. This event influences the defence and attackratings. From the moment this event happens, the ratings will change with these percentages:
attackratings: [all the other attackratingfactors] * 80%
defenseratings: [all the other defenseratingfactors] * 115%
This means your attack ratings will drop 20% and your defence ratings will increase 15%.
Confusion
organisation  minimum loss  maximum loss 

solid  1%  5% 
passable  6%  10% 
inadequate  11%  17% 
weak  18%  24% 
poor  25%  34% 
wretched  35%  47% 
disastrous  48% 
Confusion has an influence on all ratings. How big this influence is, depends on the level to which the organisation drops.
In the table on the right you can see what influence the loss of organisation has on the ratings.
source: Redeker
TeamXPevent
In important matches there can be some confusion in the last 20 minutes due the low experience within the team.
This event will be shown in the matchreport at all time and starting from that moment the ratings will be the following:
[old rating] * xx%
The height of x depends on the greatness of the. This depends on the difference in experience between the two teams.
Source: hatricpassie
Midfield decides chances
In the text above you've learned a lot about how the ratings work . But it's also important to know what the influence of these ratings on the match will be. For the midfieldratings, this is the ball possession, which in turn influences the distribution of chances.
With the following formula you can calculate possession:
[midfield team A] / ( [midfield team A] + [midfield team B] )
When you know the possession, you can calculate the chances (per cyclus) of a scoring chance to be for your team:
[possession team A] ^ 2,7 / ( [possession team A] ^ 2,7 + [possession team B] ^ 2,7 )
Based on this formula this graph was created, showing your the chances of a scoring opportunity to be appointed to your team.
Attack versus defence
We just explained what the midfield ratings do, but what will the attack and defenceratings do?
If you set the attack ratings against the defence ratings, you can calculate the scoring chance. You can do that with the following formula:
[attack team A] ^ 3,5 / ( [attack team A] ^ 3,5 + [defence team B] ^ 3,5 )
Based on this formule, you can create the graph below. The different lines show you the height of the defence ratings. By looking at the attack ratings, you can see what your scoring chances will be.
Tactical rating
The last thing you see at your match ratings is the tactical skill. Unlike the previous mentioned ratings we aren't able to show the effect of tactical skill in a formula. What we know is that tactic skill is placed against the average of the primairy skills of all 22 players on the field. The stronger your opponent (but also yourself), the higher the tactical skill you need to have the same effect.