FIFA 23 CONSUMABLES

FIFA 23 Consumables are items that can be used on players and managers to improve some of their characteristics.
FIFA 23 Consumables

Consumable Items


FIFA 23 Consumables are one of the four items categories in FUT. They improve, boost, modify or add a feature when you apply them to a player or manager. In this case, they are consumed and removed from your club.

You have to respect the slots available on the transfer list and the transfer target. However, you can store unlimited consumable items in your club.

There are five different types of FIFA 23 consumables:

  • Contacts;
  • Chemistry Styles;
  • Position Modifier;
  • Healing;
  • League Modifier.

How to Apply a Consumable
  1. From the main FUT screen, press R1/RB twice to go to the [Club] tab;
  2. Select [Squad];
  3. Choose a player or a manager and press Square/X;
  4. Select [Apply Consumable];
  5. Press R1/RB to navigate through the different categories;
  6. Select the desired consumable item and confirm.

Contracts


Contract Items are responsible for increasing the number of matches a player or a manager can play.

Except for loan items or starter pack items, when a player or a manager is released, he comes with seven contracts. The number of contracts printed on his item decreases every time you use him in a match. When it reaches zero, you cannot use him until you apply a contract item again.

You can use contract items at any time. You don’t have to wait until your players or managers run out of contracts.

The numbers inside the colored box of a contract item represent how many extra matches players or managers can play if you apply that item. For example: if you use a contract item on a silver player, he will be able to play more matches according to the silver rectangle of that contract item, no matter the quality of his card.

You cannot apply contracts to players on loan or players/managers who would have more than 99 contracts. Anyone that plays a match would spend a contract, even if he started the match on the bench. That’s why you should avoid making many substitutions.

Player Contracts Bonus
Rare Gold 28G 24S 28B
Common Gold 13G 11S 15B
Rare Silver 18G 24S 20B
Common Silver 8G 10S 10B
Rare Bronze 3G 6S 15B
Common Bronze 1G 2S 8B
Manager Contracts Bonus
Rare Gold 28G 24S 24B
Common Gold 13G 11S 11B
Rare Silver 18G 24S 20B
Common Silver 8G 10S 10B
Rare Bronze 3G 6S 15B
Common Bronze 1G 2S 8B

Styles


Chemistry Style Items are responsible for allowing players to choose which attributes will be affected by the chemistry.

You can apply Style Items to any player, adjusting his attributes to the squad’s needs. These items do not change the chemistry numbers. They redistribute the stats that will receive chemistry boosts.

You are allowed to use Styles in a player as many times as you want, but only one per player at a time. He will keep with the style until you apply a new one. When someone trades a player item, the buyer will keep the style that it is active.

There are twenty-four chemistry styles: nineteen for outfield players and five for goalkeepers. You can only apply outfield player chemistry styles to outfield players. However, goalkeepers’ chemistry styles are exclusive to goalkeepers, and you cannot use outfield player chemistry styles on them. You can also use styles on In Form players, including Icons and players on loan.

Style Items Bonus
GK Basic Default
Wall +2 Div Han Kic
Shield +2 Kic Ref Spe
Cat +2 Ref Spe Pos
Glove +2 Div Han Pos
Player Basic Default
Sentinel +3 Def Phy
Interceptions: +10, Heading Accuracy: +15, Marking: +10, Standing Tackle: +5, Sliding Tackle: +5, Jumping: +15, Strength: +5, Aggression: +10
Guardian +3 Dri Def
Balance: +10, Ball Control: +5, Dribbling: +15, Interceptions: +5, Heading Accuracy: +5, Marking: +10, Standing Tackle: +15, Sliding Tackle: +10
Gladiator +3 Sho Def
Finishing: +15, Shot Power: +10, Volleys: +5, Interceptions: +10, Heading Accuracy: +5, Marking: +5, Standing Tackle: +10, Sliding Tackle: +15
Backbone +2 Pas Def Phy
Finishing: +15, Shot Power: +10, Volleys: +5, Interceptions: +10, Heading Accuracy: +5, Marking: +5, Standing Tackle: +10, Sliding Tackle: +15
Anchor +2 Pac Def Phy
Acceleration: +5, Sprint Speed: +5, Interceptions: +5, Heading Accuracy: +5, Marking: +5, Standing Tackle: +10, Sliding Tackle: +10, Jumping: +10, Strength: +10, Aggression: +5
Shadow +3 Pac Def
Acceleration: +10, Sprint Speed: +10, Interceptions: +10, Heading Accuracy: +5, Marking: +5, Standing Tackle: +10, Sliding Tackle: +15
Artist +3 Pas Dri
Vision: +10, Crossing: +10, Free Kick Accuracy: +5, Long Passing: +15, Curve: +5, Agility: +15, Reactions: +5, Dribbling: +10
Architecht +3 Phy Pas
Vision: +10, Free Kick Accuracy: +5, Long Passing: +5, Short Passing: +15, Curve: +10, Jumping: +10, Strength: +15, Aggression: +5
Powerhouse +3 Pas Def
Vision: +15, Crossing: +5, Long Passing: +10, Short Passing: +10, Curve: +5, Interceptions: +10, Marking: +5, Standing Tackle: +15
Maestro +2 Pac Pas Sho
Shot Power: +10, Long Shots Accuracy: +10, Volleys: +5, Vision: +5, Free Kick Accuracy: +10, Long Passing: +10, Short Passing: +5, Reactions: +10, Dribbling: +10
Engine +2 Pac Pas Dri
Acceleration: +5, Sprint Speed: +5, Vision: +5, Crossing: +10, Long Passing: +5, Short Passing: +5, Curve: +10, Agility: +5, Balance: +10, Dribbling: +10
Catalyst +3 Pac Pas
Acceleration: +10, Sprint Speed: +10, Crossing: +15, Free Kick Accuracy: +10, Long Passing: +10, Short Passing: +5, Curve: +5
Sniper +3 Sho Dri
Positioning: +5, Shot Power: +10, Long Shots Accuracy: +15, Volleys: +10, Penalties: +5, Jumping: +15, Strength: +5, Aggression: +10
Deadeye +3 Sho Pas
Positioning: +10, Finishing: +10, Shot Power: +15, Long Shots Accuracy: +5, Penalties: +5, Vision: +10, Short Passing: +15, Curve: +5
Hawk +2 Pac Sho Phy
Acceleration: +5, Sprint Speed: +5, Positioning: +5, Finishing: +5, Shot Power: +10, Long Shots Accuracy: +10, Penalties: +5, Jumping: +10, Strength: +5, Aggression: +10
Marksman +2 Sho Dri Phy
Finishing: +10, Shot Power: +5, Long Shots Accuracy: +10, Penalties: +5, Reactions: +5, Ball Control: +10, Dribbling: +10, Jumping: +10, Strength: +10
Finisher +3 Sho Phy
Positioning: +5, Finishing: +15, Shot Power: +10, Volleys: +10, Penalties: +5, Agility: +10, Balance: +5, Dribbling: +15
Hunter +3 Pac Sho
Acceleration: +10, Sprint Speed: +10, Positioning: +5, Finishing: +10, Shot Power: +5, Volleys: +15, Penalties: +5

Position Modifier


Position Modifier Items are responsible for modifying the position of a player.

In FUT 23, every player has a primary position and may eventually have up to three secondary position in which they have real-life experience. You can use a position modifier card to change them from primary to secondary positions and vice-versa. This way, you guarantee they won’t impact chemistry.

In previous titles, you could alter each position, except for center-backs and goalkeepers, to fit your formation and provide maximum squad chemistry. Now, your players cannot play out of position or they won’t have any chemistry. Instead of having multiple modifying items as before, you now have a unique card that allows you to swap the position of your player for one of allowed, regardless of which positions they are.

Position Items Bonus
Rare Gold +

Healing


Healing Items are responsible for reducing the downtime of an injured player.

Any player can get hurt in a match. The chances are higher if he has low fitness and the opponent uses an aggressive playing style. When he gets injured, you can see the number of matches he will miss on his item.

If you leave him to rest on the reserves for as long as the period of the injury, he will heal naturally and become available again. If you want to use an injured player immediately or reduce his downtime, you can apply him a healing item.

The items of injured players have an ‘X’ on them. It is not possible to use a healing item on players who are not injured. On the other hand, you can apply as many healing items as you wish to injured players.

There are only two Healing Items in the game: Gold common and gold rare items. These will apply to any injury type and reduce the injury duration by two and five matches, respectively.

Healing Items Bonus
Rare Gold +5
Common Gold +2

League Modifier


Manager’s Leagues Items are responsible for modifying the league of a manager.

Managers boost the contract items, but they also contribute to the chemistry of all players from the starting eleven with the same nationality or league.

League items allow you to modify the league printed on the manager item to the one printed on the card. For each item you use, you can modify the league once. You can use them as many times as you want. The effect lasts until you apply a new league item to that manager.

League Items Bonus
3. LigaGER 3
AllsvenskanSWE 1
Pro LeagueBEL 1
BundesligaGER 1
Bundesliga 2GER 2
Ceská LigaCZE 1
CSLCHN 1
Ligue 2FRA 2
EFL League OneENG 3
EFL League TwoENG 4
EkstraklasaPOL 1
EliteserienNOR 1
EredivisieNED 1
FinnliigaFIN 1
FL ChampionshipENG 2
Hellas LigaGRE 1
A-LeagueAUS 1
K-League 1KOR 1
LaLigaESP 1
Liga SmartbankESP 2
Liga IROM 1
Liga do BrasilBRA 1
Liga HrvatskaCRO 1
Liga PortugalPOR 1
Ligue 1FRA 1
MLSMLS
Austrian Bund.AUT 1
Premier LeagueENG 1
Raiffeisen SLSWI 1
Saudi PLSAU 1
Scottish Prem.SPFL
Serie A TIMITA 1
South African FLRSA 1
Airtricity LeagueIRL 1
Super LigTUR 1
SuperligaDEN 1
SAFARG 1
Ukrayina LihaUKR 1
UELARB 1
Frequently Asked Questions
FIFA 23 Consumables are items that can be used on players and managers to improve some of their characteristics.

There are five different types of FIFA 23 consumables:
  • Contacts;
  • Chemistry Styles;
  • Position Modifier;
  • Healing;
  • League Modifier.
Contract items are responsible for increasing the number of matches a player or a manager can play. Without any contract, a player or manager will not be able to attend a match.
Contracts are the second most important FUT item, just after players. Strategically it is an essential item because it is the only consumable required to play matches. You will need to buy contracts if you want to play. You have no other choice.
Playing a match in FUT will consume a contract from a player or manager engaged in that match. However, the contract’s numbers of players who were on the substitution list but haven’t played will not be consumed.

The player’s items that are out of contracts are distinguished from the others by having a folder icon and can be sent to the transfer list like all the other items. In addition, a player’s remaining contracts are shown at the back of their card as “Contract” or “CON” in short form.
For each match you play, you spend something like 60 to 80 coins on contracts. To save a few coins, you should pay attention to the following tips:

  • For the same price, always choose the contracts’ items that give you more matches;
  • Do not use contract items with many matches on players/managers who you do not know if will be in your club much more time;
  • Do not waste contract items if it exceeds the 99 matches;
  • Only make substitutions that are strictly necessary;
  • Buy a few managers besides the main one;
  • Only assign a manager to your squad if you need him to improve the chemistry;
  • Buy contracts during important promo packs releases, special In Form releases, and when weekly rewards are out;
  • Analyze the relation price vs. the number of matches.
Chemistry Style items are responsible for allowing players to choose which attributes will affect the chemistry.
Chemistry Style cards permanently change a player’s Chemistry Style until a different Chemistry Style is applied to that card.
The styles will have the maximum effect if a player has the highest chemistry possible. However, if he has the lowest chemistry possible, it doesn’t make sense to apply him a style item since it won’t make male any difference.
Position Modifier items are responsible for modifying the position of a player.
Although players could play in any position, if you put them out of position, they won’t have any individual chemistry and they may also affect the chemistry of the team mates (and team chemistry). You can use a position modifier item to make him play in one of the primary or alternative positions.
Healing items are responsible for reducing the downtime of an injured player.
Yes. If you send your injured players to the reserves, they will recover naturally and becomes available again. However, if you want him immediately, you can use multiple healing cards until he gets healed.
If you usually keep your squad’s stamina high and avoid aggressive opponents, then injuries are sporadic. Even if it happens, the downtime will be only one or two matches. That’s why there is no reason to buy rare healing items which reduce the downtime in five matches.

The common healing item should only be used if you need a player, in particular, that’s got an injury. Most of the time, you can avoid using healing items if you own quality backup players. You can put the injured player in the reserves and replace him with another.
Manager’s League items are responsible for modifying the league of a manager.