Medical operations / article 44

Make the player
available.

Fitness, injury and suspension are three different states. Route one symptom to one action, control the visible-player scope and prove the result after a reload.

AVAILABILITY RULEOBSERVE→FILTER→ONE ACTION→RELOAD PROOF

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.

CONDITIONFitness

Set current player condition or test Never Tired—without editing the Stamina attribute.

Bulk · v26.3.5
MEDICALInjury

Heal one documented state or create/change an injury as separate actions.

Bulk · v26.3.5
ELIGIBILITYSuspension

Use the distinct individual action and prove competition eligibility.

Player Editor · v26.3.6

02 / 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.

ACTIONSURFACESINCEDOCUMENTEDHONEST UNKNOWN
FitnessBulk Editv26.3.5current conditionUI range / permanence
Heal PlayerBulk Editv26.3.5full fitness + remove injurysuspension / immunity
Injury PlayerBulk Editv26.3.5injury state actiontype / severity / duration
Injury DurationBulk Editv26.3.5duration-field actionunit / range / standalone result
Never TiredBulk Editv26.3.5per-visible-player actionStamina / persistence
Remove suspensionPlayer Editorv26.3.6suspension removalcard / competition scope
EXACT CONTRACTHeal Player = full fitness + remove injury

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.

AVAILABILITY DESK / LOCAL PLANNERRoute one symptom to one accountable action

No Career connection

01 / SYMPTOM ROUTER

What must change?

Heal Player

Fitness, injury and suspension are separate state families. Select the observed problem; the desk will not treat Heal Player as a universal availability button.

Your Live Editor build
ACCOUNTABLE ROUTEData → Bulk Edit
Heal Player

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

01CONDITION
Fitness / energy

Changes the current readiness state. It is not the persistent Stamina attribute or short-term sprint bar.

PROOF: condition before → refresh → reload
≠
02MEDICAL
Injury + duration

Controls medical unavailability. Heal is defined; Injury and Duration inputs remain partly undocumented.

PROOF: injury label + duration after reload
≠
03ELIGIBILITY
Suspension

A separate v26.3.6 individual action. Confirm eligibility in the relevant competition.

PROOF: competition squad selection

05 / HEAL VERSUS FITNESS

Use the narrowest action that matches the observed state

LOW CONDITION · NOT INJUREDFitness

Change the current condition without claiming a medical-state mutation.

ONE STATE
OR
INJURED + LOW CONDITIONHeal Player

The 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

01One visible target

Filter, count and capture the clean pre-action record.

→
02Injury Player

Apply only this action; wait and observe what state appears.

→
03Record result

Do not predict type, severity or automatic duration.

→
04Duration branch

Restore or continue with a separately documented action.

UNKNOWN ≠ ZERO
The documentation does not name the Injury Duration unit or valid range.

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

ONE-TIMEFitness
STATE NOW→CAREER MAY UPDATE

Set/observe condition at the current checkpoint.

ONGOING HYPOTHESISNever Tired
BEFORE MATCH→AFTER MATCH

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

v26.3.5Public / Bronze baseline

No Remove player suspension addition is documented here.

CONTROL ABSENT BY VERSION
→
v26.3.6Current Silver

Remove player suspension is added to Player Editor.

INDIVIDUAL ACTION AVAILABLE
  1. 01
    Record the competition and eligibility state

    Do not reduce the evidence to a generic red-card icon.

  2. 02
    Open the exact player on v26.3.6

    Verify ID, team and current editor build before using the action.

  3. 03
    Refresh 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

FILTERManaged club + status

Narrow the list to the cohort you can inspect.

→
COUNTEvery visible row

Record the number before opening the action picker.

→
ACTIONOne condition change

Confirm and wait; avoid a second variable.

→
PROVESample + reload

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

v26.2.0Gameplay never tired

Miscellaneous Features control; keep separate from per-player Bulk.

v26.3.2Bulk surface

The general editor arrives before condition actions are listed.

v26.3.5Five Bulk actions

Fitness, Heal, Injury, Duration and Never Tired.

v26.3.6Remove suspension

Individual Player Editor action; current Silver at freeze.

11 / VERSIONED RELOAD PROOF

Observe the same player before, after and after reload

ABEFORE
Freeze the evidence
  • FC + LE versions
  • Player ID and team
  • Competition + date
  • Fitness / injury / duration / eligibility
ONE
ACTION
BREFRESH
Read the new state
  • Wait for Bulk action
  • Exit and re-enter surface
  • Record only observed fields
  • Stop on wrong target/result
SAVE
RELOAD
CPROOF
Test persistence
  • 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

KNOWN PLAYER / KNOWN STATELive Editor

Heal or deliberately change a selected visible player's condition.

DETERMINISTIC INTENT
VERSUS
SEASON-LONG OCCURRENCEFC Frequency / Severity

Tune the base-game injury environment; outcomes remain Career/gameplay driven.

PROBABILITY INTENT
AUDIENCE REALITY

Current 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

LEGACY API PAGESetPlayerFitness
5–95 advised

Below 5 may bug the stamina bar; above 95 may bug the player/game.

BUNDLED TEAM SCRIPTCareer events
100 helper input

Reapplies after day passed, before match, after load and immediately.

BUNDLED VPRO SCRIPTPlayer Career ID
99 API input

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.

0Exact LE results

No current result for Heal, Injury, Fitness, Never Tired and suspension together.

GNN…Training-plan analysis

Energy/sharpness context only; not Live Editor authority.

E08…Recovery short

Base-game Recovery route; captions normalized locally.

401Wiki Vimeo limit

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

01
Official FC 26 changelog

Primary action names: five Bulk condition actions in v26.3.5 and Remove suspension in v26.3.6.

↗
02
Official current version manifest

Research-freeze access: Public/Bronze v26.3.5 and Silver v26.3.6.

↗
03
Official Bulk Editing Wiki

Visible-list target boundary, filter workflow, Confirm and wait.

↗
04
Official Editing Player Wiki

Manager Career focus, FC Edit Player overwrite warning, refresh and save chain.

↗
05
Official project README

Windows PC and offline product scope.

↗
06
Official legacy Lua API

Separate SetPlayerFitness scripting contract and conservative 5–95 warning.

↗
07
Official team-fitness Lua example

Event-driven team automation at day, prematch and load checkpoints.

↗
08
Official VPRO-fitness Lua example

Player Career ID resolution and event-driven fitness automation.

↗
09
Official Lua Events Wiki

Career event-handler context for automation examples.

↗
10
EA FC 26 Career deep dive

Expanded gameplay injury selection plus energy/training context.

↗
11
EA FC 26 Gameplay deep dive

Authentic Gameplay and fatigue-performance boundary.

↗
12
EA FC 26 Career feature page

Official injured-back-line Career scenario and mode framing.

↗
13
EA Forums: injuries with sliders maxed

Current audience symptom: few/no injuries despite high sliders; not feature authority.

↗
14
Audience: realistic injury frequency

Current contradictory injury-frequency/severity experiences; community context only.

↗
15
Current training-plan analysis

Energy/sharpness and plan vocabulary; not Live Editor condition evidence.

↗
16
Current recovery-plan short

Base-game Recovery UI context; not direct-edit authority.

↗
17
Fresh condition-video search audit

Three searches, 24 unique results and no exact current six-action demonstration.

↗
RESEARCH FREEZE · 17 AUGUST 2026

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.

NEXT GUIDE / ARTICLE 45AEdit & export Season Statistics45A →