A player's overall performance is expressed through 10 attributes, which can be seen on the player profile page. Every attribute has an affect on how well the player performs in a match.
There is a built in maximum, meaning that attributes cannot get over 100. Training in attributes that have hit this ceiling will be lost.
Six of these attributes are used for all players, but the last 4 are different for keepers and outfield players. Below you can read about the different attributes and what they do in the match simulator.
Acceleration: How quickly the player can speed up, slow down, and change direction.
Speed: Determines the player's top speed.
Stamina: Determines how quickly the player loses energy during a match. When a player gets tired it will affect his attributes. A player with a high stamina number will be less tired at the end of the match than a player with a low score in stamina. If you have a player with a low score in stamina it will be wise to substitute him during the match.
Leadership: Only relevant for the team captain, or his substitute. Team captain's leadership provides a bonus to all players..
Perseverance: Helps keep spirits up when the team is behind and determines the magnitude of home pitch advantage. The more your team is behind, the less spirit they have. A high score in perseverance will help keep the mood and spirit up. If an opponent have a higher perseverance score than you, it can completely negate your home field advantage.
Passing: Accuracy of passing kicks. When passing the ball the player aims at a point where he thinks the team mates will be able to reach it. If the score is low there is a bigger risk of missing the mark.
Finishing: Power and accuracy of shots on goal. If a player has a high finish he will perform more risky shots to get the ball past the keeper. If his finish is low the player will aim towards the middle of the goal, to minimize the chances of shooting completely past the goal.
Dribbling: Ability to resist being tackled. When a player performs a tackle his tackling attributes will be compared to the opponents dribbling attribute with an element of randomness. The result of the comparison determines which of the attributes will win the scenario.
Tackling: Ability to take the ball from an opponent. As described above, with the addition of being able to tackle from a further distances if the score is higher.
Set pieces: Power and accuracy of shots on goal during penalty shootouts etc. Determines the precision and speed of a players shot.
Handling: Determines the keeper's chance of catching the ball (if he is close enough to try). The faster the ball is, the harder it is for the keeper to catch it.
One on one: Determines the keeper's chance of catching the ball in set piece situations.
Diving: Determines how far the keeper can dive when attempting to catch the ball.
Aerial: Determines the range at which the keeper can attempt to catch the ball.