FIFA Codexery

Pace

The stat that separates a good winger from the fastest player on the pitch.

Pace is one of the five core attribute categories displayed on every player card in the FIFA franchise's Ultimate Team mode. Composed of the sub-attributes Acceleration and Speed, Pace quantifies how quickly a player can change direction and cover ground, making it a defining stat for wingers, strikers, and full-backs alike.

Within the card-collecting and trading ecosystem of Ultimate Team, Pace is a primary driver of a card's perceived value and in-match performance. Players with elite Pace ratings command premium prices in the transfer market, and the attribute is a focal point when comparing card variants, special editions, and icon releases.

Quick Facts

Category
Core Attribute (1 of 5 main stats)
Sub-attributes
Acceleration, Speed
Rating range
1–99
Appears on
All player cards in Ultimate Team (base, special, icon, hero)
Most impactful positions
  • Winger
  • Striker
  • Full-back
Franchise
FIFA; EA Sports FC

Lore & Background

Since the earliest iterations of FIFA, the developers at EA Sports have treated Pace as the attribute most visible to casual players. A striker who beats a defender by half a step, a full-back who recovers on a counter-attack—these moments are governed by the Acceleration and Speed values that roll up into the single Pace number on a card. In Ultimate Team, where every card is a tradable asset, that number carries economic weight: a card with 97 Pace will almost always outprice an otherwise identical card with 92 Pace, all else being equal.

The attribute has evolved across generations. In older FIFA titles, Pace was a simpler two-part stat. In more recent entries, the underlying simulation weighs Acceleration more heavily for short-burst scenarios and Speed for sustained top-velocity runs, meaning a player with a higher Acceleration sub-stat may feel faster in tight spaces even if their overall Pace number is slightly lower than a rival's. This nuance is a frequent topic in community analysis threads and trading forums.

Special and icon cards in Ultimate Team often receive attribute adjustments compared to their base counterparts, and Pace is frequently the stat that shifts. A Total Team of the Year card, for example, may gain two or three points in Pace over the base card, and that delta is enough to move a card from a mid-range price to a premium tier. Traders and squad builders treat Pace as the first number they check when evaluating whether a card upgrade is worthwhile.

Reader's Guide

Pace is not a standalone collectible card but rather a core attribute value printed on every player card in Ultimate Team. Its rarity tier is effectively determined by the card it appears on: a 99 Pace rating is found on a small number of elite special and icon cards, while 90+ Pace is common among top-tier base and special cards, and 80+ Pace appears on a broad middle tier of squad-building options.

Acquisition mirrors the underlying card. You obtain a high-Pace attribute by completing Squad Building Challenges, opening packs (Jumbo, Mega, Prime, or special event packs), earning it through Division Rivals and Friends' League rewards, or purchasing it directly on the transfer market. There is no separate "Pace pack" or "Pace objective"—the attribute is inseparable from the player card it adorns.

In the Ultimate Team economy, Pace is a primary price driver. Traders routinely sort the market by Pace to find value cards or to gauge whether a special card's attribute bump justifies its premium. Community trading culture heavily references Pace: a common phrase in squad-building discussions is whether a card's Pace is "enough" for the division you're playing. For wingers and strikers, a Pace rating below roughly 85 is often considered a limiting factor in higher divisions, while 95+ Pace is treated as a premium differentiator that can add hundreds or thousands of coins to a card's market value depending on the player's overall profile and card type.

When comparing two cards for a squad slot, most experienced builders check Pace first, then Dribbling, then Shooting—making it the de facto gatekeeper attribute for attacking roles.

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