Boost calculator
Approximate calculation — the real numbers can differ slightly in game. Boosts never push a stat above 99.
Enter a player's six base ratings, pick a chemistry style, and see the boosted ratings — before you spend the coins. Approximate math, 0–3 chemistry scaling, capped at 99.
Approximate calculation — the real numbers can differ slightly in game. Boosts never push a stat above 99.
The short version: a chemistry style's boost is only as good as the player's own chemistry. At 3 chemistry you get the full boost, at 2 about two thirds, at 1 about one third, and at 0 nothing. Two-stat styles (Hunter, Shadow) give a bigger per-stat boost (+3) than three-stat styles (+2), and Basic gives a small +1 on everything. Style group assignments match our chemistry styles guide.
Glove, Wall, Cat, Shield and Basic GK boost goalkeeper-only attributes (diving, handling, kicking, reflexes, positioning and speed) — not the six outfield stats this calculator works with. That is why the style list above is outfield styles only. It is a deliberate choice, not an oversight.
The boost scales with the player's own chemistry points: 3 chemistry gives the full boost, 2 chemistry gives about two thirds, 1 chemistry about one third, and 0 chemistry gives no boost at all. This is the community-observed approximation — always check the in-game numbers.
No. At 0 chemistry the style gives no boost at all. The style only starts working at 1 chemistry, which is why getting a player to 3 chemistry matters more than picking the perfect style.
Ratings in FC 27 cannot go above 99, so any boost that would push a stat past 99 is capped. For example, a 98-rated stat with a +3 boost becomes 99, not 101.
No — they are an approximation of EA's boost rules: +3 per boosted stat for two-stat styles, +2 for three-stat styles, and +1 on every stat for Basic, scaled down by the player's 0–3 chemistry. EA does not publish the exact formula, so treat the results as an estimate and confirm in game.