Building a powerful team strength model from historical goals data to generate accurate match outcome probabilities.
Every ProSoccer match page displays Attack Power (AP) and Defense Power (DP) ratings for both teams. These metrics answer two fundamental questions: how dangerous is this team going forward? and how solid are they defensively? — both measured relative to the league average.
Both AP and DP use 1.00 as the league average baseline. A value above 1.00 means the team performs above average in that dimension; below 1.00 means below average. The ratings are computed separately for three contexts: Home, Away, and Overall (combined).
Metrics are currently classified for Goals, Corners, and Yellow Cards. Each metric identifier follows the pattern: LOCATION_METRIC_TYPE — for example, HOME_GOALS_ATTACK_POWER is the goals attack power for a team playing at home. Always use the team's location (home or away) to pick the right metric — both teams have ratings for all three contexts.
Measures how many goal-scoring chances a team creates compared to the league average.
| Classification | Range |
|---|---|
| 💥 Explosive | 1.70+ |
| 💪 Strong | 1.30–1.70 |
| ✅ Solid | 1.10–1.29 |
| ➡️ Low | 0.80–1.09 |
| ⚠️ Weak | Below 0.80 |
Measures how few goals a team concedes compared to the league average. Lower values = better defense.
| Classification | Range |
|---|---|
| 🧱 Wall | Below 0.70 |
| 🛡️ Solid | 0.70–0.89 |
| ✅ Stable | 0.90–1.04 |
| ⚠️ Leaky | 1.05–1.29 |
| 🔓 Fragile | 1.30+ |
Corners AP measures how many corners a team wins; Corners DP measures how many they concede — both vs league average.
| AP Label (corners won) | DP Label (corners conceded) | Range |
|---|---|---|
| Constantly | Constantly | 1.50+ |
| Very Often | Very Often | 1.25–1.49 |
| Frequently | Frequently | 1.10–1.24 |
| Often | Often | 0.95–1.09 |
| Sometimes | Sometimes | 0.85–0.94 |
| Occasionally | Occasionally | 0.70–0.84 |
| Rarely | Rarely | Below 0.70 |
For Corners DP, lower values are better — a team with DP 0.72 concedes corners rarely relative to the league. For Corners AP, higher values mean the team wins corners more often — a team at 1.45 creates corners very often.
Yellow cards have two separate classifications — one for cards a team receives (Discipline) and one for cards they cause opponents to receive (Aggression).
| Discipline (cards received) | Aggression (cards caused) | Range |
|---|---|---|
| Excellent | Calm | Below 0.70 |
| Very Good | Controlled | 0.70–0.84 |
| Good | Moderate | 0.85–0.94 |
| Fair | Physical | 0.95–1.09 |
| Poor | Aggressive | 1.10–1.24 |
| Very Poor | Intense | 1.25+ |
From the fixture on 2026-05-13:
| Team | Context | Goals AP | Goals DP | Interpretation |
|---|---|---|---|---|
| Man City | Home | 1.59 (Strong) | 0.58 (Wall) | Creates 59% more chances than avg, concedes 42% fewer goals than avg |
| Crystal Palace | Away | 0.94 (Low) | 0.87 (Solid) | Creates 6% fewer chances than avg, concedes 13% fewer goals than avg |
Reading these together: City at home is a formidable attacking and defensive force — their 1.59 AP and 0.58 DP wall combination makes them overwhelming favourites. Palace away brings a slightly below-average attack but a solid defensive structure. The expected goals gap is significant, which feeds directly into the Poisson model generating a high home win probability.
AP and DP values are combined to estimate expected goals (λ) for each team in a given fixture. The home team's AP is multiplied against the away team's DP (and vice versa), then scaled to the league average — producing the λ values fed into our Poisson distribution to generate all market probabilities (1X2, Over/Under, Correct Score, BTTS).
Ratings are recency-weighted — recent matches carry significantly more weight than older ones, so a team's current form is always reflected accurately rather than being diluted by stale season data.
See Attack Power and Defense Power ratings on every match page →
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