Press Auto Complete on an open SBC and the assistant builds a squad that meets every requirement for as few coins as possible. Here’s how it decides.
1. It reads the challenge
Rating, chemistry, number of players from a nation, league or club, rarity, quality: every rule on the challenge screen is read before anything is picked.
2. Your club comes first
Cards you already own cost nothing extra, so they go in first, in this order:
- Duplicates: they can’t go in your club anyway.
- SBC storage: what it’s for.
- Untradeables: you can’t sell them, so using them is free.
- Tradeables: last, because these are worth coins.
Within each group it prefers the lowest-rated card that still works, keeping your better cards for harder challenges.
3. It protects what matters
- Your active squad is skipped (on by default).
- Locked cards are never used. Lock any card from the solution, or add a name in the Locked tab.
- Valuable cards are spared: if a club card is worth more than your threshold (1,000 coins by default) and a cheap card fits the slot, it uses the cheap card instead. No more 84s burned on a 300-coin requirement.
4. Missing cards come from the market
If your club can’t fill a slot, the assistant adds a concept player: the cheapest card on the market that fits. Prices come from Futbin or EA, whichever you pick in Options.
It also checks the cheapest Futbin community solution for that challenge. If that squad is cheaper once your owned cards are counted, it uses it.
5. You decide what happens next
- By default it shows you what’s missing and what it would cost. Nothing is bought.
- Turn on auto-buy and it buys the missing cards, never above your spend cap.
- Auto-submit is off until you switch it on. Submitting uses up cards for good, so check the squad first.
Softban limits
EA limits how many SBCs you can submit in a short time. The panel shows your hourly and daily count, and stops at the limits you set (90 an hour and 300 a day by default).