Almost inevitably, training them take longer to create than mono-skilled players and therefore must be trained much longer overall.
Wingers are the first example of widely-trained multi-skilled players in the game. And, for the first 10 years, they were the only ones.
Midfielders are other possible multi-skilled players. At the upper levels of the game this may mean utopian playmaking and outstanding passing, whilst lower down the scale, formidable playmaking with solid passing and defending might fit the bill.
Set pieces may also be considered a requirement for multi-skilled players.
Because of the game's wage structure, multi-skill players usually have low salaries compared to the mono-skilled players who would be needed to generate similar contributions to match ratings. Before changes in Hattrick regarding the speed of training various skills, the wingers were the only and most obvious method to combat salaries. With subsequent developments, like defensive forwards, there are many more ways a clever manager can adjust his training scheme to maximize the price/performance ratio of his team.
Recent changes introduced by the developers have caused a decrease in training profits and a consequent increase in the importance of sponsorship and attendance income. In order to adapt to these new conditions, many teams are using multi-skilled players to maintain high levels of performance and more manageable salary levels.
Rage agains mono-skill
HTs are always controlling player creation and retirement process, making sure Hattrick remains a game that holds interest for the casual gamer as well as for the hardcore. Among aims are reducing overall mono-skilled training (without making the game less fun and interesting), lowering average wages, promoting the idea of the best players also being the most valuable ones in the market.
Multi-skill are the main focus of changes to the match engine since 2007 (there was some debate over how successful these efforts have been). To promote multi-skilled players the training speed was also halved in 2010, and a skill level factor in the skill drop formula was introduced to make it harder to maintain extreme skill levels – this will be especially noticeable at the levels above divine.