FC 26 PRICE RANGES

FC 26 Price Ranges define the minimum and maximum price for each item on the Transfer Market.
FC 26 Price Range

How They Work


Price Ranges determine how much you can buy or sell items for on the transfer market.

Trying to list a gold player with a starting price below 300 coins? That’s not possible. Pricing is restricted, requiring sellers to stay within predefined ranges. The same applies to buyers—they must operate within these limits.

All in-game items, including players, managers, consumables, and club items, have assigned price ranges. Key items often receive multiple updates throughout the year, while others remain relatively stable. In most cases, these ranges are consistent across PC, Xbox, and PlayStation.

Checking your card’s price range is straightforward. Every time you list an item, you’ll see its sellable range based on its price history since the introduction of price ranges. This dynamic system reflects market trends and ensures fair pricing.

How to Check a Price Range in the Squad Screen
  1. From the main Ultimate Team screen, press R1/RB three times to go to [Club];
  2. Press X/A to select [Squad];
  3. Select one of your players;
  4. Press Square/X to popup the [Actions] screen;
  5. Select [List on Transfer Market] and confirm by pressing X/A;
  6. You will see now the minimum and the maximum price next to the item image.

You can also check the price range of players, staff, consumables and stadium items directly from the transfer list screen.

How to Check a Price Range in the Transfer List Screen
  1. From the main Ultimate Team screen, use R1/RB to select [Transfers];
  2. Press R1/RB again to select [Transfer List] ;
  3. Select one of your items;
  4. Press X/A to popup the [List on Transfer Market] screen;
  5. You will see now the minimum and the maximum price next to the item image.
Frequently Asked Questions
FC 26 Price Ranges is a feature that dictates the buying and selling limits for items on the transfer market.
FC 26 Price Ranges reflect accurate market data. Electronic Arts analyzes the average sale price and the percentage of items sold (relative to total listings) to determine whether to adjust price ranges up or down.
New player releases such as TOTW are based on historical data, the player’s desirability, and similar players. Therefore, the ranges for new player releases are left a bit wider for prices to settle.
You can see an item’s minimum and maximum price while listing it to be sold.
There is no set timeframe for updating price ranges. However, if a player’s price hits the maximum and becomes extinct due to sniping, adjustments are made quickly.
Yes. Price Ranges are adjusted according to the market so that they can go up or they can go down depending on how the item is priced in the Ultimate Team transfer market.
The Price Ranges feature was introduced in Ultimate Team in March of 2015.
In March 2015, despite growing profits from Ultimate Team’s microtransactions, EA believed their income had untapped potential. The main culprits were four individuals who had created the FIFA Server Tool Application, gaining access to the game’s source code. This program simulated playing numerous matches through cloud computing, funneling earnings into one primary account, amassing approximately 70 million coins in an hour. The mass circulation of these illicitly obtained coins led to the rise of coin-selling websites.

To curb this, EA initially removed the option to offer items directly to friends and then introduced price ranges. Although initially met with community dissatisfaction due to various issues, over time, FIFA 16’s release saw wider acceptance and a return to profitable trading. The long-term impact has been a continuous growth in EA’s profit, a decline in the coin-selling business, and general acceptance of price ranges within the game.
Price Ranges serve to curtail the artificial inflation of player prices resulting from illicit activities, ensuring a fairer environment for building your Ultimate Team. This balance also provides UT fans with a clearer understanding of their items’ approximate value. Ultimately, the implementation of Price Ranges aims to restore fairness to the Transfer Market, mitigating the impact of fraudulent coins and preventing excessively high player prices.
The primary motive for introducing price ranges is to combat coin sellers. In the past, purchasing coins involved initiating an auction for any unwanted cards, setting a price based on the acquired coins, and informing the seller. With price ranges, sellers must now sell multiple cards at their maximum prices, while hoping to avoid detection by EA (although there’s a considerable risk of detection).
It’s important to distinguish between Price Ranges and Quick Sell Values. Price Ranges set the minimum and maximum values at which an item can be bought or sold, while Quick Sell Values define a fixed coin amount received when permanently discarding an item. As a result, a card’s lowest price range will always be higher than its quick sell value. This system encourages players to list less valuable cards on the market instead of discarding them, helping to sustain market activity.
Price Ranges weren’t designed to benefit traders, but experienced Ultimate Team players know that challenges bring new opportunities.

It’s possible to profit from price ranges. When a card’s price consistently rises and reaches its maximum, it signals an adjustment is likely. Since the price can’t go higher due to limits, EA will eventually update the range.

Cards with a PRP (Price Range Percentage) above 95% are strong investments, especially if they feature high ratings or play in popular leagues. Once EA updates the range, prices usually rise, yielding a return.

However, this isn’t always a guarantee. Just because EA increases a price range doesn’t mean the card’s value will follow. The safest bets are players already at their max price. Like any trading method, this requires experience, so don’t expect quick profits.

Price Range of Player Items


Price ranges depend on the item, but, at the beginning of the game, they tend to be the same for cards with similar overall ratings and categories.

RatingCommonRareSpecial
87+800
60,000
10,750+
86800
40,000
10,500
100,000
85800
20,000
10,250
50,000
84800
10,000
10,250
50,000
83350
10,000
700
10,000
10,250
50,000
82350
10,000
700
10,000
10,250
50,000
81350
10,000
650
10,000
9,900
50,000
80350
10,000
650
10,000
9,800
50,000
79350
10,000
650
10,000
9,700
50,000
78350
10,000
650
10,000
9,600
50,000
77350
10,000
650
10,000
9,400
50,000
76350
10,000
650
10,000
9,300
50,000
75300
10,000
600
10,000
9,200
50,000
74150
10,000
300
10,000
5,200
50,0000
73150
10,000
300
10,000
5,200
50,0000
72150
10,000
300
10,000
5,100
50,0000
71150
10,000
250
10,000
5,000
50,0000
70150
10,000
250
10,000
4,900
50,0000
69150
10,000
250
10,000
4,900
50,0000
68150
10,000
250
10,000
4,800
50,0000
67150
10,000
250
10,000
4,800
50,0000
66150
10,000
250
10,000
4,700
50,0000
65150
10,000
250
10,000
4,600
50,0000
64-150
10,000
150
10,000
850
50,000

Price Ranges of Other Items


Contrary to what happens with player items, price ranges of other items are not updated through the season. They remain the same since the first day.

CategoryCommonRare
Managers150-5,000150-5,000
Consumables150-5,000150-5,000
Stadium Items150-5,000150-5,000
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