FC 27 Pro Clubs Amps & Consumables

How Amps and consumables work in EA FC 27 Clubs: Amp tiers, AXP consumables, how to get them, Grounds Coins, where Amps work and whether they are pay-to-win.

EA FC 27Updated 8 Oct 20268 min read

EA FC 27 moved Clubs into The Grounds, and with it came a new item layer: Amps that boost your Pro for a few matches, consumables that give Archetype XP, and Grounds Coins to buy both. This guide explains what each one does, how to get them without spending money, where Amps actually work, and whether any of it is pay-to-win.

Everything here is checked against EA’s own FC 27 articles and help pages. Where EA hasn’t published a number, we say so.

Amps vs consumables vs Masteries

FC 27 has three ways to boost your Pro on top of the Attribute Points you spend. They’re easy to mix up:

AmpsConsumablesMasteries
What it doesTemporary attribute boosts, PlayStyles and PerksArchetype XP (instant or as a multiplier)Permanent +1 to two attributes on every archetype
How longA set number of matchesInstant, or a set number of matchesForever
How you get itObjectives, events, Season Pass, StoreObjectives, events, Season Pass, StoreLevel an archetype to 10
Can you buy it?◑ Yes, with Coins or FC Points◑ Yes, with Coins or FC Points✘ No, only by playing
Affects matches?✔ Yes, while equipped✘ No, only levelling speed✔ Yes, small and permanent

Masteries are the free, permanent version: level any archetype to 10 and you get +1 to two attributes on every build (EA’s example is +1 Finishing and +1 Composure from the Finisher). Our max level guide lists all 13 pairs. The rest of this page is about Amps and consumables.

What are Amps in FC 27?

Amps (Accelerated Match Performance items) add benefits to your active archetype for a limited number of matches. Depending on the Amp, that can be attribute boosts, a PlayStyle or PlayStyle+, a Perk, and an extra bonus when the Amp matches your archetype.

The four Amp tiers

TierTypeWhat it gives (EA)
Tier 1StandardAttribute boosts
Tier 2StandardGreater attribute boosts
Tier 3SignatureGreater boosts, PlayStyles and Perks
Tier 4SignatureGreater boosts, PlayStyles+ and Perks

Signature Amps are inspired by real players. The pre-order bonus included a Tier 3 Amp inspired by Mbappé, and EA’s Season 1 European Nights event offers Champions League player-themed Amps inspired by Zidane, Maldini and Bale. Dexerto’s list of Signature Amps shows the scale: around +4 to one attribute, plus a regular PlayStyle and a small Affinity bonus. A real example from the Clubs Store (October 2026): the Necib Signature Amp (inspired by Louisa Necib, Dribbling) gives +4 Ball Control and +2 Vision for 6 matches, and the Store reminds you that attributes can’t go past your archetype’s cap.

Archetype Affinity

Some Amps have an Affinity with an archetype. Equip it on that archetype and you get an extra bonus; EA’s example is a Magician-Affinity Amp adding extra Sprint Speed. On any other archetype you still get the standard benefits, just not the Affinity bonus.

How to equip Amps

Open the Archetypes menu and go to the Amps tab. You have one Signature slot and two Standard slots, so up to three Amps at once. Check the boosts, Affinity and remaining match uses, then equip it to your active archetype. You can change them from supported menus and lobbies without leaving what you are doing.

Amps can’t push an attribute above its cap. If your Composure is already at its ceiling, a Composure Amp only adds what fits, and it still uses up a match. Check the on-screen warning before you equip.

How long do Amps last?

Amps last a number of matches, not a length of time. Every Amp shows its own match uses. EA hasn’t published a standard duration per tier, but every Amp in the Clubs Store when we checked in October 2026 (Poacher+, Direct Winger+, Agile Shot Stopper+, Attacking Fullback+, Flying Fullback+, Playmaker+ and the Necib Signature Amp) had a 6 Match Duration. A pre-launch example showed three matches, so check the number on each Amp.

  • Finishing an eligible match uses one match.
  • Quitting on purpose also uses one. If an opponent or teammate disconnects early, EA says your Amp isn’t used.
  • Unequip to save it. An unequipped Amp goes back to your inventory with its remaining uses.
  • Store Amps rotate and have limits. Each listing shows when it leaves the Store (for example “Expires in 12 Days”) and how many you can buy (“Quantity Remaining: 5 / 5” when we checked).

Do Amps work in League, Playoffs and Kickabouts?

EA’s deep dive says Amps apply to all stadium matches and in-world Rush, and its help pages say they’re disabled in Kickabouts. When an Amp doesn’t apply, your Archetype card shows it as disabled.

ModeAmps?Notes
League and Playoffs (Clubhouse)✔ YesStadium matches
Club Tournaments (11v11 Live Events)✔ YesStadium matches; check each event’s rules
11v11 Drop-In and Stadium Rush✔ YesStadium matches
In-world Rush✔ YesNamed by EA
1v1, 2v2, 3v3 street football◑ Not listedEA doesn’t name them; check your Archetype card
Kickabouts✘ NoDisabled, and no match use is spent

So yes, Amps count in your League and Playoff matches, the ones that decide promotion. If you run a league or play in one, agree on a rule before the season: allow everything, ban Signature Amps, or ban all of them. Our Playoffs guide has more on saving Amps for the games that matter.

AXP consumables

Consumables in FC 27 don’t change your stats. They make you level faster, and EA built them to help players who join later in the year catch up.

  • Instant AXP adds Archetype XP straight away. Some work on any archetype, some on one archetype (EA’s example: only Boss) and some on a group (any midfield archetype).
  • AXP multipliers raise what you earn per match for a set number of matches, and apply across all archetypes. There’s also a Party AXP Multiplier.
  • Each consumable has its own level cap. EA’s examples are 25 and 50. It can’t take an archetype past that level, or past the game’s overall cap (level 40 today).
  • Don’t overwrite an active one. Equipping some consumables replaces the one already running, and EA says any remaining matches on the replaced item are lost.

There’s no reset consumable any more: archetype resets are free in FC 27. For the full levelling strategy, read how to get skill points in FC 27.

How to get consumables and Amps in FC 27 Clubs

SourceWhat you getNotes
Club Weeklies and SeasonalsAmps, Consumables, CoinsCompleted together with your Clubmates
Grounds and Mentor ObjectivesAXP, Consumables, cosmetics, Season Pass XPDaily, Weekly, event and Season objectives on the World Map
Live Events and CampaignsAmps, cosmeticse.g. European Nights: Zidane, Maldini, Bale Amps
Season PassAmps, Consumables, Coins, cosmeticsFree track plus a Premium Pass with extra rewards
StoresAmps and ConsumablesGrounds Coins or FC Points; rotating stock
Featured BundlesCosmetics, Amps, ConsumablesLimited time, purchase limits
Pre-order and edition bonusTier 3 Mbappé Amp, 2 Double AXP consumables (10 matches each)FC 27 pre-orders and the Ultimate Edition

Where the stores are: there are World Stores on the Terrace and in Montclair, Parkside and Zeiza, and the Clubhouse Store. You don’t have to walk anywhere for Amps and consumables: open the World Map, go to the Store tab and buy them there. EA says an Amp is the same item wherever you buy it; only vanity items need a trip to a World Store. Bought items go to the Amps or Consumables inventory in the Archetypes menu. Our guide to The Grounds shows where each district is.

The cheapest route is free: check the World Map’s Objectives tab and your club’s Weeklies before you play, so the matches you were going to play anyway pay out twice.

Clubs coins: Grounds Coins explained

The coins you earn in FC 27 Clubs are called Grounds Coins (the game often just says Coins). They’re separate from Ultimate Team coins. You earn them by:

  • playing anything in The Grounds: street football, Kickabouts, Rush, Drop-In and 11v11 Clubs matches,
  • Objectives, including Club Weeklies and Seasonals,
  • the Season Pass,
  • Club Tournaments and Playoffs, which EA says give greater rewards than regular matches.

EA hasn’t published how many Coins a match pays, and we haven’t found an official way to buy Grounds Coins directly; you buy items with FC Points instead. Items from The Grounds can’t be traded or sold, so there’s no market to make Coins on. Sites selling “Clubs coins” or boosting would need access to your account, which puts it at risk. Resets no longer cost Coins, so the main things to spend them on are Amps, consumables and cosmetics.

What do Amps cost, and are they pay-to-win?

Prices vary by item and rotate. Each Store listing shows its price in Coins or FC Points, a purchase limit and an expiry date, and some items need a minimum archetype level. When we checked the Clubs Store (My Club → Club Store → Amps tab, next to Consumables) in October 2026, every Amp cost 12,500 Coins or 200 FC Points, with a limit of 5 each. EA hasn’t published a price list, and The Grounds Premium Pass price wasn’t in any EA source we could find.

Is it pay-to-win? Our take, as people who ran a PC league for years:

  • Consumables are pay-to-progress, not pay-to-win. They save time. With free resets and a level 40 cap, everyone ends up with the same 962 Attribute Points.
  • Standard Amps are small. A few attribute points for a few matches, and never above the cap.
  • Signature Amps are a real edge. A PlayStyle you haven’t unlocked, in a League or Playoff match, matters. You can earn them, but you can also buy some with FC Points.
  • There’s no PlayStyle+ Amp at launch. If EA adds Tier 4 PlayStyle+ Amps to the Store later, the answer changes.

So: a small paid edge, not FUT-style pay-to-win. You can’t buy a better Pro, only a temporary boost. Our Clubs vs Ultimate Team comparison puts it next to what FUT sells.

Tips for using Amps and consumables

  1. 01
    Save Amps for League and Playoff matches. Every eligible match uses one, so don’t burn them in Drop-In warm-ups. Unequip them between sessions.
  2. 02
    Play Kickabouts with your Amp on. They don’t use a match, so you don’t need to unequip.
  3. 03
    Match the Affinity. An Amp with your archetype’s Affinity gives a bonus you lose on any other archetype.
  4. 04
    Don’t stack an Amp on a capped stat. If the attribute is already at its ceiling, the boost is wasted but the match still counts.
  5. 05
    Switch archetype before instant AXP. Instant AXP goes to the active archetype, and archetype-specific items only work on theirs.
  6. 06
    Start multipliers before a long session. They count matches, not time.

Planning which archetype to level? Try builds first in our Build Planner, and see everything else that changed in FC 27 Pro Clubs new features.

FAQ

How do you get consumables in FC 27 Clubs?

From Objectives (Grounds, Mentor and Club Weeklies and Seasonals), Live Events and Campaigns, The Grounds Season Pass, and the Stores, where you can buy them with Grounds Coins or FC Points. The quickest Store access is the Store tab on the World Map.

How do you get Clubs coins in FC 27?

They’re called Grounds Coins now. You earn them by playing any match or activity in The Grounds and by completing Objectives and Season Pass tiers. Club Tournaments and Playoffs give bigger rewards.

Do Amps work in Pro Clubs League matches?

Yes. EA says Amps apply to all stadium matches, which includes League and Playoffs, plus in-world Rush. They’re disabled in Kickabouts, and a Kickabout doesn’t use up a match.

How long do Amps last in FC 27?

A set number of matches, shown on each Amp: the Clubs Store Amps we checked in October 2026 lasted 6 matches. Finishing an eligible match or quitting on purpose uses one. Unequip an Amp to save its remaining uses.

Are Amps pay-to-win?

Partly. Standard Amps are small, capped boosts, and consumables only speed up levelling. Signature Amps add PlayStyles, and some can be bought with FC Points, so there’s a small paid edge. There’s no PlayStyle+ from Amps at launch.

Sources

Checked on 8 October 2026: