FC 25 PRICE RANGE
FC 25 Price Range is a feature that defines the highest and lowest price of each item on the Transfer Market.
How They Work
Price Ranges is a feature that determines how much you can
Attempting to set a starting price below 300 coins for a gold player item? It’s not possible. The freedom to set prices is restricted; sellers must align with predefined ranges. The same applies to buyers – they are confined within these limits.
All game items, including players, managers, consumables, and club items, have associated price ranges. Key items often see multiple updates throughout the year, while others remain relatively stable. In most cases, these ranges are universal across PC, Xbox, and PlayStation platforms.
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
- From the main Ultimate Team screen, press R1/RB three times to go to [Club];
- Press X/A to select [Squad];
- Select one of your players;
- Press Square/X to popup the [Actions] screen;
- Select [List on Transfer Market] and confirm by pressing X/A;
- 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
- From the main Ultimate Team screen, use R1/RB to select [Transfers];
- Press R1/RB again to select [Transfer List] ;
- Select one of your items;
- Press X/A to popup the [List on Transfer Market] screen;
- You will see now the minimum and the maximum price next to the item image.
Frequently Asked Questions
FC 25 Price Ranges is a feature that dictates the buying and selling limits for items on the transfer market.
FC 25 Price Range reflect accurate market data. Electronic Arts use average sale price and the percentage of items sold (out of all such items listed) to assist them in deciding whether or not to increase or decrease price ranges.
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 specified timeframe for updating price ranges. However, if a player’s price reaches the maximum and faces extinction due to sniping, adjustments are made promptly.
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.
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 essential to clarify that Price Ranges and Quick Sell Values are distinct concepts. Price Ranges establish a range of values within which you can buy or sell an item, while Quick Sell Values determine a single coin value credited to your club if you choose to permanently discard an item. Consequently, the base of a card’s price range will always be higher than its quick sell value. This ensures that players are incentivized to auction their less valuable cards rather than discarding them, maintaining the transfer market’s appeal
Price ranges weren’t designed to help the traders. People who have played Ultimate Team for a long time know how difficult the job has become. However, in difficult times there’re always new opportunities.
It is possible to use price ranges to make coins. When the price of a card is experiencing a continuous increase, it may eventually reach its maximum value. It indicates that the price range is not well adjusted; therefore, EA will soon launch an update. In these situations, the only reason why the price didn’t keep increasing is that it wasn’t allowed to.
This way, the cards with a PRP (Price Range Percentage) above 95% are considered good investments, especially if the player has a high rating or plays in a popular league. You’ll get your return as soon as EA update the price ranges and the market starts to react to that.
However, you still have to be careful since this situation is not always valid. Just because EA will increase a price range doesn’t necessarily mean the card’s value will also increase. It’s only (almost) guaranteed for that to happen when the player’s price has already hit its maximum. Like any other trading method, this one also requires a learning/adaptation period, so don’t expect to make a lot of coins fast.
It is possible to use price ranges to make coins. When the price of a card is experiencing a continuous increase, it may eventually reach its maximum value. It indicates that the price range is not well adjusted; therefore, EA will soon launch an update. In these situations, the only reason why the price didn’t keep increasing is that it wasn’t allowed to.
This way, the cards with a PRP (Price Range Percentage) above 95% are considered good investments, especially if the player has a high rating or plays in a popular league. You’ll get your return as soon as EA update the price ranges and the market starts to react to that.
However, you still have to be careful since this situation is not always valid. Just because EA will increase a price range doesn’t necessarily mean the card’s value will also increase. It’s only (almost) guaranteed for that to happen when the player’s price has already hit its maximum. Like any other trading method, this one also requires a learning/adaptation period, so don’t expect to make a lot of coins fast.
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.
Rating | Common | Rare | Special |
87+ | 800 60,000 | 10,750+ | |
86 | 800 40,000 | 10,500 100,000 | |
85 | 800 20,000 | 10,250 50,000 | |
84 | 800 10,000 | 10,250 50,000 | |
83 | 350 10,000 | 700 10,000 | 10,250 50,000 |
82 | 350 10,000 | 700 10,000 | 10,250 50,000 |
81 | 350 10,000 | 650 10,000 | 9,900 50,000 |
80 | 350 10,000 | 650 10,000 | 9,800 50,000 |
79 | 350 10,000 | 650 10,000 | 9,700 50,000 |
78 | 350 10,000 | 650 10,000 | 9,600 50,000 |
77 | 350 10,000 | 650 10,000 | 9,400 50,000 |
76 | 350 10,000 | 650 10,000 | 9,300 50,000 |
75 | 300 10,000 | 600 10,000 | 9,200 50,000 |
74 | 150 10,000 | 300 10,000 | 5,200 50,0000 |
73 | 150 10,000 | 300 10,000 | 5,200 50,0000 |
72 | 150 10,000 | 300 10,000 | 5,100 50,0000 |
71 | 150 10,000 | 250 10,000 | 5,000 50,0000 |
70 | 150 10,000 | 250 10,000 | 4,900 50,0000 |
69 | 150 10,000 | 250 10,000 | 4,900 50,0000 |
68 | 150 10,000 | 250 10,000 | 4,800 50,0000 |
67 | 150 10,000 | 250 10,000 | 4,800 50,0000 |
66 | 150 10,000 | 250 10,000 | 4,700 50,0000 |
65 | 150 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.
Category | Common | Rare |
Managers | 150-5,000 | 150-5,000 |
Consumables | 150-5,000 | 150-5,000 |
Stadium Items | 150-5,000 | 150-5,000 |
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