Hidden Eleven
Two squads with the same ratings can finish a long way apart. The difference is chemistry: bonus points for players who are linked by club, nationality, league or position. This guide explains exactly how chemistry is scored in Hidden Eleven and how to draft for it.
Your final score is the sum of a few parts. The numbers below are the game's default values:
| Part | How it's worked out |
|---|---|
| Line averages | The average rating of your defence (including the goalkeeper), midfield and attack, added together |
| Card chemistry | Each card has an easy, medium and hard challenge, worth 2, 4 and 6 points |
| Squad challenges | 5 points for each squad-wide challenge you complete |
| Line leaders | 2 points for each line where you own the best-rated card in the match |
| Abilities | Captain doubles one card's chemistry; a Yellow Card costs its target 20 points |
The line averages are the biggest part, but they are close between two sensible squads. Chemistry is where most matches are won.
Every card you draft comes with three chemistry challenges: an easy one, a medium one and a hard one. Tap a card to see them. Each challenge is met or not met independently, based on your whole lineup, so one card can earn 0, 2, 4, 6, 8, 10 or 12 points.
The challenges are built from a handful of link types:
Because the challenges are checked against your whole lineup, one good link often completes challenges on several cards at once. Two players from the same club can each meet a same-club challenge, which is why club pairs are so valuable.
On top of card chemistry, each manager gets a set of squad challenges, shown as chips under the squad preview while you draft, with a counter such as 1/2. They ask for things like a number of players from one nation, players from two named clubs, a number of players from one league, or enough players in one position group. The last one usually asks you to complete all the others. Each completed squad challenge is worth 5 points.
Squad challenges are the only chemistry that still counts a player who is out of position. Card chemistry and line averages do not.
Line leaders compare managers directly. For each line (defence including the goalkeeper, midfield and attack), the manager who owns the highest-rated card playing in its own position in that line earns 2 points. If two managers tie, both get the points. That makes one standout player in each line worth a little extra, and it's a reason to grab an elite card when one appears.
A card placed in a position it is not rated for earns no card chemistry and counts as zero in its line average, while still taking up a place in that line. A single misplaced card can cost more than every chemistry link in your squad is worth. Always fill each slot with a player who can play there, and treat chemistry as the tie-breaker between suitable options.
The strategy guide covers when to play each ability.
Compare two squads after a draft:
| Squad A (ratings first) | Squad B (chemistry first) | |
|---|---|---|
| Line averages (DEF + MID + ATK) | 84 + 85 + 86 = 255 | 81 + 82 + 84 = 247 |
| Card chemistry | 4 easy = 8 | 8 easy, 4 medium, 1 hard = 38 |
| Squad challenges | 1 × 5 = 5 | 3 × 5 = 15 |
| Line leaders | 2 lines = 4 | 1 line = 2 |
| Total | 272 | 302 |
Squad B is three rating points weaker in every line and still wins by 30. That's the case for drafting with links in mind: small rating sacrifices are cheap, chemistry is not.
The formations guide explains how each shape changes which links are easiest to build.
Try it in a Quick Match →Chemistry rewards squads whose players are linked, for example by club, nationality or league. In Hidden Eleven it adds bonus points on top of your line ratings.
No. A card in a position it is not rated for earns no card chemistry and counts as zero in its line average. It still counts toward squad challenges.
Yes. Chemistry is worked out from your final lineup, so swapping a bench player in during the final lineup step can complete a challenge you were one player short of.
Captain doubles the chemistry of the card you choose, and Red Card cancels the chemistry of a targeted opponent's card, although that card's rating still counts.
Usually a balance. A few rating points per line are worth less than they look once chemistry bonuses are added, but a card in the wrong position costs you far more than chemistry gives back.