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September 2025

Boosts in EA Sports FC 26 Clubs

Slide 1

With the release of EA Sports FC 26 many Clubs players want to level their Archetype to the maximum level 50 as quickly as possible. To support this EA has introduced a system of consumable items that accelerate progress. These boosts are paid and subject to restrictions.

This text explains what the boosts are, how they work technically, what purchase options exist and which investments make sense in different player situations.

What are Archetypes and why are they important

Archetypes are the heart of the Clubs mode. Instead of a generic Pro an Archetype defines a player profile from the start that reflects a characteristic playing style. Each Archetype comes with its own Signature PlayStyles, Signature Perks and the ability to unlock Attribute Points and additional slots.

From the start Archetypes can be leveled from 1 to 50 and each one must be developed separately. The foundation for leveling up is Archetype XP, or AXP, which is earned in matches and in Skill Games.

What boosts and consumables exist

EA refers to the main consumables as AXP Multipliers, Direct Apply AXP, Archetype Unlocks and Archetype Resets. AXP Multipliers increase AXP rewards for a set number of matches. Direct Apply AXP grants immediate AXP to the active Archetype. Archetype Unlocks open an Archetype that has not yet been unlocked.

Resets allow Attribute Points to be redistributed. EA deliberately introduced these consumables but also included limits and safeguards so that progress cannot be bought exclusively with real money. Direct Apply AXP has a cap at launch to preserve balance.

Recommendations for using boosts

The following examples assume that one perfect match with a 10.0 rating yields 350 AXP. Actual AXP rewards per match vary significantly. Role Rating, match type and actions performed are decisive. If team performance or personal performance fluctuates the assumed 350 AXP per perfect match will not always be reached.

The raw numbers show a clear pattern. If a player consistently earns high AXP per match multipliers are often more efficient than instant AXP packages. This applies especially to the smaller multiplier with a factor of 1.75. With perfect play it provides the lowest coin cost per total AXP amount which means the best coin value per AXP. The same holds true in the point balance where the 1.75 multiplier edges out the 2.5 multiplier.

The point balance is always consistent with the coins-to-AXP ratio. The only difference is that points can be purchased with real money which makes boosts available right from the first Clubs matches. Coins have to be earned in-game and cannot be transferred from FC 25.

The maximum kickstart

A 6x boost costs 30,000 coins and yields 10,500 AXP across five matches if the base value of 350 AXP per match is achieved. This equals roughly three times the 3,000 instant package. Three instant 3,000 packages would cost 30,000 coins and yield 9,000 AXP which is less than the 6x boost. In this example the 6x boost is therefore more efficient than three instant packages if only AXP amount is considered. For many players however the practical difference matters. Instant packages grant AXP immediately while multipliers require match time and good performances.

Conclusion and recommendations

With match time AXP multipliers are usually the most economical choice. The 1.75 multiplier offers the best efficiency in terms of both coins and points. Players who want a quick AXP injection should choose Direct Apply AXP but must accept higher costs per AXP. Players seeking maximum speed and who have enough points or coins can use the 6x boost knowing that its cost efficiency is lower.

*This website is not affiliated with or endorsed by Electronic Arts Inc. or its licensors.

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