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FC 27 Future Stars Academy Guide: Best Players, Upgrade Paths & Objectives

FC 27 Future Stars Academy Guide: Best Players, Upgrade Paths & Objectives

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LDShop Team
2026/10/19

Updated October 19

Future Stars Academy lets you develop a young player through four Evolutions in FC 27 Ultimate Team. All four stages are now available, giving you choices over attacking attributes, passing and physical development. This guide covers who to enrol, which branches to consider and how to earn the accompanying objective rewards.

 
 
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Future Stars Academy Overview and Release Schedule

The Academy consists of four separate Evolutions. Start with an eligible item, complete its upgrades and use that Academy card in the next stage.

EA’s progression graphic shows an 81 → 82 → 83 → 85 OVR route. Treat this as the campaign roadmap; inspect your own player’s preview for the attributes gained at each step.

Stage

Release date

Roadmap OVR

Current status

Academy I

October 9

81

Available

Academy II

October 11

82

Available

Academy III

October 13

83

Available

Academy IV

October 16

85

Available

All dates refer to the 2026 campaign. Academy progression is completed through in-game Evolution tasks. The pack campaign’s real-world upgrade programme should not be assumed to apply to your Academy item.

For the promotional squad and its separate upgrade rules, see the FC 27 Future Stars Team 1 guide.

 

How to Choose and Enrol Your Academy Player

Academy I Entry Requirements

Your starting item must meet every condition below.

Requirement

Limit

Overall rating

Maximum 80

Pace

Maximum 86

PlayStyles

Maximum 7

Eligible position

ST or CAM

Date of birth

October 9, 2003 or later

Entry fee

Free

ST or CAM can be an alternative position. An LW, LM or CM can therefore qualify without changing its main position.

Open Ultimate Team → Evolutions, switch to the Future Stars Academy section and preview Academy I. On a controller, R1/RB moves between the tabs.

Check the exact version you own, including any earlier Evolution upgrades. Once you commit the item, plan to keep it on the Academy chain.

What Matters When Choosing a Player?

Start with the role your squad needs. A player intended for runs behind the defence needs a different route from a CAM used for close control and passing.

Existing skill moves, weak foot, PlayStyles and alternative positions can distinguish two items that eventually reach the same overall rating. Squad links and your experience using the player also matter.

Most importantly, compare branch gains after the shared upgrades. Academy I improves several attributes before its final choice, so a listed +12 reward may add much less once its cap is applied.

Search your club before buying a popular candidate. The Evolution is free, but the starting card and supporting teammates still affect your budget. If you are rebuilding the lineup around your graduate, buy cheap FC 27 Coins through LDShop and plan for the whole squad.

 

Five Players to Build Through Future Stars Academy

Choose an Academy starter based on the role your squad needs. The five base items below offer different foundations for the four-stage chain: a skilful winger, a two-footed midfielder, a central finisher and two creative midfield options. Start with the exact base version listed and check its Evolution preview before enrolling; a promotional or previously evolved version of the same player may not meet the entry requirements.

Antonio Nusa — Build Around Five-Star Skills

Base item: 78 OVR · LW · CAM alternative · 5★ skills / 3★ weak foot

Antonio Nusa portrait in FC 27 Ultimate Team

Nusa starts with 85 Pace, 85 Dribbling and five-star skill moves, making him an appealing choice for a wide attacker who carries the ball and takes on defenders. His CAM alternative lets this base item enter the Academy. At Academy I, Shooting is worth considering to improve his finishing while taking his weak foot to four stars; his existing five-star skills are retained.

For a creative wide role, consider the passing-focused option at Academy II, the Dribbling branch at Academy III and Passing at Academy IV. He already has Technical, so choosing that branch is about its attribute gains, not adding a second copy of the PlayStyle. Compare the actual capped gains rather than assuming every listed bonus applies in full.

Senny Mayulu — A Two-Footed Midfield Project

Base item: 79 OVR · CM · CAM/ST alternatives · 3★ skills / 5★ weak foot

Senny Mayulu portrait in FC 27 Ultimate Team

Mayulu's existing five-star weak foot is the main reason to consider him. Choosing Dribbling at Academy I raises his skill moves to four stars while retaining that weak foot, giving you a useful foundation for receiving and distributing on either side. His CAM and ST alternatives make the 79-rated CM item eligible for the chain.

For a supporting midfielder, a coherent route is Dribbling at Academy I, the passing-focused option at Academy II, Technical at Academy III and Passing at Academy IV. Shooting at the final stage is an alternative if you want him nearer the box. Develop him as a link player or attacking midfielder rather than expecting this attacking chain to turn him into a specialist holding midfielder.

Eli Junior Kroupi — A Striker Project with a Clear Trade-Off

Base item: 80 OVR · ST/CAM · 3★ skills / 3★ weak foot

Eli Junior Kroupi portrait in FC 27 Ultimate Team

With 83 Pace and 83 Shooting on his base item, Kroupi is a natural starting point if your squad needs a central scorer. Choose Shooting at Academy I if finishing and a four-star weak foot are your priorities. Dribbling is the alternative for four-star skill moves, but that choice leaves his original three-star weak foot unchanged.

The four Academy stages do not give this base card both four-star skills and four-star weak foot: the first-stage star rewards are alternative choices. Later on, compare the Dribbling branch at Academy III for control with the Shooting branch for finishing, then choose Academy IV around the gains that remain. Check existing PlayStyles and reward caps before counting an extra PlayStyle as part of the build.

Konstantinos Karetsas — A Creative CAM to Shape Around Your Attack

Base item: 76 OVR · CAM · 4★ skills / 4★ weak foot

Konstantinos Karetsas portrait in FC 27 Ultimate Team

Karetsas already has four-star skill moves and a four-star weak foot, so Academy I's star rewards add nothing to either rating. Choose its branch for the attribute gains instead. His 76-rated CAM item suits a project built around receiving between the lines, turning and finding runners rather than physical duels.

One route to compare is Shooting at Academy I, the passing-focused option at Academy II, Technical at Academy III and Passing at Academy IV. The first choice develops his attacking output, while the later choices focus on control and distribution. Extra PlayStyle consumables or earlier Evolutions can change both the final result and whether subsequent rewards apply, so use your own item's preview.

Clara Serrajordi — An Option for Barcelona and Liga F Builds

Base item: 79 OVR · CM · CAM/ST alternatives · 3★ skills / 3★ weak foot

Clara Serrajordi portrait in FC 27 Ultimate Team

Clara Serrajordi is worth considering if Barcelona, Spain or Liga F links fit your squad. Her base item has 83 Short Passing, 84 Long Passing and 84 Ball Control, with CAM and ST alternatives for Academy entry. Those attributes make her worth considering for a role linking midfield and attack, especially if pace is not your main priority.

Dribbling at Academy I offers four-star skill moves; Shooting or Pace instead offers a four-star weak foot. Choose the trade-off that matters more to your play. A passing-focused Academy II choice, Technical at Academy III and Passing at Academy IV are worth comparing for a creative role. These suggested routes use only the four Academy stages and do not require additional consumables.

Keep the Academy Route Separate from Extra Evolutions

These recommendations start from the listed base cards and use the four Academy stages. Builds that also use other Evolutions or PlayStyle consumables can have different star ratings, PlayStyles and attributes. Academy I's added stars cap at four, while existing five-star ratings are retained. Academy III's PlayStyle reward has a total cap of three and Academy IV's Shooting reward a total cap of four. Preview each choice on your own item before committing, and keep the required Academy rarity throughout the chain.

Stage-by-Stage Academy Upgrade Guide

Each stage below follows the same order: entry requirements, match tasks and branch choice. Check the active stage’s own conditions before starting it.

Academy I: Pace, Shooting or Dribbling AVAILABLE

Entry: An eligible item meeting the starting requirements listed above.

Tasks: Five levels. Levels 1–4 each require one qualifying match; Level 5 requires one qualifying win.

Use your active EVO player in Squad Battles on at least Semi-Pro difficulty, or in Rush, Rivals, Champions or Live Events. Five matches is the minimum if you complete each level successfully and win the final match. Claim each completed reward and check the next objective before continuing.

Final branch: Choose one option at Level 5.

Branch

Attribute increases and caps

Star reward

Pace

Acceleration/Sprint Speed +12, cap 84; Positioning +10, cap 83; Finishing/Agility +10, cap 82

Weak Foot +2, cap 4★

Shooting

Finishing +12, cap 86; Shot Power +12, cap 87; Long Shots/Volleys/Composure +10, caps 83/84/83

Weak Foot +2, cap 4★

Dribbling

Agility/Ball Control/Dribbling +12, cap 87; Balance/Composure +10, cap 84

Skill Moves +2, cap 4★

These are capped increases, not guaranteed final attributes. A stat already above the cap is not reduced, but receives no increase from that reward.

Pace suits movement-focused development, Shooting improves finishing, and Dribbling develops control. Players who already have four or five stars receive no additional star from the corresponding four-star reward.

Academy II: Playmaker, Powerhouse or All-Rounder AVAILABLE

Entry: An eligible Academy item rated exactly 81 OVR and retaining the required Academy rarity. Complete Academy I and claim its rewards before proceeding.

Tasks: Three levels. Levels 1 and 2 each require one qualifying match; Level 3 requires one qualifying win. The listed modes and minimum Squad Battles difficulty are the same as Academy I, with your active EVO player used in the match.

Final branch: Choose one option at Level 3.

Branch

Attribute increases and caps

Suggested use

Playmaker

Vision +10/86; Crossing +12/82; FK Accuracy +15/80; Short Passing +8/86; Long Passing +12/82; Curve +12/84

Creating chances and distributing the ball

Powerhouse

Reactions +1/83; Heading Accuracy +8/79; Jumping +20/80; Stamina +5/85; Strength +8/76; Aggression +20/74

Improving physical attributes and stamina

All-Rounder

Vision +4/84; Short Passing +4/84; Long Passing +6/79; Jumping +8/77; Stamina +3/84; Strength +5/75

Combining passing and physical improvements

Each figure in this table shows the increase followed by its cap.

Compare the preview with your player’s intended role. Playmaker is worth considering for a creator, while Powerhouse focuses on physical attributes. All-Rounder provides a mixed alternative, but existing stats can make some of its rewards redundant.

Academy III: Rapid, Power Shot or Technical AVAILABLE

Entry: An eligible Academy item rated exactly 82 OVR, retaining the required Academy rarity and having no more than 7 PlayStyles. Complete Academy II and claim its rewards before proceeding. Academy III is free to enter.

Tasks: One level. Win 2 matches in Squad Battles on at least Semi-Pro difficulty, or in Rush, Rivals, Champions or Live Events, using your active EVO player in game.

Branch choice: Choose one of three options at Level 1. Every option gives +1 OVR, capped at 83, alongside the PlayStyle and attribute upgrades below.

Branch and PlayStyle

Attribute increases and caps

Suggested use

Pace — Rapid

Acceleration +3, cap 87; Sprint Speed +3, cap 87

Improving pace and sprint dribbling

Shooting — Power Shot

Finishing +4, cap 88; Shot Power +3, cap 88; Long Shots +3, cap 84; Volleys +5, cap 82; Composure +3, cap 85

Developing finishing and power shots

Dribbling — Technical

Agility +4, cap 89; Balance +2, cap 85; Reactions +3, cap 86; Ball Control +5, cap 89; Dribbling +5, cap 89

Improving close control and controlled sprinting

Each attribute reward shows its increase and cap. These are capped boosts, not guaranteed final attributes. An attribute already at or above its cap receives no increase from that reward.

Compare both the attribute gains and the PlayStyle your player would receive. Rapid suits sprint dribbling, Power Shot supports power shots, and Technical improves controlled sprinting. The PlayStyle reward has a total cap of three PlayStyles. If your player already has the listed PlayStyle or has reached that cap, check the preview before counting it as a new benefit.

Claim the completed Academy III upgrade and keep the item on the Academy chain for the final stage.

Academy IV: Shooting or Passing AVAILABLE

Entry: An eligible Academy item rated exactly 83 OVR, retaining the required Academy rarity and having no more than 7 PlayStyles. Complete Academy III and claim its rewards before proceeding. Academy IV is free to enter.

Tasks: Three levels. Use your active EVO player in Squad Battles on at least Semi-Pro difficulty, or in Rush, Rivals, Champions or Live Events.

Level

Match requirement

Shared upgrades: increase / cap

Level 1

Play 1 match

OVR +2/85; Long Shots +3/78; Penalties +8/75; Composure +3/80; Jumping +5/70; Strength +4/72

Level 2

Play 2 matches

Shot Power +3/80; Volleys +4/76; Crossing +6/80; Heading Accuracy +4/72; Stamina +3/83; Aggression +6/60

Level 3

Win 2 matches

Choose one of the two branches below

This stage requires a minimum of 5 matches, including 2 wins. Although Level 1 raises the item to 85 OVR, you still need to complete Levels 2 and 3 and claim their rewards to finish the build.

Final branch: Choose one option at Level 3.

Branch

Attribute increases and caps

PlayStyle reward

Shooting

Finishing +1/84; Shot Power +3/86; Long Shots +2/82; Volleys +4/82; Composure +3/84

Low Driven Shot; total PlayStyle cap 4

Passing

Vision +3/88; Short Passing +3/88; Long Passing +4/86; Reactions +4/86; Ball Control +2/84; Composure +4/85

No additional PlayStyle listed

Each attribute figure shows the increase followed by its cap. These are capped boosts, not guaranteed final attributes. Existing attributes above a reward’s cap are retained but receive no increase from that reward.

Low Driven Shot is not guaranteed for every item. The Shooting branch’s PlayStyle reward has a total PlayStyle cap of four. Check the item’s existing PlayStyles and reward preview before choosing it.

Choose Shooting when Low Driven Shot can be added and the remaining shooting boosts suit your player. Choose Passing for the improvements to distribution, reactions and composure. If Academy III has already raised Finishing to 88, Academy IV’s +1/84 reward adds nothing to that attribute.

Claim every completed reward before treating your Academy player as finished.

 

Future Stars Academy Objectives and Rewards

The separate Academy objective group rewards matches and goals with your Academy player. Put the item in your starting XI for tasks that require it there.

Objective

Requirement

Reward

The Starlet’s Debut

Score at least once with an Academy player

Pack of 2 Gold Players Rated 75+

Consistent Reps

Play 5 matches with an Academy player in the starting XI

Pack of 3 Gold Players Rated 80+

Star in the Making

Win 7 matches with an Academy player in the starting XI

2,500 Coins

Cementing their Place

Play 10 matches with an Academy player in the starting XI

Evo Unlock

Shining Star

Score with an Academy player in 15 separate matches

Pack of 5 Gold Players Rated 80+

Completing the group awards a pack of 5 Gold Players Rated 81+. The pack rewards are untradeable.

Eligible modes are Squad Battles on at least Semi-Pro difficulty, Rush, Rivals, Champions and Live Events. Shining Star requires goals in 15 different matches; scoring 15 goals in one match will not complete it.

Keep the Academy player in your starting XI and aim to score with them each match while progressing through their Evolutions. Check both sets of objectives, because using an active EVO player and having an Academy player in the starting XI are separate conditions.

The ten-match reward is listed as Evo Unlock. Do not assume it grants another Academy enrolment slot without checking the reward’s in-game description.

 

Five Future Stars Players to Watch from Team 1 and Team 2

Alongside your Academy project, these five released Future Stars cards offer upgrades for different squad needs, from midfield control to penalty-box defending. They are ready-made promotional items, not Academy I candidates: every card below exceeds its 80 OVR entry limit. Choose according to the role you need to fill and the current market price.

Kobbie Mainoo — A Composed Midfield Distributor

Team 2 · 89 OVR · CDM

Kobbie Mainoo portrait in FC 27 Ultimate Team

Pinged Pass+, 89 Short Passing and 90 Composure make Mainoo an appealing option for building through midfield. His 90 Dribbling, supported by Intercept, Press Proven and Bruiser, gives him a useful mix of ball retention and defensive tools. He fits best as the deeper distributor in a double pivot, with a more attacking teammate making runs ahead of him.

His 81 Pace, 76 Shooting and three-star skill moves limit his appeal as an attacking midfielder. Keep his job focused on receiving under pressure, recovering possession and moving the ball forward rather than asking him to carry every attack.

Vicky López — Technical Quality in the Final Third

Team 1 · 90 OVR · RW

Vicky López portrait in FC 27 Ultimate Team

Technical+, 95 Agility and 90 Short Passing make Vicky López a strong candidate for controlled sprints and quick combinations around the box. Her 90 Finishing, four-star skill moves and four-star weak foot let her contribute goals as well as create chances. Use her on the right or at CAM to link play and attack the spaces between defenders.

Her 62 Strength and 81 Composure are the main trade-offs. Play to her movement and technical ability rather than relying on her to hold off defenders. The 86 Shooting on the card face is a category rating; her individual Finishing attribute is 90.

Rayan — A Wide Attacker Worth Trying at Striker

Team 2 · 90 OVR · RM

Rayan portrait in FC 27 Ultimate Team

Rayan combines Low Driven Shot+ with 91 Pace, 87 Shooting, 90 Dribbling and 80 Physical. His left foot, four-star skill moves and four-star weak foot give him a useful attacking profile, while his RM, RW, CAM and ST positions provide flexibility. Try him centrally if you want an attacker who can receive, drive forward and finish rather than only stretch the pitch out wide.

His 86 Agility and 80 Balance mean the 90 Dribbling category rating should not be mistaken for uniformly elite close control. His 78 Stamina also calls for sensible use of pressing and sprinting, especially if he is central to your attack.

Marc Pubill — A Stronger Presence in the Box

Team 2 · 89 OVR · CB

Marc Pubill portrait in FC 27 Ultimate Team

Anticipate+, Block, Aerial Fortress and Bruiser give Pubill a convincing centre-back toolkit. His 90 Defensive Awareness, 90 Standing Tackle, 93 Jumping and 88 Strength suit a defender tasked with protecting the box and competing physically. Meanwhile, 84 Short Passing and 82 Long Passing give him options when playing out after a recovery.

His 80 Acceleration and 67 Balance deserve attention when setting your defensive line. Pair him with a more mobile defender and avoid pulling him into repeated turns against agile attackers. Although he can also play RB, his strengths are better matched to central defending than constant overlaps.

Franco Mastantuono — A Creative Option Between the Lines

Team 2 · 88 OVR · RM

Franco Mastantuono portrait in FC 27 Ultimate Team

First Touch+, Technical and Quick Step make Mastantuono interesting for receiving between the lines and moving straight into a dribble. His 92 Agility, 90 Balance, 87 Passing and 90 Dribbling suit quick combinations and changes of direction. CAM is worth considering alongside RM and RW if your attack needs someone to connect midfield to the forwards.

His left foot and four-star skill moves offer room for creativity, but a three-star weak foot and 84 Finishing make him a more natural creator than your main two-footed scorer. Give him passing options nearby and use his first touch to find space rather than forcing shots from awkward angles.

How to Judge Their Live Upgrade Potential

All five cards above start higher than 87 OVR, so the campaign’s upgrades tied to starts, capped at 86 and 87, cannot raise their overall ratings. Each already has one PlayStyle+, meaning the relevant performance reward adds a base PlayStyle instead of a second PlayStyle+. The weak-foot reward also depends on meeting its separate conditions. Only domestic league matches count. Tracking began on 9 October 2026, with upgrades scheduled for 3 February 2027; assess these cards on their current usefulness before paying for future potential.

FAQ

Is Future Stars Academy Free?

All four Academy Evolutions are free to enter. You still need an eligible starting item.

Can You Enrol Multiple Players?

The currently listed Academy I Evolution is not repeatable. Do not interpret the objective’s “Evo Unlock” reward as confirmation of a second enrolment slot.

Can an LW or CM Enter?

Yes, if the exact item has ST or CAM as an alternative position and meets every other Academy I requirement.

Does Academy I Give Five-Star Skills or Weak Foot?

Its added star rewards cap at four stars. Existing five-star skills or weak foot are retained. Check later stages separately before planning your final build.

Should You Review All Four Stages Before Starting?

All four stages are available, so you can compare the full chain before choosing your player. Check each branch’s actual gains and the entry requirements for later stages before enrolling.

Conclusion

All four Academy stages are now available. Compare each branch’s actual gains and preserve your player’s eligibility as you progress. Keep your Academy item in the starting XI to work towards the accompanying objective rewards, too.

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LDShop Team

LDShop Team Experienced Game Editors

The LDShop Editorial Team covers game updates, character builds, team compositions, and practical gameplay guides. We follow official announcements, test game mechanics, and gather insights from gaming communities to provide accurate, useful, and easy-to-follow content. Our goal is to help players make informed decisions, save resources, and get more out of their favorite games.