01 / DIRECT ANSWER
How do you heal, injure or unsuspend a player?
Back up the Career and stay outside FC’s built-in Edit Player screen. For fitness or injury, press F9 → Features → Players, filter to the intended visible target, then choose Data → Bulk Edit. From v26.3.5 use Fitness, Heal Player, Injury Player, Injury Duration or Never Tired; Heal Player explicitly means full fitness plus remove injury. Suspension is separate: v26.3.6 adds Remove player suspension to the individual Player Editor. Refresh, verify and reload before trusting the result.
Set current player condition or test Never Tired—without editing the Stamina attribute.
Bulk · v26.3.5Heal one documented state or create/change an injury as separate actions.
Bulk · v26.3.5Use the distinct individual action and prove competition eligibility.
Player Editor · v26.3.602 / SIX-ACTION CONTRACT
Only one action has a fully defined combined result
The changelog proves names and introduction versions. It defines Heal Player as “Full fitness + remove injury,” but does not publish every field range, unit or persistence rule.
No source says it also removes a suspension, prevents future injuries or heals every player outside the visible-list scope.
03 / INTERACTIVE AVAILABILITY DESK
Route the symptom before opening Bulk Edit
Choose a version and observed problem, model the visible-row scope, then build reload-based proof. The desk is a local planner and never exposes fake Save, Confirm or Heal controls.
No Career connection
What must change?
Fitness, injury and suspension are separate state families. Select the observed problem; the desk will not treat Heal Player as a universal availability button.
Full fitness + remove injury—the exact documented combined result.
Does not document suspension removal or future injury immunity.04 / THREE STATE FAMILIES
Available is an outcome—not a single database field
Changes the current readiness state. It is not the persistent Stamina attribute or short-term sprint bar.
PROOF: condition before → refresh → reloadControls medical unavailability. Heal is defined; Injury and Duration inputs remain partly undocumented.
PROOF: injury label + duration after reloadA separate v26.3.6 individual action. Confirm eligibility in the relevant competition.
PROOF: competition squad selection05 / HEAL VERSUS FITNESS
Use the narrowest action that matches the observed state
Change the current condition without claiming a medical-state mutation.
ONE STATEThe exact combined contract: full fitness plus remove injury.
TWO DOCUMENTED RESULTS- Fitness is not Stamina
- Heal is not suspension removal
- Heal is not future immunity
- One-time state is not automation
06 / CREATE OR CHANGE AN INJURY
Injury Player and Injury Duration remain separate actions
Filter, count and capture the clean pre-action record.
Apply only this action; wait and observe what state appears.
Do not predict type, severity or automatic duration.
Restore or continue with a separately documented action.
Read the current UI, preserve the displayed unit in your test record and do not label an unlabeled number as “days.”
07 / NEVER TIRED
A repeat-condition intent needs match evidence
Set/observe condition at the current checkpoint.
Use a controlled match and reload to prove behavior and persistence.
Do not translate the label into “99 Stamina.” Stamina is an attribute. Also keep the per-player v26.3.5 Bulk action separate from v26.2.0 Miscellaneous Gameplay “never tired players.”
08 / REMOVE SUSPENSION
The action is individual, version-gated and competition-sensitive
No Remove player suspension addition is documented here.
CONTROL ABSENT BY VERSIONRemove player suspension is added to Player Editor.
INDIVIDUAL ACTION AVAILABLE- 01Record the competition and eligibility state
Do not reduce the evidence to a generic red-card icon.
- 02Open the exact player on v26.3.6
Verify ID, team and current editor build before using the action.
- 03Refresh and test the relevant squad surface
The changelog does not define card/competition scope, so observation controls the claim.
09 / BULK TARGET BOUNDARY
Visible rows—not your intention—own the mutation scope
Narrow the list to the cohort you can inspect.
Record the number before opening the action picker.
Confirm and wait; avoid a second variable.
Re-enter FC and verify the intended players.
High-risk mistake: filtering for an injured player, then clearing the filter before Confirm can broaden the visible-list target. Recount immediately before the real action.
10 / VERSION & ACCESS TIMELINE
Three releases explain four different surfaces
Miscellaneous Features control; keep separate from per-player Bulk.
The general editor arrives before condition actions are listed.
Fitness, Heal, Injury, Duration and Never Tired.
Individual Player Editor action; current Silver at freeze.
11 / VERSIONED RELOAD PROOF
Observe the same player before, after and after reload
- FC + LE versions
- Player ID and team
- Competition + date
- Fitness / injury / duration / eligibility
ACTION
- Wait for Bulk action
- Exit and re-enter surface
- Record only observed fields
- Stop on wrong target/result
RELOAD
- Load the test slot
- Reopen exact player
- Match proof for Never Tired
- Competition proof for suspension
NO LICENSED CURRENT FIXTURE This article supplies the protocol, not fabricated values, duration units or in-game outcomes.
12 / BASE-GAME REALISM BOUNDARY
Direct state editing does not tune injury probability
Heal or deliberately change a selected visible player's condition.
DETERMINISTIC INTENTTune the base-game injury environment; outcomes remain Career/gameplay driven.
PROBABILITY INTENTCurrent reports conflict: some users see almost no injuries even with high sliders; others get disruptive long layoffs. EA documents a broader FC 26 gameplay injury selection, but no single community slider pair is universally proven. This page recommends no magic value.
13 / LUA & AUTOMATION BOUNDARY
Official examples prove lifecycle triggers—not a Bulk UI range
Below 5 may bug the stamina bar; above 95 may bug the player/game.
Reapplies after day passed, before match, after load and immediately.
Uses the same lifecycle events for the controlled pro.
Documentation tension: do not turn 99/100 script examples into manual Bulk recommendations. Their useful lesson is that a value can require event-driven reapplication; scripting belongs to the later Lua guide.
14 / FRESH VIDEO AUDIT
No current video demonstrated the six-action contract
Three searches returned 24 unique videos on 17 August 2026. The exact Live Editor query returned none; the rest mixed training plans, slider guides, Career episodes, Player Career, Football Manager and FIFA 23.
No current result for Heal, Injury, Fitness, Never Tired and suspension together.
Energy/sharpness context only; not Live Editor authority.
Base-game Recovery route; captions normalized locally.
Two official-linked Bulk examples were inaccessible to the downloader; no observation is invented.
EVIDENCE DECISION Changelog and Wiki control action names, versions and scope. EA controls base-game systems. Videos contribute vocabulary only.
15 / FAQ
Fitness, injury and suspension questions
01How do I heal an injured player in FC 26 Live Editor?+
Back up the Career, open F9 → Features → Players, filter to the intended visible player, then use Data → Bulk Edit → Heal Player. The v26.3.5 changelog defines this as full fitness plus remove injury. Confirm, wait, refresh the FC screen and verify before saving.
02Does Heal Player also remove a suspension?+
That is not documented. Heal Player explicitly combines full fitness with injury removal. Suspension has a separate Remove player suspension action in the v26.3.6 individual Player Editor.
03Why can I not find Remove suspension?+
It was added in v26.3.6. At the 17 August 2026 research freeze, Public and Bronze were v26.3.5 while current Silver was v26.3.6, so the missing control may be a version/access fact.
04How do I remove a red-card or player suspension?+
On v26.3.6, open the exact player in Player Editor and use Remove player suspension. Refresh and verify eligibility in the relevant competition. The changelog does not define card or competition scope, so do not rely only on an icon disappearing.
05Is Fitness the same as the Stamina attribute?+
No. Fitness or energy is a current condition state. Stamina is a player attribute, while short-term match fatigue is a gameplay system.
06What does Never Tired change?+
v26.3.5 adds Never Tired as a per-visible-player Bulk action. The changelog does not define its internal field or persistence, so prove it with a controlled match and reload. It is not evidence of 99 Stamina.
07How do I deliberately injure a player?+
Use Injury Player as one Bulk action after filtering to the exact visible target. Injury type, severity and automatic duration are not documented; record the observed result instead of predicting it.
08What unit does Injury Duration use?+
The current changelog names the action but does not document its unit, range or whether it can create/remove an injury alone. Read the current UI and test one restored player before using it broadly.
09Why did Bulk Edit affect several players?+
Bulk actions apply to players visible on the list. Filters and the visible row count define the documented scope, so a broad list can produce a broad edit.
10Should I use Live Editor or injury Frequency and Severity sliders?+
Use Live Editor actions to create or clear a known player state. Use the base-game sliders to influence how injuries occur across gameplay. They answer different questions.
11Why did fitness return after a day, match or reload?+
Career systems can update condition. Official automation examples reapply fitness at day-passed, prematch and post-load events, showing why a one-time edit and an ongoing rule are different intents.
12What is the safest way to test a condition action?+
Use a second Career slot, filter to one visible player, capture the starting condition, apply one action, wait, re-enter the FC surface, save/reload and verify the exact result. For Never Tired add a controlled match; for suspension check competition eligibility.
16 / EVIDENCE LEDGER
Versioned creator evidence controls every action claim
Primary action names: five Bulk condition actions in v26.3.5 and Remove suspension in v26.3.6.
Research-freeze access: Public/Bronze v26.3.5 and Silver v26.3.6.
Visible-list target boundary, filter workflow, Confirm and wait.
Manager Career focus, FC Edit Player overwrite warning, refresh and save chain.
Windows PC and offline product scope.
Separate SetPlayerFitness scripting contract and conservative 5–95 warning.
Event-driven team automation at day, prematch and load checkpoints.
Player Career ID resolution and event-driven fitness automation.
Career event-handler context for automation examples.
Expanded gameplay injury selection plus energy/training context.
Authentic Gameplay and fatigue-performance boundary.
Official injured-back-line Career scenario and mode framing.
Current audience symptom: few/no injuries despite high sliders; not feature authority.
Current contradictory injury-frequency/severity experiences; community context only.
Energy/sharpness and plan vocabulary; not Live Editor condition evidence.
Base-game Recovery UI context; not direct-edit authority.
Three searches, 24 unique results and no exact current six-action demonstration.
No licensed current FC 26 Career fixture was available. The article does not invent Injury Duration units, numeric Bulk ranges, suspension competition logic or Never Tired persistence. Community evidence never overrides creator or EA documentation.