In EA FC 27, your Pro for Clubs and The Grounds is built from Archetypes, and this year every Archetype is unlocked from the start and changing your attribute points costs nothing. You level an Archetype with Archetype XP (AXP), reaching milestones unlocks Masteries that permanently boost two attributes on every build you use, and Amps add temporary boosts, PlayStyles and Perks for a set number of matches.
Below we cover how Archetypes and free respecs work, the Mastery bonus for every Archetype, how to earn AXP, and how the four Amp tiers, Affinity bonuses and match uses work. Everything is verified against EA Help’s Archetypes and Amps articles and the official Grounds and Clubs Deep Dive for EA SPORTS FC 27.
How Archetypes Work in FC 27
An Archetype is a player build with its own attribute specialisations and playstyle. Three changes stand out from FC 26:
- All Archetypes are unlocked by default, so you can try a Boss or a Magician without unlocking it first.
- Resets are free. Per EA Help, adjusting attributes or resetting a build needs no paid reset item and no Grounds Coins.
- You can fine-tune. Instead of wiping the whole build, you can lower individual attributes and move those points elsewhere.
You can change your build from the in-world menu, the Clubhouse, or directly inside Clubs and Rush lobbies. In a Clubs League match lobby you must be on the bench first: go to Player Management > Archetypes, make your changes, then return to the lobby. In Rush and Drop-In lobbies, open the Archetypes tab instead.
Masteries: The Permanent Bonus for Every Build
Masteries reward levelling several Archetypes. Reaching set milestones with an Archetype unlocks permanent attribute boosts that apply to all your builds. EA’s example: reaching Level 10 as a Finisher gives +1 Finishing and +1 Composure to every Archetype you use. The attributes each Archetype’s Mastery boosts, per EA’s Deep Dive:
| Archetype | Mastery attributes |
|---|---|
| Shot Stopper | GK Positioning, GK Reflexes |
| Sweeper Keeper | GK Handling, GK Diving |
| Progressor | Long Passing, Standing Tackle |
| Boss | Aggression, Strength |
| Marauder | Sliding Tackle, Sprint Speed |
| Disruptor | Stamina, Interceptions |
| Recycler | Defensive Awareness, Short Passing |
| Maestro | Reactions, Ball Control |
| Creator | Free Kick Accuracy, Vision |
| Spark | Crossing, Dribbling |
| Magician | Curve, Acceleration |
| Finisher | Composure, Finishing |
| Target | Balance, Jumping |
A practical order if you play outfield: level the Archetype whose Mastery attributes help your main build, then pick up Masteries like Magician (Acceleration) and Marauder (Sprint Speed) that help almost any position.
How to Earn AXP
- Play matches anywhere in The Grounds or Clubs, from street games to stadium matches. Limited-time Club Tournaments and Playoffs pay more.
- Complete Objectives, including the Mentor objectives from Alex Hunter, Kylian Mbappe, Chloe Kelly and Paulo Dybala.
- Use consumables. New Archetype-targeted consumables apply AXP to a specific Archetype or group (for example, any midfield Archetype), and Instant AXP consumables apply to whichever Archetype is active. Each consumable has its own Archetype Level Cap; you can only use it below that level.
Be careful with multipliers: EA Help warns that equipping some consumables, such as a Party AXP Multiplier, replaces one already active, and any remaining uses on the replaced item are lost.
How Amps Work
Amps (Accelerated Match Performance items) add benefits to your active Archetype for a limited number of matches. There are four tiers:
| Tier | Type | What it adds |
|---|---|---|
| 1 | Standard | Attribute boosts |
| 2 | Standard | Greater attribute boosts |
| 3 | Signature | Greater boosts plus a PlayStyle and a Perk |
| 4 | Signature | Greater boosts plus a PlayStyle+ and a Perk |
Signature Amps are inspired by real players; Season 1’s European Nights event, for example, offers Champions League player-themed Amps inspired by Zidane, Maldini and Bale. Some Amps also carry Archetype Affinity, an extra bonus when equipped to the matching Archetype. EA’s example is a Magician-Affinity Amp adding extra Sprint Speed to a Magician. EA’s launch notes add that, at launch, Amps do not provide PlayStyle+; check each Amp’s details for what it actually grants.
To equip one: open the Archetypes menu, go to the Amps tab, choose a slot and pick an Amp. You have two Standard slots and one Signature slot, so three Amps at once.
Match uses: each finished eligible match uses one charge, and intentionally disconnecting also uses one. Amps apply in stadium matches and in-world Rush, but not in Kickabouts, which do not spend a charge. You can unequip an Amp before it runs out and it returns to your inventory with its remaining uses.
Attribute caps: an Amp cannot push an attribute past its maximum, so on a maxed-out stat you only get part of the boost while the Amp still uses its charge. The game shows a warning when this happens.
Amps come from Objectives, live game modes, featured bundles, season progression and the Stores for Coins or FC Points.
Where to Use Your Pro
Your Archetype carries across The Grounds, Rush and Clubs, including the 11v11 Club Tournaments with House Rules covered in our Clubs Live Tournaments guide. New to the mode? Start with our explainer on what The Grounds is, and note it is only on PS5, Xbox Series X|S, PC and Switch 2. Every other guide is on our EA FC 27 hub.
Frequently Asked Questions
Are all Archetypes unlocked in FC 27? Yes. Every Archetype is available from the start.
Does it cost anything to reset an Archetype? No. Changing individual attributes or resetting a build is free, with no reset item or Grounds Coins needed.
How many Amps can I equip? Three: two Standard Amps and one Signature Amp.
Do Amps work in Kickabouts? No. Amps are disabled in Kickabouts, and playing one does not use up an Amp’s matches.
What does a Mastery do? Reaching an Archetype’s milestone permanently adds two attribute boosts to every Archetype you use.